2019_Ann_Sale_Day1=展廳開放日第1天
2019_Ann_Sale_Day2=展廳開放日第2天
2019_Ann_Sale_Day3=展廳開放日第3天
2019_Ann_Sale_Day4=展廳開放日第4天
2019_Ann_Sale_Day5=展廳開放日第5天
2019_Ann_Sale_Day6_01=展廳開放日第6天_01
2019_Ann_Sale_Day6_02=展廳開放日第6天_02
2019_Ann_Sale_Day7=展廳開放日第7天
2019_Ann_Sale_Day8=展廳開放日第8天
2019_Ann_Sale_Day9=展廳開放日第9天 - 全展焦點
890_J_MissionTest=WIP – 駭入在完成之前阻止 %ls
890_J_Mission_Obj_VIP_Long=WIP – 保護 VIP
890_J_Mission_Obj_VIP_Short=WIP – 保護 VIP
890_J_Mission_WaypointVIP=WIP – 護衛 VIP
890_J_Mobi_Desc=WIP – 前往被劫持的 890 Jump,並阻止劫持/駭客攻擊
890_J_Mobi_Title=WIP – 890 Jump 陷入危機
890_J_Screen=
@Invictus_TourSoon=不屈艦隊週即將到來
@hud_mining_modifier_cluster_factor=富集係數 (~ItemModifierMethod(value)%)
@pause_options_esp_zone_inner=駕駛員瞄準增穩(E.S.P.) - 內部區域大小 (區域百分比)
@ui_v_ifcs_esp_hold=瞄準增穩 (E.S.P.) - 暫時啟用 (長按)
@vehicle_DescGRIN_STV=製造商:灰貓工業 [Greycat Industrial]\n專業定位:運輸\n\n準備好在工作中使用灰貓工業的STV來獲得一些真正的樂趣。這款運動型全地形車由專業人士為專業人士打造,擁有閃電般的速度和實用的內建儲存空間。
ATC_Area18=18區 著陸服務
ATC_Automated=自動著陸服務
ATC_CryAstro=星雫[Cry-Astro] 載具服務
ATC_GrimHEX=格林皇家[Green Imperial] 著陸服務
ATC_Levski=列夫斯基[Levski] 著陸管制
ATC_Lorville=羅威爾 著陸服務
ATC_Lorville_Gate01=羅威爾一號大門[Lorville Gate 01]
ATC_Lorville_Gate02=羅威爾二號大門[Lorville Gate 02]
ATC_Lorville_Gate03=羅威爾三號大門[Lorville Gate 03]
ATC_Lorville_Gate04=羅威爾四號大門[Lorville Gate 04]
ATC_Lorville_Gate05=羅威爾五號大門[Lorville Gate 05]
ATC_Lorville_Gate06=羅威爾六號大門[Lorville Gate 06]
ATC_Orison=祈願城 著陸服務
ATC_OutpostArcCorp=弧光集團前哨站[ArcCorp Outpost] 著陸服務
ATC_OutpostGeneric=前哨站[Outpost] 著陸管制
ATC_OutpostRayari=拉亞利前哨站[Rayari Outpost] 著陸服務
ATC_OutpostShubin=舒賓前哨站[Shubin Outpost] 著陸管制
ATC_OutpostTerraMills=泰拉磨坊前哨站[Terra Mills Outpost] 著陸管制
ATC_PlatinumBay=白金灣[Platinum Bay] 著陸服務
ATC_PortOlisar=奧莉莎港[Port Olisar] 著陸服務
ATC_RandR=休息 & 放鬆[Rest & Relax] 著陸服務
AaronHalo=亞倫環帶[Aaron Halo]
AbandonedOutpost_001=廢棄前哨站
AbandonedOutpost_001_desc=禁止進入,此建築已停止服務。請勿使用、佔用或進入。
Aciedo_CommArray_desc_shared=該通訊陣列衛星由亞希多通訊[Aciedo Communications]擁有並運營,為該空域提供通訊覆蓋和緊急通訊網路 (ECN) 服務。
Aciedo_RepUI_Area=地球聯合帝國[UEE]
Aciedo_RepUI_Description=第一次塔維因[Tevarin]戰爭結束後,人類重燃了對探索星空的渴望。亞希多通訊[Aciedo Communications]最早是一家新興的船艦製造商,專注於製造長程探索船艦。他們在最初的船艦設計中得到了一定的成功,而他們的通訊無人機也以其可靠性和傳輸成功率脫穎而出。新興帝國的船主們開始要求亞希多直接銷售其通訊無人機。在提供銷售它們的一年裡產品銷量劇增,不久以後亞希多決定完全停止他們的船艦製造業務。如今,亞希多是地球聯合帝國最大的通訊服務商,處理帝國70%以上的通訊,並在整個帝國運營通訊中繼、通訊陣列衛星和通訊無人機。
Aciedo_RepUI_Focus=通訊服務
Aciedo_RepUI_Founded=2565年
Aciedo_RepUI_Headquarters=昆坦市 - 安吉利星 - 克羅肖星系[Quinton, Angeli, Croshaw System]
Aciedo_RepUI_Leadership=鳴海·荒井[Narumi Arai] 首席執行長
Aciedo_RepUI_Name=亞希多通訊[Aciedo Communications]
Activation_Off=喚醒
Activation_Offline=- 離線 -
Activation_On=喚醒中
Adagio_BasicSalvage_Desc_01=注意:目前有新的打撈許可證可供購買。只要完成信用點支付流程,您就能夠取得監管空域內可打撈船艦的獨家座標存取權限。合約生效期間內該座標隨時能夠使用。您可以在打撈到了足夠的材料後隨時提前終止合約,無需承擔任何罰款,合約終止後該座標將從星圖中清除。\n\n許可證編號 #~mission(ClaimNumber) 詳細資訊:\n• 事故船艦:~mission(Ship)\n• 事故原因:~mission(ShipStory)\n• 地點:~mission(location)\n\n阿德吉奧權益部門
Adagio_BasicSalvage_Title_01=授權編號 #~mission(ClaimNumber):~mission(Ship)打撈許可證
Adagio_RepUI_Area=地球聯合帝國[UEE]
Adagio_RepUI_Description=阿德吉奧集團 [Adagio Holdings] 由退役的海軍後勤人員創立,透過打撈作業滿足了梅塞爾時期那些軍工聯合體貪婪的資源需求。在梅塞爾政權下台後,阿德吉奧和其它軍事承包商一樣失去了合約,公司從此轉向尋找其它收入來源。最終令阿德吉奧開始將他們獲得的打撈許可轉售給其它獨立船長或各種規模的企業。
Adagio_RepUI_DisplayName=阿德吉奧集團 [Adagio Holdings]
Adagio_RepUI_Focus=打撈
Adagio_RepUI_Founded=2577年
Adagio_RepUI_HQ=基恩星 - 基利恩星系[Keene, Killian System]
Adagio_RepUI_Leadership=薩摩特·賴因[Samoht Rhine] 首席執行長
Adagio_from=阿德吉奧集團 [Adagio Holdings]
Admin_Ask_Work=有什麼工作嗎?
Admin_Blackbox_Dropoff_Request=放置黑盒子。
Admin_Counter_Marker_01=遞送地點
Admin_Deliver_Marker_01=遞送
Admin_Delivery_Dropoff_Request=遞送貨物。
Admin_Delivery_Pickup_Request=拿取貨物。
Admin_Goodbye=再見。
Admin_Help_Cargo=出售一些貨物。
Admin_Pickup_Marker_01=取貨
Admin_Repair_Pickup_Request=拿起一個動力核心。
Admin_Small_Talk=最近如何?
Advocacy_RepUI_Area,P=[PH] Area
Advocacy_RepUI_Description,P=[PH] Advocacy Description
Advocacy_RepUI_Focus,P=[PH] Advocacy Focus
Advocacy_RepUI_Founded,P=[PH] N/A
Advocacy_RepUI_Headquarters,P=[PH] Advocacy Headquarters
Advocacy_RepUI_Leadership,P=[PH] Advocacy Leadership
Advocacy_RepUI_Name,P=[PH] Advocacy
Alerts_BeingArrested=請留在原地,執法單位正在執行逮捕程序
Alerts_BeingScanned=請保持靜止,執法單位正在執行掃描作業
AmbassadorFlights_Allies=銀葉會[Silver Leaf Society]
AmbassadorFlights_RepUI_Area=地球聯合帝國[UEE]
AmbassadorFlights_RepUI_Description=使節航空 [Ambassador Flights] 所提供的接送服務一直是許多VIP和高階主管的首選,他們也因此享譽帝國。使節航空擁有自己的豪華船隊來載運富有的客戶,同時為了將服務進一步提升,他們會招募滿足其在衛生、舒適與隱私方面達到極高標準的私家飛行員。
AmbassadorFlights_RepUI_Focus=客運服務
AmbassadorFlights_RepUI_Founded=2650年
AmbassadorFlights_RepUI_Headquarters=紐約市 - 地球 - 太陽系[New York City, Earth, Sol System]
AmbassadorFlights_RepUI_Leadership=恩雅·沃爾夫[Anay Wolfe] 首席執行長
AmbassadorFlights_RepUI_Name=使節航空[Ambassador Flights]
AmbassadorFlights_Rivals=N/A
ApprehendViolentInmate_DescriptionLong,P=找到這名動用私刑者並將其繩之以法
ApprehendViolentInmate_DescriptionShort,P=找到這名動用私刑者並將其繩之以法
ApprehendViolentInmate_HUD,P=消滅 ~mission(Target)
ApprehendViolentInmate_Marker,P=暴力犯
ApprehendViolentInmate_MissionDescription,P=這名囚犯在服刑期間違反了監獄規定,犯下了暴力罪行,必須予以制止。願意嘗試追捕這名暴力犯的人將因逮捕他們獲得獎勵。
ApprehendViolentInmate_Title,P=逮捕暴力犯
ArcCorp_desc_shared=一座由弧光集團[ArcCorp]運營的礦產設施。
AstroArmada_Salesperson_Conv_001_1,P=第 1 行:巴拉~巴拉~巴拉~
BHG_Certification_Criminal_Desc=根據我們一位會員的推薦,賞金獵人公會希望為您提供取得《嫌犯追捕執照》的機會。\n\n這將意味著您有資格追蹤和逮捕被通緝的嫌犯,他們比一般的被懸賞犯人更難以捉摸,也比起您平常處理的那些目標有更強的駕駛技術和更多的資源,抓捕他們將十分具有挑戰性。\n\n您必須成功緝捕這個名為 ~mission(TargetName) 的通緝犯才能通過認證。
BHG_Certification_Criminal_Title=嫌犯追捕執照
BHG_Certification_Easy_Desc=--------------------------------------------------------\n--------------------- 賞金合約 ---------------------\n--------------------------------------------------------\n\n賞金獵人公會\n處理與分配\n\n賞金獵人公會已授權一項正式懸賞。\n\n目標姓名:~mission(TargetName)\n所處星系:史坦頓\n風險評級:低\n最後已知位置:位於~mission(Location)\n所屬勢力:「無」\n任務簡報:根據對您能力展現的評估,賞金獵人公會希望為您提供取得《入門賞金獵人執照》的機會。\n\n此執照表示您有資格追蹤和逮捕低風險目標(LRT)。這些犯罪分子一般會駕駛較小的船艦,但通常會有一些護航,使他們更具威脅性。\n\n您必須成功緝拿這個名為 ~mission(TargetName)的低風險目標,才能通過認證,他最後一次的出現地點為~mission(Location|Address)。\n\n\n賞金獵人公會\n伸張正義\n\n賞金獵人公會是由傭兵公會授權的安全服務機構,並根據《外星貿易授權法案》獲准在地球聯合帝國及其他地區營運。
BHG_Certification_Easy_Title=入門賞金獵人執照(LRT)
BHG_Certification_EscapedConvict_Desc=由於地區內的逃犯數量增加,賞金獵人公會希望為您提供取得《逃犯追捕執照》的機會。\n\n這表示您有資格追蹤和逮捕逃脫的罪犯。 這些亡命之徒通常很難被抓獲,需要具備特殊技能和高度的直覺。\n\n您必須成功緝拿這個名為 ~mission(TargetName) 的逃犯,才能成功通過認證。\n
BHG_Certification_EscapedConvict_Title=逃犯追捕執照
BHG_Certification_Hard_Desc=--------------------------------------------------------\n--------------------- 賞金合約 ---------------------\n--------------------------------------------------------\n\n賞金獵人公會\n處理與分配\n\n賞金獵人公會已授權一項正式懸賞。\n\n目標姓名:~mission(TargetName)\n所處星系:史坦頓\n風險評級:高\n最後已知位置:位於~mission(Location)\n所屬勢力:「無」\n任務簡報:隨著您在業界的地位不斷提高,賞金獵人公會希望為您提供取得《熟練賞金獵人執照》的機會。\n\n此執照表示您有資格追蹤和逮捕高風險目標(HRT)。這些罪犯通常駕駛大型多人船艦,並擁有多數護航。 額外的進攻和防禦能力使他們成為除了那些老練成員外,大多數人的棘手目標。\n\n您必須成功緝拿這個名為~mission(TargetName)的高風險目標,才能通過認證,他最後一次的出現地點為~mission(Location|Address)。\n\n\n賞金獵人公會\n伸張正義\n\n賞金獵人公會是由傭兵公會授權的安全服務機構,並根據《外星貿易授權法案》獲准在地球聯合帝國及其他地區營運。
BHG_Certification_Hard_Title=熟練賞金獵人執照(HRT)
BHG_Certification_Medium_Desc=--------------------------------------------------------\n--------------------- 賞金合約 ---------------------\n--------------------------------------------------------\n\n賞金獵人公會\n處理與分配\n\n賞金獵人公會已授權一項正式懸賞。\n\n目標姓名:~mission(TargetName)\n所處星系:史坦頓\n風險評級:中等\n最後已知位置:位於~mission(Location)\n所屬勢力:「無」\n任務簡報:隨著您的技術日益精進,賞金獵人公會希望為您提供取得《正式賞金獵人執照》的機會。\n\n此執照表示您有資格追蹤和逮捕中等風險目標 (MRT),這些罪犯通常駕駛中型船艦,並配備數艘護航。這類不法之徒構成了賞金獵人通常會面對的大部分合約對象。\n\n您必須成功緝拿這個名爲~mission(TargetName)的中等風險目標,才能通過認證,他最後一次的出現地點為~mission(Location|Address)。\n\n\n賞金獵人公會\n伸張正義\n\n賞金獵人公會是由傭兵公會授權的安全服務機構,並根據《外星貿易授權法案》獲准在地球聯合帝國及其他地區營運。
BHG_Certification_Medium_Title=正式賞金獵人執照(MRT)
BHG_Certification_Super_Desc=--------------------------------------------------------\n--------------------- 賞金合約 ---------------------\n--------------------------------------------------------\n\n賞金獵人公會\n處理與分配\n\n賞金獵人公會已授權一項正式懸賞。\n\n目標姓名:~mission(TargetName)\n所處星系:史坦頓\n風險評級:極端\n最後已知位置:位於~mission(Location)\n所屬勢力:「無」\n任務簡報:為了認可您在此領域的專業知識,賞金獵人公會希望爲您提供取得《大師賞金獵人執照》的機會。\n\n此執照表明您有資格追蹤和逮捕極端風險目標(ERT),這些罪犯通常駕駛次主力艦級別的船艦,並有重兵護航。這些目標僅分配給最有經驗的賞金獵人。\n\n您必須成功緝拿這個名爲~mission(TargetName)的極端風險目標,才能通過認證,他最後一次的出現地點為~mission(Location|Address)。\n\n\n賞金獵人公會\n伸張正義\n\n賞金獵人公會是由傭兵公會授權的安全服務機構,並根據《外星貿易授權法案》獲准在地球聯合帝國及其他地區營運。
BHG_Certification_Super_Title=頂尖賞金獵人執照(ERT)
BHG_Certification_VeryEasy_Desc=--------------------------------------------------------\n--------------------- 賞金合約 ---------------------\n--------------------------------------------------------\n\n賞金獵人公會\n處理與分配\n\n賞金獵人公會已授權一項正式懸賞。\n\n目標姓名:~mission(TargetName)\n所處星系:史坦頓\n風險評級:極低\n最後已知位置:位於~mission(Location)\n所屬勢力:「無」\n任務簡報:根據對您的能力的評估,賞金獵人公會希望為您提供取得《見習賞金獵人執照》的機會。\n\n此執照表示您有資格追蹤和逮捕極低風險目標(VLRT),這些罪犯通常駕駛小型船艦,並且很少有一個以上的護航。 非常適合剛開始涉足該領域的新手賞金獵人。\n\n您必須成功緝拿這個名為~mission(TargetName)的極低風險目標,才能通過認證,他最後一次的出現地點為~mission(Location|Address)。\n\n\n賞金獵人公會\n伸張正義\n\n賞金獵人公會是由傭兵公會授權的安全服務機構,並根據《外星貿易授權法案》獲准在地球聯合帝國及其他地區營運。
BHG_Certification_VeryEasy_Title=見習賞金獵人執照(VLRT)
BHG_Certification_VeryHard_Desc=--------------------------------------------------------\n--------------------- 賞金合約 ---------------------\n--------------------------------------------------------\n\n賞金獵人公會\n處理與分配\n\n賞金獵人公會已授權一項正式懸賞。\n\n目標姓名:~mission(TargetName)\n所處星系:史坦頓\n風險評級:極高\n最後已知位置:位於~mission(Location)\n所屬勢力:「無」\n任務簡報:根據您卓越的履歷,賞金獵人公會將為您提供獲得《菁英賞金獵人執照》的機會。\n\n此執照表明您有資格追蹤和逮捕極高風險目標(VHRT)。些罪犯通常駕駛大型多人船艦,並且帶有大量護航。 您必須同時應對很多敵人,遭遇這些目標通常是致命的。\n\n您必須成功緝拿這個名爲~mission(TargetName)的極高風險目標,才能通過認證,他最後一次的出現地點為~mission(Location|Address)。\n\n\n賞金獵人公會\n伸張正義\n\n賞金獵人公會是由傭兵公會授權的安全服務機構,並根據《外星貿易授權法案》獲准在地球聯合帝國及其他地區營運。
BHG_Certification_VeryHard_Title=菁英賞金獵人執照(VHRT)
BHG_From=賞金獵人公會
BHG_ReputationJournal_CS3_BodyText=您已獲得賞金獵人公會的《嫌犯追捕執照》,已具備追蹤和逮捕根據法律而被通緝的嫌犯的資格。
BHG_ReputationJournal_CS3_ShortTitle=獲得《嫌犯追捕執照》
BHG_ReputationJournal_CS3_Title=《嫌犯追捕執照》
BHG_ReputationJournal_CS4_BodyText,P=獲得《難尋賞金 CS4 執照》
BHG_ReputationJournal_CS4_ShortTitle,P=獲得《匿跡懸賞 CS4 執照》
BHG_ReputationJournal_CS4_Title,P=獲得《匿跡懸賞 CS4 執照》
BHG_ReputationJournal_CS5_BodyText,P=獲得《匿跡懸賞 CS5 執照》
BHG_ReputationJournal_CS5_ShortTitle,P=獲得《匿跡懸賞 CS5 執照》
BHG_ReputationJournal_CS5_Title,P=獲得《匿跡懸賞 CS5 執照》
BHG_ReputationJournal_Easy_BodyText=這張由賞金獵人協會頒發的許可證賦予了您追緝低風險目標(LRT)的資格。\n\n這份認證同時也允許您追緝那些目前因為信息不明而難以劃分危險等級的目標(?RT)。在追緝他們時請務必保持謹慎。
BHG_ReputationJournal_Easy_ShortTitle=獲得《入門賞金獵人執照》(LRT)
BHG_ReputationJournal_Easy_Title=《入門賞金獵人執照》(LRT)
BHG_ReputationJournal_EscapedConvict_BodyText=您已獲得賞金獵人公會的《逃犯追捕執照》,已具備追蹤和逮捕逃犯的資格。
BHG_ReputationJournal_EscapedConvict_ShortTitle=獲得《逃犯追捕執照》
BHG_ReputationJournal_EscapedConvict_Title=《逃犯追捕執照》
BHG_ReputationJournal_Hard_BodyText=這張由賞金獵人協會頒發的許可證賦予了您追緝高風險目標(HRT)的資格。\n\n這份認證同時也允許您追緝那些目前因為信息不明而難以劃分危險等級的目標(?RT)。在追緝他們時請務必保持謹慎。
BHG_ReputationJournal_Hard_ShortTitle=獲得《熟練賞金獵人執照》(HRT)
BHG_ReputationJournal_Hard_Title=《熟練賞金獵人執照》(HRT)
BHG_ReputationJournal_Medium_BodyText=這張由賞金獵人協會頒發的許可證賦予了您追緝中等風險目標(MRT)的資格。\n\n這份認證同時也允許您追緝那些目前因為信息不明而難以劃分危險等級的目標(?RT)。在追緝他們時請務必保持謹慎。
BHG_ReputationJournal_Medium_ShortTitle=獲得《正式賞金獵人執照》(MRT)
BHG_ReputationJournal_Medium_Title=《正式賞金獵人執照》(MRT)
BHG_ReputationJournal_Super_BodyText=這張由賞金獵人協會頒發的許可證賦予了您追緝極端風險目標(ERT)的資格。\n\n這份認證同時也允許您追緝那些目前因為信息不明而難以劃分危險等級的目標(?RT)。在追緝他們時請務必保持謹慎。
BHG_ReputationJournal_Super_ShortTitle=獲得《頂尖賞金獵人執照》(ERT)
BHG_ReputationJournal_Super_Title=《頂尖賞金獵人執照》(ERT)
BHG_ReputationJournal_VeryEasy_BodyText=這張由賞金獵人協會頒發的許可證賦予了您追緝極低風險目標(VLRT)的資格。\n\n這份認證同時也允許您追緝那些目前因為信息不明而難以劃分危險等級的目標(?RT)。在追緝他們時請務必保持謹慎。
BHG_ReputationJournal_VeryEasy_ShortTitle=獲得《見習賞金獵人執照》(VLRT)
BHG_ReputationJournal_VeryEasy_Title=《見習賞金獵人執照》(VLRT)
BHG_ReputationJournal_VeryHard_BodyText=這張由賞金獵人協會頒發的許可證賦予了您追緝極高風險目標(VHRT)的資格。\n\n這份認證同時也允許您追緝那些目前因為信息不明而難以劃分危險等級的目標(?RT)。在追緝他們時請務必保持謹慎。
BHG_ReputationJournal_VeryHard_ShortTitle=獲得《菁英賞金獵人執照》(VHRT)
BHG_ReputationJournal_VeryHard_Title=《菁英賞金獵人執照》(VHRT)
Bacchus=巴克斯星系(Bacchus System)
Bacchus1=巴克斯 I [Bacchus I]
Bacchus1_Desc=一顆超級類地行星,因為太靠近該雙星星系的兩顆恆星導致其岩石表面沸騰,並形成極其炎熱和煙霧瀰漫的大氣層。
Bacchus2=巴克斯 II [Bacchus II]
Bacchus2_Desc=一顆海洋行星,星羅棋佈著許多有人居住的島嶼和群島,氣候和生物多樣性豐富多樣。儘管巴努們迄今尚未證實巴克斯II是否如UEE的人們推測的那樣是巴努人的母星,但他們的確會在這顆星球上進行“集會”;在這個特殊的活動中巴努人會聚集在一起,共同制定關乎整個種族的決策。
Bacchus3=巴克斯 III [Bacchus III]
Bacchus3_Desc=一顆以動態的漩渦雲和頻繁的電風暴爲特徵的巨型氣態星球。
Bacchus_AsteroidBelt1=巴克斯小行星帶[Bacchus Belt] Alpha
Bacchus_AsteroidBelt1_Desc=這裡被數世代巴努[Banu]過度開採,隨著時間的推移,此小行星帶已經變成了垃圾場。
Bacchus_Desc=許多地球聯合帝國的人們認為,雙星星系巴克斯 [Bacchus] 是巴努 [Banu] 的故鄉,但迄今為止,巴努自己仍無法證實或選擇不予證實。與大多數巴努的星系一樣,巴克斯的貿易航道擠滿了來自巴努,人類,和錫安[Xi'an]的旅行者。在星系外永久駐留的大型船團是商隊們的熱門目的地。\n
Bacchus_Flotilla=巴克斯船團[Bacchus Flotilla]
Bacchus_Flotilla_Desc=已匯聚成永久漂流市場的大型船艦群,得益於其在躍遷點附近的位置,吸引了各式各樣的旅客和商人進出星系。
Bacchus_JumpPoint_Garron=巴克斯 - 蓋榮 躍遷點 [Bacchus - Garron Jump Point]
Bacchus_JumpPoint_Garron_Desc=該躍遷點連接著巴克斯[Bacchus]星系和UEE管轄的蓋榮[Garron]星系。
Bacchus_JumpPoint_Geddon=巴克斯 - 格登 躍遷點 [Bacchus - Geddon Jump Point]
Bacchus_JumpPoint_Geddon_Desc=該躍遷點連接著巴克斯[Bachhus]星系和格登[Geddon]星系。
Bacchus_Star1=巴克斯 A[Bacchus A]
Bacchus_Star1_Desc=一顆G型主序星,是巴克斯B[Bacchus B]的主星。
Bacchus_Star2=巴克斯B[Bacchus B]
Bacchus_Star2_Desc=一顆K型主序星,是巴斯克A[Bacchus A]的伴星。
BarMenu_Cognac=干邑白蘭地[Cognac]
BarMenu_CubaLibre=自由古巴[Cuba Libre] (8 aUEC)
BarMenu_Gin=琴酒[Gin]
BarMenu_GinTonic=琴通寧[Gin and Tonic] (8 aUEC)
BarMenu_Rum=朗姆酒[Rum]
BarMenu_RumCola=朗姆酒可樂[Rum and Cola] (8 aUEC)
BarMenu_Screwdriver=螺絲起子[Screwdriver] (8 aUEC)
BarMenu_SubMenu_Beer=啤酒[Beer]
BarMenu_SubMenu_Liquor=烈酒[Liquor]
BarMenu_Tequila=龍舌蘭[Tequila]
BarMenu_Vodka=伏特加[Vodka]
BarMenu_Whiskey=威士忌[Whiskey]
BarMenu_WhiskeyCola=威士忌可樂[Whiskey and Cola] (8 aUEC)
BarMenu_beer_bottle_Hoffdor=瓶裝霍夫多啤酒[Hoffdor Beer Bottle] (5 aUEC)
BarMenu_beer_bottle_LibertyAleGen=瓶裝利伯蒂啤酒-宗星[Gen Liberty Ale Bottle] (5 aUEC)
BarMenu_beer_bottle_LibertyAlePike=瓶裝利伯蒂啤酒-派克[Pike Liberty Ale Bottle] (5 aUEC)
BarMenu_beer_bottle_LibertyAleTerra=瓶裝利伯蒂啤酒-泰拉[Terra Liberty Ale Bottle] (5 aUEC)
BarMenu_beer_bottle_SmoltzLight=瓶裝斯莫爾茨淡啤酒moltz Light Beer Bottle] (5 aUEC)
BarMenu_beer_bottle_smoltz=瓶裝斯莫爾茨啤酒[Smoltz] (5 aUEC)
BarMenu_beer_draft_01,P=生啤酒 1[Draft Beer 1] (7 aUEC)
BarMenu_beer_draft_02,P=生啤酒 2[Draft Beer 2] (7 aUEC)
BarMenu_beer_draft_03,P=生啤酒 3[Draft Beer 3] (7 aUEC)
BarMenu_beer_draft_04,P=生啤酒 4[Draft Beer 4] (7 aUEC)
BarMenu_beer_draft_05,P=生啤酒 5[Draft Beer 5] (7 aUEC)
BarMenu_beer_draft_06,P=生啤酒 6[Draft Beer 6] (7 aUEC)
BarMenu_beer_draft_Hoffdor=霍夫多生啤酒[Hoffdor Beer Draft] (7 aUEC)
BarMenu_beer_draft_LibertyAleGen=利伯蒂生啤酒-宗星[Gen Liberty Ale Draft] (7 aUEC)
BarMenu_beer_draft_LibertyAlePike=利伯蒂生啤酒-派克[Pike Liberty Ale Draft] (7 aUEC)
BarMenu_beer_draft_LibertyAleTerra=利伯蒂生啤酒-泰拉[Terra Liberty Ale Draft] (7 aUEC)
BarMenu_beer_draft_SmoltzLight=斯莫爾茨淡生啤酒[Smoltz Light Beer Draft] (7 aUEC)
BarMenu_beer_draft_smoltz=斯莫爾茨生啤酒[Smoltz Draft] (7 aUEC)
Bartender_Convo_OrderBeer=啤酒[Beer]
Bartender_Convo_OrderNothing=什麼都不要
Bartender_Convo_OrderWhiskey=威士忌[Whiskey]
Bartender_Greet=嘿!能給我來一杯嗎?
BasicSalvage_obj_long_01=打撈位於~mission(location)附近的~mission(ship)。
BasicSalvage_obj_marker_01=取回打撈物
BasicSalvage_subobj_long_01a=前往~mission(location)找到你的打撈目標。
BasicSalvage_subobj_long_01b=打撈位於~mission(location)附近的~mission(ship)。
BasicSalvage_subobj_short_01a=前往~mission(location)
BasicSalvage_subobj_short_01b=打撈~mission(ship)
Battaglia_Allies=礦工聯合會、人民聯盟[Miners Amalgamated, People's Alliance]
Battaglia_Rivals=塵暴幫[Dusters]
Battaglia_convo_followup_more_work=還有別的工作嗎?
Battaglia_convo_shopping=買東西。
Battaglia_convo_visiting=只是看看。
Battaglia_convo_wanted_to_see_who_you_are=只是想順便過來打個招呼。
Battaglia_convo_will_come_back_later=沒關係,我稍後再回來
Battaglia_convo_work=找工作。
BeaconDropoff_ObjectiveMarker=信標
BitZeros_RepUI_Area=史坦頓[ Stanton]
BitZeros_RepUI_Description=一個無法無天的駭客組織,據傳是由一群對微科公司不滿的年輕人創立的,他們因對舊科技的熱愛而結盟。他們對嚴重的犯罪不感興趣,渴望尋求刺激,志在賺更多的錢、過著奢華的生活,並最終為史坦頓的大型企業展開報復。他們熱衷於數位滲透和詭計,因此在需要更直接的行動時,他們會尋求外部幫助。
BitZeros_RepUI_DisplayName=「虛無位元」
BitZeros_RepUI_Focus=間諜,盜竊,駭客攻擊
BitZeros_RepUI_Founded=2951年
BitZeros_RepUI_HQ=微科星,史坦頓星系[ microTech, Stanton System]
BitZeros_RepUI_Leadership=象鼻蟲 [Weevil]
BlacJac_Allies=弧光集團 [ArcCorp]
BlacJac_RepUI_Area=斯坦頓 Ⅲ 所屬區域
BlacJac_RepUI_Description=黑傑克是由電車城的傑克·恩戈所設立的,旨在為當地企業提供安保服務,以應對日益猖獗的犯罪活動。不久之後,這家公司便以其高效的服務贏得了聲譽,一些大型企業開始聘請黑傑克來負責其他星球的安保工作。同時,弧光集團也曾試圖組建自己的安保部隊來守護其新收購的星球斯坦頓III,但由於一系列挫折和預算問題,決定僱傭曾協助公司處理其他幾項安保事務的黑傑克,他們在2906年開始接管這顆星球的治安工作。
BlacJac_RepUI_Focus=私人安保公司
BlacJac_RepUI_Founded=2885年
BlacJac_RepUI_Headquarters=電車城,阿蘇拉,費榮星系[Tram, Asura, Ferron System]
BlacJac_RepUI_Leadership=傑克·恩戈 Jr. [Jac Ngo, Jr.] 首席執行長
BlacJac_RepUI_Name=黑傑克
BlacJac_ReputationJournal_Agent_Demotion_BodyText,P=【權限】降階至 — 初階代理人
BlacJac_ReputationJournal_Agent_Demotion_ShortTitle,P=【權限】降階至 — 初階代理人
BlacJac_ReputationJournal_Agent_Demotion_SubHeading,P=【權限】降階至 — 初階代理人
BlacJac_ReputationJournal_Agent_Demotion_Title,P=【權限】降階至 — 初階代理人
BlacJac_ReputationJournal_Agent_Promotion_BodyText,P=【權限】晉升至 — 高階代理人
BlacJac_ReputationJournal_Agent_Promotion_ShortTitle,P=【權限】晉升至 — 高階代理人
BlacJac_ReputationJournal_Agent_Promotion_SubHeading,P=【權限】晉升至 — 高階代理人
BlacJac_ReputationJournal_Agent_Promotion_Title,P=【權限】晉升至 — 高階代理人
BlacJac_ReputationJournal_Applicant_Promotion_BodyText,P=【權限】見習開始
BlacJac_ReputationJournal_Applicant_Promotion_ShortTitle,P=【權限】見習開始
BlacJac_ReputationJournal_Applicant_Promotion_SubHeading,P=【權限】見習開始
BlacJac_ReputationJournal_Applicant_Promotion_Title,P=【權限】見習開始
BlacJac_ReputationJournal_JuniorAgent_Demotion_BodyText,P=【權限】通知 — 降回見習
BlacJac_ReputationJournal_JuniorAgent_Demotion_ShortTitle,P=【權限】通知 — 降回見習
BlacJac_ReputationJournal_JuniorAgent_Demotion_SubHeading,P=【權限】通知 — 降回見習
BlacJac_ReputationJournal_JuniorAgent_Demotion_Title,P=【權限】通知 — 降回見習
BlacJac_ReputationJournal_JuniorAgent_Promotion_BodyText,P=【權限】晉升至 — 代理人
BlacJac_ReputationJournal_JuniorAgent_Promotion_ShortTitle,P=【權限】晉升至 — 代理人
BlacJac_ReputationJournal_JuniorAgent_Promotion_SubHeading,P=【權限】晉升至 — 代理人
BlacJac_ReputationJournal_JuniorAgent_Promotion_Title,P=【權限】晉升至 — 代理人
BlacJac_ReputationJournal_MasterAgent_Demotion_BodyText,P=【權限】降階至 — 資深代理人
BlacJac_ReputationJournal_MasterAgent_Demotion_ShortTitle,P=【權限】降階至 — 資深代理人
BlacJac_ReputationJournal_MasterAgent_Demotion_SubHeading,P=【權限】降階至 — 資深代理人
BlacJac_ReputationJournal_MasterAgent_Demotion_Title,P=【權限】降階至 — 資深代理人
BlacJac_ReputationJournal_Probation_Demotion_BodyText,P=【權限】合約終止 — 黑傑克
BlacJac_ReputationJournal_Probation_Demotion_ShortTitle,P=【權限】合約終止
BlacJac_ReputationJournal_Probation_Demotion_SubHeading,P=【權限】合約終止
BlacJac_ReputationJournal_Probation_Demotion_Title,P=【權限】合約終止 — 黑傑克
BlacJac_ReputationJournal_Probation_Promotion_BodyText,P=【權限】見習結束晉升至 — 初階代理人
BlacJac_ReputationJournal_Probation_Promotion_ShortTitle,P=【權限】見習結束晉升至 — 初階代理人
BlacJac_ReputationJournal_Probation_Promotion_SubHeading,P=【權限】見習結束晉升至 — 初階代理人
BlacJac_ReputationJournal_Probation_Promotion_Title,P=【權限】見習結束晉升至 — 初階代理人
BlacJac_ReputationJournal_SeniorAgent_Demotion_BodyText,P=【權限】降階至 — 代理人
BlacJac_ReputationJournal_SeniorAgent_Demotion_ShortTitle,P=【權限】降階至 — 代理人
BlacJac_ReputationJournal_SeniorAgent_Demotion_SubHeading,P=【權限】降階至 — 代理人
BlacJac_ReputationJournal_SeniorAgent_Demotion_Title,P=【權限】降階至 — 代理人
BlacJac_ReputationJournal_SeniorAgent_Promotion_BodyText,P=【權限】晉升至 — 資深代理人
BlacJac_ReputationJournal_SeniorAgent_Promotion_ShortTitle,P=【權限】晉升至 — 資深代理人
BlacJac_ReputationJournal_SeniorAgent_Promotion_SubHeading,P=【權限】晉升至 — 資深代理人
BlacJac_ReputationJournal_SeniorAgent_Promotion_Title,P=【權限】晉升至 — 資深代理人 — 黑傑克
BlacJac_ReputationJournal_VeteranAgent_Demotion_BodyText,P=【權限】降階至 — 高階代理人
BlacJac_ReputationJournal_VeteranAgent_Demotion_ShortTitle,P=【權限】降階至 — 高階代理人
BlacJac_ReputationJournal_VeteranAgent_Demotion_SubHeading,P=【權限】降階至 — 高階代理人
BlacJac_ReputationJournal_VeteranAgent_Demotion_Title,P=【權限】降階至 — 高階代理人
BlacJac_ReputationJournal_VeteranAgent_Promotion_BodyText,P=【權限】晉升至 — 頂尖代理人
BlacJac_ReputationJournal_VeteranAgent_Promotion_ShortTitle,P=【權限】晉升至 — 頂尖代理人
BlacJac_ReputationJournal_VeteranAgent_Promotion_SubHeading,P=【權限】晉升至 — 頂尖代理人
BlacJac_ReputationJournal_VeteranAgent_Promotion_Title,P=【權限】晉升至 — 頂尖代理人
BlacJac_Rivals=「埃克哈特安全顧問」、「北境之岩服務團隊」
BoardingGate_Verifying=Verifying
Boarding_Gate_Access_Granted=Access Granted
Boarding_Gate_Automatic_door=Automatic Door
Boarding_Gate_Caution=Caution
Boarding_Gate_Check_ID=please check your ID
Boarding_Gate_Confidential=Confidential
Boarding_Gate_Press_ID=Press ID To Screen
Boarding_Gate_Proceed=Proceed through gate
Boarding_Gate_Thank=Thank you
Boarding_Gate_Title=Gate Screen
Boarding_Gate_Try_Again=Try Again
Boarding_Gate_Wait=wait for confirmation screen
Boarding_Gate_Welcome=Welcome
Boarding_Gate__Access_Denied=Access Denied
BountyHuntersGuild_Allies=治安局、傭兵公會
BountyHuntersGuild_RepUI_Area=地球聯合帝國全境
BountyHuntersGuild_RepUI_Description=賞金獵人公會已運作超過五個世紀,其存在時間幾乎與宇宙中不法之徒的出現一樣久遠。它主要是一個服務型工會,為賞金獵人成員提供各種資源和福利,例如物資折扣、篩選合適的任務以及職業培訓。由於公會的認證計畫使得成員的素質能維持高標準,安全部隊往往更傾向於聘用公會成員執行賞金任務。
BountyHuntersGuild_RepUI_Focus=服務型工會、培訓以及認證
BountyHuntersGuild_RepUI_Founded=2387年
BountyHuntersGuild_RepUI_Headquarters=紐約市,地球,太陽系 [New York City, Earth, Sol System]
BountyHuntersGuild_RepUI_Leadership=克里斯汀·索博特卡[Kristin Sobotka] 會長
BountyHuntersGuild_RepUI_Name=賞金獵人公會 [Bounty Hunters Guild]
BountyHuntersGuild_Rivals=K.A.
BrightSky_Desc=The CDF has partnered with Anvil Aerospace to find the most capable operatives in the system. \n\nIf you find one of these Platinum certifications, you can redeem the ticket at a ship kiosk at New Deal, Astro Armada or Crusader Showroom for a free F8C. \n\nThe catch is that your identity and location has been shared with participants throughout the system. For everyone else, if you can stop the ticketholder before they get to the kiosk, you can claim the ticket for your own.\n\nWhoever makes it will not only receive this next generation superiority fighter, but also prove that they have what it takes for the toughest CDF assignments.\n\nGood luck.
BrightSky_From=Civilian Defense Force
BrightSky_Hunter_Desc=In an effort to identify the most capable operatives, the CDF have partnered with Anvil Aerospace to give away a handful of F8C Superiority Fighters to anyone who can successfully turn in a platinum certification ticket. \n\nOne of these tickets has just been found by ~mission(PlayerThatFound). They will be attempting to turn it into an eligible ship kiosk at New Deal, Astro Armada, or the Crusader Showroom. Should you accept, you are charged with trying to stop them. If you obtain the ticket yourself and can get to the kiosk, the ship can be yours, but understand that you will be the hunted now.\n\nGood luck.
BrightSky_Hunter_From=Civilian Defense Force
BrightSky_Hunter_Objective_Long=阻止~mission(PlayerThatFound)前往船艦終端面板上繳資格券
BrightSky_Hunter_Objective_Marker=~mission(PlayerThatFound)
BrightSky_Hunter_Objective_Short=阻止 ~mission(PlayerThatFound)
BrightSky_Hunter_Title=The Hunt Begins
BrightSky_Objective_EndReason=所有資格券都已兌換
BrightSky_Objective_Long=將白金資格券上繳至符合資格的船艦終端面板上
BrightSky_Objective_Marker=船艦終端面板
BrightSky_Objective_Short=上繳資格券
BrightSky_TicketsFoundNotification=New Ticket has been found by ~mission(PlayerThatFound)
BrightSky_Title=Running the Gauntlet
BrightSky_Unclaimed_Objective_Long=回收無人認領的資格券並上繳至終端
BrightSky_Unclaimed_Objective_Marker=無人認領的資格券
BrightSky_Unclaimed_Objective_Short=回收資格券
Burrito_Name,P=Burrito
CDF_Allies=Advocacy, UEEN
CDF_RepUI_Area=地球聯合帝國
CDF_RepUI_Description=Created as part of the Militia Mobilization Initiative, the Civilian Defense Force (CDF) is a volunteer militia that can be called upon by the UEE to provide support during times of crisis and large scale threats. The group is not intended to replace existing security forces, but rather temporarily bolster efforts during emergencies. CDF volunteers are called upon to fulfill a variety of roles from combat to support positions.
CDF_RepUI_Focus=緊急支援
CDF_RepUI_Founded=2947年
CDF_RepUI_Headquarters=斯塔弗德,里提夫,布萊梅星系 [Stalford, Rytif, Bremen System]
CDF_RepUI_Leadership=布萊斯·巴列瓦 [Bryce Balewa] 主任
CDF_RepUI_Name=民間防禦部隊 [Civilian Defense Force]
CDF_Rivals=XenoThreat
CThing_LocateObject=找到停機坪
CThing_Mission_Desc=Release ~mission(NameSave1)\nRelease ~mission(NameSave2)
CThing_Mission_Obj_1=WIP - Go to location
CThing_Mission_Obj_2_Long=進行中 – 清除保安部隊
CThing_Mission_Obj_2_Short=Security: %Is
CThing_Mission_Obj_3_Long=Take care of them...
CThing_Mission_Obj_3_Short=Tubes: %Is
CThing_Mission_Title=進行中 – 無洩漏
CThing_logofstuff=This is the log of stuff
Cano=Cano System
Cano1=Cano I
Cano1_Desc=This tidally locked mesoplanet rapidly orbits the central star.\n
Cano2=Carteyna
Cano2_Desc=For centuries, geoengineers had tried to terraform this ocean planet with little success due to the difficulty in converting its relatively thick atmosphere, however all attempts were halted when microscopic organism were discovered deep in the water and Carteyna was placed under protective restrictions. Seeking to guard the developing indigenous life form, planetary settlements are strictly regulated.
Cano3=Cano III
Cano3_Desc=Home to a small research station looking into terraforming smog planets.\n
Cano4=Cano IV
Cano4_Desc=A large gas giant comprised of multiple bands of reds and browns. Surveys indicate that the planet suffers from massive storms, some as large as a thousand kilometers in diameter.
Cano_AsteroidBelt1=Cano Belt Alpha
Cano_AsteroidBelt1_Desc=An asteroid belt that saw a significant amount of mining activity while terraforming companies were active on Carteyna. \n
Cano_Desc=Cano is a four-planet UEE star system discovered in 2463. The largest population in the system is located on the the planet Carteyna (Cano II), an ocean world that geoengineers were attempting to terraform until developing life was discovered in the deep oceans. Since then, protective laws have been put into place and the current inhabitants are restricted to living in arcologies under the northern ice cap.
Cano_JumpPoint_Davien=卡諾 - 戴維恩 躍遷點 [Cano - Davien Jump Point]
Cano_JumpPoint_Davien_Desc=該躍遷點連接著卡諾[Cano]星系和戴維恩[Davien]星系。
Cano_JumpPoint_Pyro=卡諾 - 派羅 躍遷點 [Cano - Pyro Jump Point]
Cano_JumpPoint_Pyro_Desc=該躍遷點連接著卡諾[Cano]星系和無主的派羅[Pyro]星系。
Cano_Star=Cano
Cano_Star_Desc=A class-G main sequence star.
Casaba_Salesperson_Conv_001_1,P=第一行:巴拉~巴拉~巴拉~
Castra=Castra System
Castra1=Castra I
Castra1_Desc=Castra's first planet lacks an atmosphere or any raw materials worth large-scale mining. The UEE Navy stationed in the system used the dead world for bombing runs, earning the nickname 'Bullseye.'
Castra2=Cascom
Castra2_Desc=Originally settled as a forward military base and training facility, Castra II was cleared for civilian habitation after the collapse of the Messer Era.
Castra_Desc=Zoned as a staging area for Naval bombers, Castra was a key military position along the Perry Line during the Xi'an/Human tensions of 2530-2789. Once the Akari Treaty was recognized by Imperator Toi, the UEE military largely demilitarized the system and opened it for public habitation. Castra experienced a boom in population thanks to the inexpensive real estate that opened up in the wake of the military's departure.\n
Castra_JumpPoint_Hadrian=卡斯塔 - 哈德良 躍遷點 [Castra - Hadrian Jump Point]
Castra_JumpPoint_Hadrian_Desc=該躍遷點連接著卡斯塔[Castra]星系和哈德良[Hadrian]星系。
Castra_JumpPoint_Nyx=卡斯塔 - 尼克斯 躍遷點 [Castra - Nyx Jump Point]
Castra_JumpPoint_Nyx_Desc=該躍遷點連接著卡斯塔[Castra]星系和無主的尼克斯[Nyx]星系。
Castra_JumpPoint_Oso=卡斯塔 - 奧索 躍遷點 [Castra - Oso Jump Point]
Castra_JumpPoint_Oso_Desc=該躍遷點連接著卡斯塔[Castra]星系和受「公平機會法案」保護的奧索[Oso]星系。
Castra_JumpPoint_Oya=卡斯塔 - 歐雅 躍遷點 [Castra - Oya Jump Point]
Castra_JumpPoint_Oya_Desc=該躍遷點連接著卡斯塔[Castra]星系和歐雅[Oya]星系。
Castra_JumpPoint_Pyro=卡斯塔 - 派羅 躍遷點 [Castra - Pyro Jump Point]
Castra_JumpPoint_Pyro_Desc=該躍遷點連接著卡斯塔[Castra]星系和無主的派羅[Pyro]星系。
Castra_Star=Castra
Castra_Star_Desc=Castra
ChainedDeliveryModule_Display_001=Deliveries Made %ls
ChainedDeliveryModule_Drop_Long_001=把~mission(Item1)送到~mission(Location2|Address)。
ChainedDeliveryModule_Drop_Long_002=把~mission(Item2)送到~mission(Location3|Address)。
ChainedDeliveryModule_Drop_Long_003=把~mission(Item3)送到~mission(Location1|Address)。
ChainedDeliveryModule_Drop_Short_001=送到~mission(Location2)。
ChainedDeliveryModule_Drop_Short_002=送到~mission(Location3)。
ChainedDeliveryModule_Drop_Short_003=送到~mission(Location1)。
ChainedDeliveryModule_Long_001=從~mission(Location1|Address)拿取~mission(Item1)。
ChainedDeliveryModule_Long_002=從~mission(Location2|Address)拿取~mission(Item2)。
ChainedDeliveryModule_Long_003=從~mission(Location3|Address)拿取~mission(Item3)。
ChainedDeliveryModule_Main_Long_001=Deliver all packages along the multi-stop route.
ChainedDeliveryModule_Main_Short_001=Deliver All Packages
ChainedDeliveryModule_Short_001=拿取~mission(Item1)
ChainedDeliveryModule_Short_002=拿取~mission(Item2)
ChainedDeliveryModule_Short_003=拿取~mission(Item3)
CitCon17_Lorville_QT=羅威爾大門
CitCon17_Lorville_QT_Desc=進行中
Civilian_RepUI_Area,P=[PH] Area
Civilian_RepUI_Description,P=A member of the general population, civilians can be found living in almost every star system visited by Humanity.
Civilian_RepUI_Focus,P=Various
Civilian_RepUI_Founded,P=[PH] N/A
Civilian_RepUI_Headquarters,P=[PH] Civilian Headquarters
Civilian_RepUI_Leadership,P=[PH] 民間旗艦
Civilian_RepUI_Name,P=Civilian
Clovis_Safe_WIP_Journal_Sub_Heading_Clue_01=無法打開保險箱,請發送密碼
Clovis_Safe_WIP_Journal_Sub_Heading_Clue_02=— 發送訊息失敗 —\n打開保險箱的密碼是 459256
Clovis_Safe_WIP_Journal_Title_Clue_01=無法打開保險箱
Clovis_Safe_WIP_Journal_Title_Clue_02=回覆:無法打開保險箱
Clovis_Safe_WIP_Mission_Title_Text=調查保險箱
Clovis_Safe_WIP_Objective-001_Text_Long=前往遺失保險箱的位置
Clovis_Safe_WIP_Objective-001a_Text_Long=找到並回收保險箱
Clovis_Safe_WIP_Objective-002_Text_Long=將保險箱歸還給管理員
Clovis_Safe_WIP_Objective_001_Text_Short=前往保險箱的位置
Clovis_Safe_WIP_Objective_001a_Text_Short=尋找保險箱
Clovis_Safe_WIP_Objective_002_Text_Short=返回保險箱
Clovis_Safe_WIP_Objective_003_Text_Long=調查週邊搜尋解鎖保險箱密碼的線索
Clovis_Safe_WIP_Objective_003_Text_Short=調查線索
Clovis_Safe_WIP_Objective_003a_Text_Long=尋找第二個資料平板的保險箱密碼
Clovis_Safe_WIP_Objective_003a_Text_Short=尋找下一個資料平板
Clovis_Safe_WIP_Objective_004_Text_Long=歸還保險箱並解鎖
Clovis_Safe_WIP_Objective_004_Text_Short=返回保險箱
Clovis_Safe_WIP_Objective_005_Text_Long=將任務物品交給管理員
Clovis_Safe_WIP_Objective_005_Text_Short=歸還任務物品
ClovusDarneely_RepUI_Association=「回收與處理」 [Reclamation & Disposal]
ClovusDarneely_RepUI_Biography=Clovus Darneely is a clerk at Reclamation & Disposal, Lorville's main salvage yard. With a reputation for being highly educated and a bit of an erudite, it is unclear among his clients why he works in such a remedial position.
ClovusDarneely_RepUI_Location=羅威爾,赫斯頓,史坦頓星系 [Lorville, Hurston, Stanton System]
ClovusDarneely_RepUI_Occupation=Clerk
CollectCryptoKey_Lawful_Desc,P=Lawful: Mission Description
CollectCryptoKey_Lawful_Desc_Long_01,P=合法:前往地下設施收集加密金鑰
CollectCryptoKey_Lawful_Desc_Short_01,P=Lawful Text Short: Collect Crypto Key
CollectCryptoKey_Lawful_Title,P=Lawful: Collect CryptoKey
CollectCryptoKey_ObjvMarker_01,P=Obv Marker: Search UGF
CollectCryptoKey_Unlawful_Desc,P=Unlawful: Mission Description
CollectCryptoKey_Unlawful_Desc_Long_01,P=非法:前往地下設施收集加密金鑰
CollectCryptoKey_Unlawful_Desc_Short_01,P=Unlawful Text Short: Collect Crypto Key
CollectCryptoKey_Unlawful_Title,P=Unlawful: Collect CryptoKey
CommArrayKill_Desc,P=Kill Target(s) located in the CommArray's visual range before they leave the area
CommArrayKill_Desc_001,P=Kill Player(s) around Comm Array
CommArrayKill_Desc_Long_001,P=Go to Comm Array location
CommArrayKill_Desc_Long_002,P=Kill the selected targets
CommArrayKill_Desc_Short_001,P=Go To Comm Array
CommArrayKill_Desc_Short_002,P=Kill Targets
CommArrayKill_Marker_001,P=Go To Comm Array
CommArrayKill_Marker_002,P=Kill Target
CommArrayKill_Title,P=Kill Target
CommArrayKill_Title_001,P=Kill Players
CommArray_Activate=Activate
CommArray_Deactivate=Deactivate
CommArray_Hack=Hack
CommArray_Login=Login
CommArray_Logout=Logout
CommArray_Repair=Repair
CommArray_desc_001=Wip prevent the hack at ~mission(Location)
CommArray_title_001=Prevent hack at ~mission(Location)
Commissary_Attract=Commissary
Commissary_Click=Click to Browse
Commissary_Collect_001=Thank You\nItem Ready to Collect
Commissary_Collect_Warning_001=Item Waiting\nPlease Claim Before Time Expires
Commissary_Collect_Warning_002=警告\n無人領取的物品將會被退回庫存
Commissary_Collect_Warning_003=Item Has Been Returned\nMake Another Selection
Commissary_Dispense_001=Dispense
Commissary_Dispensing_001=Standby\nItem Dispensing
Commissary_PlayerMerits=Your Merits:
Commissary_PurchaseItem,P=Purchase
Commissary_ScreenHeader=Make Your Selection
Commissary_SelectItem,P=Select
Commissary_nostock=Out of Stock
Commissary_restocking_001=Restocking
Community_Service_Desc=Remove all the trash from the area
Community_Service_Desc_Long=Trash removed %Is
Community_Service_Title=Clean up the streets
ConstantineHurston_RepUI_Association=Hurston Dynamics
ConstantineHurston_RepUI_Biography=A proud member of the Hurston family, Constantine Hurston has pledged himself to helping his family's legacy continue to grow. However, rather than rely on his name alone, Constantine claims that he prefers to earn any promotions by his own merit. While currently only a Jr. Outsourcing Agent, he firmly believes that he will soon prove his worth and quickly rise through the ranks of Hurston Dynamics.
ConstantineHurston_RepUI_Location=羅威爾,赫斯頓,史坦頓星系 [Lorville, Hurston, Stanton System]
ConstantineHurston_RepUI_Occupation=Jr. Outsourcing Agent
Constantine_Allies=Hurston Dynamics
Constantine_Rivals=Worker's Party
CovalexIC_Courier=[COURIER] Covalex Independent Contractors
CovalexIC_Data=[DATA] Covalex Independent Contractors
CovalexIC_Haulage=[HAULAGE] Covalex Independent Contractors
CovalexIC_LightGoods=[LIGHT GOODS] Covalex Independent Contractors
Covalex_Allies=K.A.
Covalex_Danger_001=One more thing, I'm seeing here that you'll be working in a heightened safety area. I'm sure you always follow best practices, but a little extra caution probably wouldn't be a bad idea. Better safe than sorry, right!
Covalex_Danger_002=One last thing, it looks like some of our previous operators have reported outlaw activity in the area. Might be a good idea to plan for some extra security precautions. But if you do get into a situation (though you probably won't!), remember Covalex's policy of 'Flight, not fight.'
Covalex_Danger_003=Also, unfortunately, it seems a security flag has been placed on this contract. Nothing to worry about too much... but that said, you should probably at least be extra careful during this job. Be ready for anything and you'll never be surprised!
Covalex_Danger_004=One more little wrinkle. The system has flagged this contract as potentially hazardous. It might not mean anything, but don't be too surprised if you run into a bump or two or three while completing this one.
Covalex_Danger_005=Last thing. This contract has been given a security flag. They add those when there is a higher risk involved. Sometimes it's hazardous routes, sometimes outlaw sightings, but you're going to want to be extra sharp on this one.
Covalex_LocalDelivery_desc_01=Hi there!\n\nJust got a local delivery that we need taken care of, if you're available. \n\nPACKAGE FOR PICK UP\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n\nDROP OFF LOCATION\n · Package #~mission(item1|serialnumber) to ~mission(Dropoff1|Address)\n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \n\n~mission(Contractor|SignOff)\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
Covalex_LocalDelivery_desc_02=Hello!\n\nAnother run popped into my queue and I figured I'd send it your way. Should be a quick little run with a couple stops.\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) from the ~mission(Pickup1|Address)\n · Package #~mission(Item2|SerialNumber) from the ~mission(Pickup2|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) to the ~mission(Dropoff1|Address)\n · Package #~mission(Item2|SerialNumber) to the ~mission(Dropoff2|Address)\n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \n\n~mission(Contractor|SignOff)\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
Covalex_LocalDelivery_desc_03=Hey,\n\nI really hope your free because we are absolutely slammed at the moment. Here's a local run I was hoping you could pick up. \n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) from the ~mission(Pickup1|Address)\n · Package #~mission(Item2|SerialNumber) from the ~mission(Pickup2|Address)\n · Package #~mission(Item3|SerialNumber) from the ~mission(Pickup3|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) to the ~mission(Dropoff1|Address)\n · Package #~mission(Item2|SerialNumber) to the ~mission(Dropoff2|Address)\n · Package #~mission(Item3|SerialNumber) to the ~mission(Dropoff3|Address)\n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \n\n~mission(Contractor|SignOff)\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
Covalex_LocalDelivery_desc_04=Hi there,\n\nGot a delivery run with your name on it if you're available. It's a handful, so make sure you got the room.\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) from the ~mission(Pickup1|Address)\n · Package #~mission(Item2|SerialNumber) from the ~mission(Pickup2|Address)\n · Package #~mission(Item3|SerialNumber) from the ~mission(Pickup3|Address)\n · Package #~mission(Item4|SerialNumber) from the ~mission(Pickup4|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) to the ~mission(Dropoff1|Address)\n · Package #~mission(Item2|SerialNumber) to the ~mission(Dropoff2|Address)\n · Package #~mission(Item3|SerialNumber) to the ~mission(Dropoff3|Address)\n · Package #~mission(Item4|SerialNumber) to the ~mission(Dropoff4|Address)\n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \n\n~mission(Contractor|SignOff)\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
Covalex_LocalDelivery_desc_05=Hello!\n\nI need a bunch of packages moved if you got the time and space. Here's the list.\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) from the ~mission(Pickup1|Address)\n · Package #~mission(Item2|SerialNumber) from the ~mission(Pickup2|Address)\n · Package #~mission(Item3|SerialNumber) from the ~mission(Pickup3|Address)\n · Package #~mission(Item4|SerialNumber) from the ~mission(Pickup4|Address)\n · Package #~mission(Item5|SerialNumber) from the ~mission(Pickup5|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) to the ~mission(Dropoff1|Address)\n · Package #~mission(Item2|SerialNumber) to the ~mission(Dropoff2|Address)\n · Package #~mission(Item3|SerialNumber) to the ~mission(Dropoff3|Address)\n · Package #~mission(Item4|SerialNumber) to the ~mission(Dropoff4|Address)\n · Package #~mission(Item5|SerialNumber) to the ~mission(Dropoff5|Address)\n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \n\n~mission(Contractor|SignOff)\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
Covalex_LocalDelivery_desc_intro=Hi there!\n\nCovalex is currently on the lookout for new delivery contractors. To see if you're Covalex material or not, we've arranged for the below delivery route as evaluation of your skills.\n\nPACKAGE FOR PICK UP\n · Package #~mission(Item1|SerialNumber) from ~mission(Pickup1|Address)\n\nDROP OFF LOCATION\n · Package #~mission(Item1|SerialNumber) to ~mission(Dropoff1|Address)\n\nSuccessfully completing this run will certify you as an official Covalex contractor.\n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \n\n~mission(Contractor|SignOff)\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
Covalex_LocalDelivery_desc_rehire=Hi,\n\nSince Covalex has been suffering from an abundance of deliveries and a lack of contractors, I was able to convince administration to reconsider your status. All you have to do is successfully complete the following delivery and you're back in the rotation.\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) from the ~mission(Pickup1|Address)\n · Package #~mission(Item2|SerialNumber) from the ~mission(Pickup2|Address)\n · Package #~mission(Item3|SerialNumber) from the ~mission(Pickup3|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) to the ~mission(Dropoff1|Address)\n · Package #~mission(Item2|SerialNumber) to the ~mission(Dropoff2|Address)\n · Package #~mission(Item3|SerialNumber) to the ~mission(Dropoff3|Address)\n\nBy the way, we strongly encourage contractors to bring a handheld tractor beam along. \n\nGood luck. It'd be great to have you on the roster again.\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
Covalex_LocalDelivery_header_01=Covalex Local Delivery Route
Covalex_LocalDelivery_title_01=Covalex Local Delivery Route
Covalex_LocalDelivery_title_intro=Covalex Evaluation
Covalex_LocalDelivery_title_rehire=Covalex Re-evaluation
Covalex_LogIn=LOG_IN\nREQUIRED
Covalex_LogInText=PLACE FINGERS ON KEYPAD\nFOR VERIFICATION SCAN
Covalex_Messages=NEW\nMESSAGES\nPENDING
Covalex_QuantumSensitiveDelivery_DescPointer=~mission(Contractor|QuantumSensitiveDeliveryDesc)
Covalex_QuantumSensitiveDelivery_Desc_001=Hi,\n\nWe are in a bit of a tight spot, over here at Covalex. A shipment of Diluthermex was accidentally delivered to the wrong location and we're looking to get it delivered correctly as quickly as possible. It's the least we can do for our clients. \n\nNow the tricky bit of business is that Diluthermex is a bit unstable when exposed to quantum travel.\n\nNormally, we would have a fully kitted cargo ship handle the delivery, but since time is of the essence, I'm hoping you can do it and just not QT while you have it aboard your craft. Not ideal, but as long as you have a full tank of fuel you should be fine.\n\nHere are the details -\n\n~mission(Itinerary)\n\nRemember, slow and steady but as fast as possible!\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
Covalex_QuantumSensitiveDelivery_Desc_002=Hi,\n\nGot a problem that I'm really hoping you can help me sort out. \n\nA shipment of Diluthermex was mistakenly delivered to the wrong address and they need be correctly delivered as soon as possible. \n\nTo further complicate things, as you may or may not know, Diluthermex is quantum sensitive which means that you either need a properly shielded hold or you can't QT with it onboard. \n\nUsually, I would bring in a contractor who had the proper set up, but with everything already so delayed, I'm just going to trust you to deliver these the old fashion way.\n\nHere are the details -\n\n~mission(Itinerary)\n\nAnd since you're going to be flying at regular speeds, I definitely recommend making sure to top off your fuel tank before heading out. Don't want to get stranded half way.\n\nThanks again for helping me out of this bind!\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
Covalex_QuantumSensitiveDelivery_Desc_003=Hi,\n\nSo it seems that some forms got processed incorrectly and a shipment of Diluthermex was mistakenly delivered to the wrong address. Unfortunately, we only realized the mistake after the original transport ship left the system and now I need another pilot to correctly finish the delivery.\n\nThe reason why it would have been better for the original ship to take care of this is that delivery was quantum sensitive Diluthermex. Without the proper shielding, I'm afraid you'll have to make the deliveries without using your quantum drives or risk damaging the shipment (and your ship). \n\nHere are the details -\n\n~mission(Itinerary)\n\nBut hey, flying a little bit slower can be nice sometimes. Just think about all the pretty views! As long as you got a full tank of fuel, why not sit back and enjoy the flight. \n\nAppreciate your help,\n\nChase Hewitt\nJr. Logistics Coordinator\nCovalex Shipping \n'Anything you need, anywhere you need it.'\n\n\n\n\n\n\n\nCovalex Shipping is a limited liability corporation. By accepting this contract, you are agreeing to all terms and conditions as outlined in our extended 'Independent Workers Supplemental Information Guide v.2948.01.29.' Covalex Shipping is not responsible for any damages that occur while operating as an independent contractor.
Covalex_QuantumSensitiveDelivery_Itinerary=DELIVERY ITINERARY\n\nPACKAGE PICK UP\n · Collect all packages from ~mission(Pickup1|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Deliver package #~mission(Item1|SerialNumber) to ~mission(DropOff1|Address)\n · Deliver package #~mission(Item2|SerialNumber) to ~mission(DropOff2|Address)\n
Covalex_QuantumSensitiveDelivery_Itinerary_Stanton1=遞送行程\n\n拿取包裹\n· 從~mission(Pickup1|Address)拿取包裹\n\n遞送地點\n· 將包裹送至~mission(DropOff1|Address)\n\n
Covalex_QuantumSensitiveDelivery_Title_001=Shipping Error - QT Sensitive Cargo
Covalex_Reaction_BadStreak_001=You haven't been having much luck out there have you? I don't want to get too overly dramatic, but your performance stats over the last few contracts have been falling well below average. However, your luck hasn't completely run out! Covalex believes firmly in cultivating talent and allowing people to learn from our mistakes ( Thankfully! I probably wouldn't be here otherwise :p ). So, let's put all that behind us as a learning experience and meet the future head on!
Covalex_Reaction_BadStreak_002=This is part of my job that I do not look forward to. We have to talk about your recent string of contracts. Things have just not been going your way have they? I'm not gonna sugar coat it, your performance stats are not look so hot. But you know what they say, nothing makes up for the past like the present. Let's get you back out there, and see what you can really do.
Covalex_Reaction_BadToGood_001=Got to say, you really turned it around with that last job! Awesome work! Now, let's just keep it up!
Covalex_Reaction_BadToGood_002=Congrats on the flipping your performance status around! I was rooting for you, and sure enough, you really proved on that last job that when push comes to shove, you can get it done. Now we just got to keep that momentum going!
Covalex_Reaction_Bad_001=Hate to do this, but wanted to check in about that last contract. Seems like you had some problems. Now, while we all run into unavoidable obstacles from time to time, I'm going to encourage you to take a moment to think about what went wrong and three things that you can improve upon for your next contract. It's a little exercise that always helps me improve my performance, and isn't that what life is about? Self improvement? All right, back to the exciting new business at hand!
Covalex_Reaction_Bad_002=To get a bit of business out of the way, I briefly wanted to mention your performance on the last contract. I have in my notes that it was less than satisfactory. Probably just an off day, and I sure know about those, but I would like to strongly encourage you to use this contract as an opportunity to show us just how good you really are.
Covalex_Reaction_GoodStreak_001=I was looking back through my records and wow! You've been doing a fantastic job recently. I've talked about you to some of the other Jr. Logistics Operators, and you didn't hear it from me, but they're pretty jealous I'm working with such a stellar contractor. Keep this up and we'll both be Covalex stars!
Covalex_Reaction_GoodStreak_002=First off, I want to let you know how much I, and everyone here at Covalex Shipping, really appreciate the hard work you've been putting in. You've consistently have been completing contracts above and beyond my expectations. All right, that's probably enough stroking your ego!
Covalex_Reaction_GoodToBad_001=I'm going to confess, I was a little surprised seeing that report come in from your last contract. You had been doing so well! For now, let's just call it a fluke and focus on the next job, okay?
Covalex_Reaction_GoodToBad_002=I have to ask - were you as disappointed about that last contract as I was? You had such a good record going! But don't worry. Everyone makes mistakes. It's what we do with those mistakes that matter. It's like that saying - "I'd rather try and fail, than fail to try."
Covalex_Reaction_Good_001=My records show that you did a great job with that last contract! I personally wanted to say well done. It's that kind of performance that Covalex really loves to see.
Covalex_Reaction_Good_002=Wanted to take a second to say that you did a stellar job with that last contract and that your hard work is not going unnoticed!
Covalex_Reaction_LastWarning_001=So, with your recent performance issues, I'm afraid that if you don't turn things around, Covalex will be putting you on a probationary disciplinary period and remove you from active contractor status. But don't worry, this contract is you're chance show us how dedicated you are to meeting Covalex Shipping's high standards. I'm sure you'll do great.
Covalex_Reaction_LastWarning_002=There's a bit of bad news. I've received notice that your time with Covalex may be transitioning to a less 'active' role. Seems that your track record hasn't been all that satisfactory. Good news is that it's not too late for you to change people's minds! You knock this next contract into the goal, and it'll show you still have some tricks up your sleeves.
Covalex_Reaction_Renew_001=I know it's been a little while since we last spoke, but I'm happy to report that my manager has agreed to allow you to do another 'Evaluation Trial' to regain active status as a Covalex Independent Contractor. I'm a firm believer in giving people another chance to prove themselves, and this is yours!
Covalex_Reaction_Renew_002=I've got some good news. We were directed to go through our probationary contractors list and see if there were candidates who we felt deserved to be reconsidered. You immediately came to mind! What do you say? You ready to wipe the slate clean and give it another try?
Covalex_RepUI_Area=UEE
Covalex_RepUI_Description=Covalex is one of the largest hauling companies in the ’verse; thanks to its policy of contracting with independent ship operators. They learned early on that owners who fly their own ships are more invested in the success of the company and this commitment ensures a higher level of performance. In most systems, at any given time, a large percentage of the ships flying are working under contract to Covalex.
Covalex_RepUI_Focus=Delivery, Hauling, Courier Services
Covalex_RepUI_Founded=2782
Covalex_RepUI_Headquarters=Angeli, Croshaw System
Covalex_RepUI_Leadership=Gilbert Malagon, CEO
Covalex_RepUI_Name=Covalex
Covalex_Rivals=K.A.
Covalex_SignOff_001=Thanks in advance for ensuring prompt service,
Covalex_SignOff_002=Good luck out there!
Covalex_SignOff_003=Talk to you soon,
Covalex_SignOff_004=And as the poster on my wall says, 'Bee Safe, Honey!'
Covalex_SignOff_005=Can't wait to hear how everything goes,
Covalex_SignOff_006=Have a good one,
Covalex_SignOff_007=Happy travels and fly safe!
Covalex_SignOff_008=I'm rooting for you. Make me proud!
Covalex_Timed_001=The order has been flagged as a 'Rush Priority' job, so you will be expected to complete the contract within the designated window. Hope that won't be a problem.
Covalex_Timed_002=There is a tight deadline on this contract, so be sure to keep an eye on the clock.
Covalex_Timed_003=Plus, we need everything wrapped up by a specific deadline. Got to keep the customers happy!
Covalex_Timed_004=This will be a 'Rush Priority' job. That means that we can't afford any delays.
Covalex_Timed_005=The customer requested 'Rush Priority' so you will have to keep a close eye on the time while you're working.
Criminal_LocalDelivery_desc_01=We're running low on supply and need an extra pilot to help move things along.\n\nYou'll grab the raw ingredients from the farm, drop it off at the lab, take the refined stuff over to the stash to be cut and packaged, before taking the final product out to our runners. \n\nHere it is laid out plain so you don't get confused -\n\n~mission(Itinerary)\n\nAnd to make sure security doesn't start sniffing around, we arranged a dead-drop for the final hand off. \n\nJust keep it simple and follow the plan and it should be smooth sailing. Take care of everything on the list and you'll get a nice cut of the credits.\n
Criminal_LocalDelivery_desc_02=Things are starting to dry up at ~mission(DropOff1) and we need to get a new batch cooking. \n\nThink you can help us go farm to table on this?\n\n~mission(Itinerary)\n\nOnce you do the final dead-drop to the runners, you'll get rewarded with a nice fat share. \n\nAnd do me a favor. Try not to get arrested.\n
Criminal_LocalDelivery_desc_03=Thanks to an unfortunate accident, we're down a pilot and we got a whole batch that's got to get processed and packaged asap so we can bring it to market before it rots. \n\nHere's what we need -\n\n~mission(Itinerary)\n\nI know that security might be an issue so stay lowkey and try to be subtle when you use the dead-drop at ~mission(DropOff1). \n
Criminal_LocalDelivery_title_01=Supply Re-Up
Criminal_Localdelivery_header_01=Supply Re-Up
Criminal_RepUI_Area,P=[PH] Bereich
Criminal_RepUI_Description,P=[PH] Criminal Description
Criminal_RepUI_Focus,P=[PH] Criminal Focus
Criminal_RepUI_Founded,P=[PH] N/A
Criminal_RepUI_Headquarters,P=[PH] Criminal Headquarters
Criminal_RepUI_Leadership,P=[PH] Criminal Leadership
Criminal_RepUI_Name,P=[PH] Criminal
Criminal_RetrieveData_Reclaimer_ShipName=Black Kite
Criminal_RetrieveData_Reclaimer_desc=Been hunting down a particular parcel of data and right when I get a break the ship gets attacked by this converted Nine Tails Reclaimer called the Black Kite. I tried to hack into the servers on the Black Kite to see if they copied the data, but couldn't find a way to remotely get past their encryption protocols without the physical key.\n\nThat's where you come in. I need someone to breach their ship, get a hold of their decryption key, and decrypt the server so I can remotely pull down what I need.\n\nYou're smart enough to know who we're dealing with here, so plan accordingly. Since it's gonna ruffle some powerful feathers, let's not leave anything to chance. Destroy the Black Kite when you're done to cover both our asses.\n
Criminal_RetrieveData_Reclaimer_obj_long_01=Board the Black Kite.
Criminal_RetrieveData_Reclaimer_obj_long_02=Find the decryption key.
Criminal_RetrieveData_Reclaimer_obj_long_03=Insert the decryption key into the server.
Criminal_RetrieveData_Reclaimer_obj_long_04=Destroy the Black Kite.
Criminal_RetrieveData_Reclaimer_obj_marker_01=Black Kite
Criminal_RetrieveData_Reclaimer_obj_marker_03=Decryption Key
Criminal_RetrieveData_Reclaimer_obj_short_01=Board the Black Kite
Criminal_RetrieveData_Reclaimer_obj_short_02=Find the Decryption Key.
Criminal_RetrieveData_Reclaimer_obj_short_03=Insert Decryption Key Into Server
Criminal_RetrieveData_Reclaimer_obj_short_04=Destroy the Black Kite
Criminal_RetrieveData_Reclaimer_obj_short_05=Black Kite Self Destruct: %ls
Criminal_RetrieveData_Reclaimer_title=Seize the Data
Criminal_Steal_Danger_Easy_001=Criminal Easy Danger Placeholder text
Criminal_Steal_Danger_Medium_001=Criminal Medium Danger Placeholder text
Criminal_Steal_Easy_Desc_001=Criminal Easy Description Placeholder text ~mission(Danger) (Contractor|StealEasyTimed)
Criminal_Steal_Easy_Title_001=Criminal Easy Title Placeholder text
Criminal_Steal_Medium_Desc_001=Criminal Medium Description Placeholder text ~mission(Danger) (Contractor|StealMediumTimed)
Criminal_Steal_Medium_Title_001=Criminal Medium Title Placeholder text
Criminal_Steal_Timed_Easy_001=Criminal Easy Timed Placeholder text
Criminal_Steal_Timed_Medium_001=Criminal Medium Timed Placeholder text
Criminal_from=SENDER NOT FOUND
Crus_HistMarker_From=Crusader Historical Society
Crus_HistMarker_Text_01=Famed musician Carolyn 'Vortex' Thorson was born here on January 8, 2915. Her family's ship was en route to a nearby outpost when it set down to facilitate her birth. As a teenager, Thorson earned the nickname 'Vortex' for the impressive speed and dexterity she displayed behind the drums. As a founding member of Firmament, she helped redefine popular music, making her the most famous and mimicked drummer in the UEE for over a decade.
Crus_HistMarker_Text_02=Rayari scientists working here at the Hickes Research Outpost created a revolutionary nonsteroidal anti-inflammatory (NSAID) in 2938. The drug, known commonly as Ceprozin, has become widely used during cybernetic replacement surgeries, providing pain relief and curbing inflammation without any of the side effects common with other NSAIDs.
Crus_HistMarker_Text_03=2941年時,在此地的泰拉磨坊的研究人員將席琳獨特的土壤成分與基因改造技術結合,培育出了一種新型雜交水果名為「泰拉莓」。這種帶有獨特酸味的紫色漿果,比大多數其他漿果的保存期限更長,因此非常適合星際運輸。
Crus_HistMarker_Text_04=Here sits the shelter that saved Bastien Nemitz. In 2930, Crusader Industries hired the noted adventurer to promote the beauty and diversity of their moons by hiking around each one and providing daily updates. Following successful journeys around Cellin and Yela, Nemitz failed to upload a daily diary from Yela on June 24th. A search party was organized but failed to find him. Days later, Nemitz contacted Crusader authorities from this shelter. He'd limped here on a shattered ankle suffering during a terrible fall that also destroyed his mobi. After he was rescued, Nemitz recovered and returned to the Talarine Divide shelter to complete his journey around Yela.
Crus_HistMarker_Text_05=This shelter was erected in part due to the generous contributions of Ethan Halton's friends and families. The large boulders and rocks that dot the Nakamura Valley have made it a popular destination for unregulated open canopy racers. Sadly, in 2917, amateur racer Ethan Halton, unable to handle the track's successive tight turns, died from injuries sustained during a racing crash. To help ensure that other racers would not share Ethan's fate, in 2918, this emergency shelter was erected.
Crus_HistMarker_Text_06=Mario Kosso was the first head of Crusader's emergency response unit. Established to provide support and rescue services to those who found themselves in need on Crusader's moons, Kosso lead the response to the team's first distress beacon, which came from this basin. It was named in his honor upon his retirement in 2938.
Crus_HistMarker_Text_07=著名攝影師朱莉安娜·阿斯頓於2918年在這裡拍攝了那張著名的耶拉行星帶的光芒映射著黑色宇宙的照片。這裡的景色與她的藝術作品有著非常深的關聯,以至於在2928年,這裡被正式命名爲"阿斯頓嶺"以紀念她的藝術造詣。
Crus_HistMarker_Text_08=Situated above a junction of multiple canyons, Wolf Point earned its name thanks to Crusader surveyor Cally Stroble who had noted excitedly in her initial report that "Against all odds, it seems a family of wolf-like creatures somehow has found a way to settle the area. Their cries can be heard for kilometers around." However, when further investigation proved that the wolves were merely a prank by a fellow surveyor, the name stuck.
Crus_HistMarker_Text_09=This ridge was named for Crusader's former CEO August Dunlow. Many credit Dunlow's vision as instrumental into transforming Crusader Industries into the company it is today. With that in mind, Dunlow Ridge, with its expansive view of the Daymar landscape, was named in his honor.
Crus_HistMarker_Text_10=This section of Daymar became known as Eager Flats after an eccentric artist who called it home. Norman Eager gained notoriety in the 2920s for constructing a series of art installations so massive they could be seen by ships flying above the flats. Deemed 'ephemeral art' by Eager, the pieces were not meant to be permanent. Instead, they were slowly degraded and buried by the moon's constantly swirling sands.
Crus_HistMarker_Text_11=The Tamdon Plains were named in honor of Advocacy agent Crista Tamdon, who in 2912 was killed in the line of duty after being ambushed while crossing these plains in pursuit of a suspect.
Crus_HistMarker_Text_12=From 2923 to 2927, a mysterious benefactor took it upon themselves to see that this emergency shelter was stocked with jars of homemade marmalade. First reported by a stranded pilot, as word spread many other travelers would visit the shelter to try the jam for themselves. In 2927, when a reporter attempted to learn who was leaving the sweet treat, the marmalade supply stopped as mysteriously as it began. However, the tradition has been kept alive to this day by the many visitors who continue to leave preserves at the site.
Crus_HistMarker_Text_13=Crusader's former lead ship designer, Shelly Ashburn, became enamored with this location for its picturesque angle of Crusader on the horizon. She often visited the spot to channel her creative energy, earning it the nickname, Ashburn Channel, among her team. Following her retirement in 2940, the site officially adopted the title.
Crus_HistMarker_Text_14=In 2936, Crusader Industries sponsored a competition to find the best travelogue focused on one of their moons. Donnell Flanagan's account of his exciting experiences took top prize and this location, which featured heavily in his adventures, was named in his honor.
Crus_HistMarker_Text_15=Crusader CEO Kelly Caplan loved the landscape on this part of Cellin and requested that this ravine be named for her dog, Julep.
Crus_HistMarker_Text_16=Here on August 25th, 2912, Lakedra Walsh organized and won the first ground vehicle race on Yela. The track became famous among ground vehicle racing enthusiasts and subsequently the site of the first official race track on the moon.
Crus_HistMarker_Text_17=On this site in 2906, Darnell Ajay built the first permanent homestead on Daymar.
Crus_HistMarker_Text_18=On this site in 2906, Phillip Xu built the first permanent homestead on Cellin.
Crus_HistMarker_Text_19=On this site in 2907, Wilma Ivery built the first permanent homestead on Yela.
Crus_HistMarker_Text_20=Advocacy agents, alongside Hurston and Crusader Security forces, pursued Amir Tremaine after he crash-landed into this canyon on Oct. 23, 2929. The wanted fugitive used pieces of his ship to hastily construct a makeshift fortification. Thus began a dramatic, three-day standoff against law enforcement officers which garnered non-stop spectrum coverage up until the final, bloody moments when the Advocacy tried but failed, to take Tremaine alive.
Crus_HistMarker_Text_21=Here on October 2nd, 2904, Chad Fawley ended the first successful solo, circumnavigation of Cellin in a ground vehicle.
Crus_HistMarker_Text_22=In 2934, Esther Hurston was kidnapped and put into a stasis pod by outlaws looking to extract a hefty ransom from her family. The ship holding the twelve-year-old's cryo-pod hid here after its reg-tags were compromised. While one outlaw attempted to procure clean reg-tags, salvager Mac Petrosky discovered the ship. He reported its location and even hid nearby to keep an eye on the ship until authorities arrived on the scene. Petrosky was awarded a Commendation from Crusader Security upon the reunion of Esther and her family.
Crus_HistMarker_Text_23=The infamous Beringer Brothers nicknamed this the "Goodbye Geyser" after repeatedly using it to dispose of those opposed to their criminal enterprises during the early 2920s. It's believed to be the final resting place for at least 14 individuals including famed bounty hunter, Bree Kuznetsov. Attempts to recover remains from the site have proven unsuccessful.
Crus_HistMarker_Text_24=Here in 2909, famed botanist Bryan Shakir began his work cataloguing the diverse flora of Daymar. Published as "Daymar in Bloom: A Flora Field Guide to Stanton 2b," it is still considered by many to be the definitive source on the subject.
Crus_HistMarker_Text_25=Erma Triolo was born on this site in 2909, making her the first person to be born on Yela. Her parents, Albert and Nora Triolo, had traveled to the moon to participate in a race when Nora went into labor. Unable to fly to the nearest medical facilitate for the birth, Albert landed their Constellation at this location and successfully served as midwife.
Crus_HistMarker_Text_26=Prior to Crusader's purchase of the gas giant and its moons, the UEE Navy controlled this part of the system. Here, in 2904, the UEE Navy established a military installation to support and watch over the shipyards perched in Crusader's upper atmosphere. The facilities were retired and relocated in 2908.
Crus_HistMarker_Text_27=Strained relations between Hurston and their workforce in late 2927-2929 resulted in a series of riots. In response, Hurston severely limited traffic to and from the planet for nearly 15 standard months. Many workers wished to escape the dangerous situation, but few had the means. One bright spot was the Hurston Hotline, a comm channel that constantly shifted frequency. Those looking to flee the unrest, and lucky enough to know the current channel frequency, could request help leaving the planet. Specific instructions were delivered in person to volunteer pilots and had to be followed exactly. The network of labor activists responsible for the Hurston Hotline during this tumultuous time used this location to shelter fleeing workers prior to moving them out of the system.
Crus_HistMarker_Text_28=Cellin was named after the youngest sibling in the classic children's story A Gift for Baba,the moon's many dormant volcanoes embodying the character's simmering anger. This dormant volcano, named Cellin's Peak by volcanologists, is carefully watched and monitored as it is believed to have a high chance of one day becoming active.
Crus_HistMarker_Text_29=Daymar was named after the middle brother in A Gift for Baba. Known for his tendency to get lost, the character's name was also given to this twisting canyon by early explorers.
Crus_HistMarker_Text_30=耶拉的名字來自於「給巴巴的禮物」故事中的大姐,她以冷靜沉著著稱。這片廣闊的平原創下了首次衛星探索最低溫度的紀錄,因此得名「耶拉平原」。
Crus_HistMarker_Text_31=The study of Cellin's geysers began with an observation station constructed on this location in 2908. Geologist Randell Engler spent nearly a decade investigating these natural wonders. He was first to hypothesize that the moon's geyser played an important role in dispersing vital nutrients and minerals into the soil.
Crus_HistMarker_Text_32=科斯蒂根皇帝於2944年訪問史坦頓星系期間,曾在加萊特家族農場用餐。科斯蒂根皇帝希望這次訪問能引起人們對帝國各地辛勤耕耘的獨立農民的關注,這將有益於當時正在參議院爭論中,有關於農業補貼的立法。
Crus_HistMarker_Text_33=In 2927, Fakih Borisov introduced a herd of large, genetically modified land crabs to Daymar. Breed to withstand the moon's dry conditions, the crabs roamed this part of Daymar for nearly a decade, but Borisov's dream of turning the moon into a rancher's paradise never came to fruition. A key component to Borisov's plan was for the crab to graze on the moon's limited natural vegetation, yet doing so imbued the animals with an off-putting odor that clung to any products derived from them.
Crus_HistMarker_Text_34=On August 22, 2924, amateur archaeologist Sonny Pak revealed a fossil that he claimed belonged to a new sentient species that inhabited this moon. News of the discovery spread across the spectrum and excited the scientific community. However, instead of allowing scientists to examine the specimen, Sonny took the remains on a publicity tour and even sold tickets to those who wished to view them. His actions were condemned by the scientific community and, after the intervention of the UEE government, the fossil was proven to be a fake.
Crus_HistMarker_Text_35=Romantics believe that lovers who profess their affection for each other on this ledge will be together forever. This legend has its origin in the macabre tale of notorious outlaw couple Akiko 'Jackal' Bazin and Rick 'Shady' Milligan. In 2913, mere moments away from capture, the pair decided to avoid imprisonment and instead leapt to their death while holding hands.
Crus_HistMarker_Text_36=On December 31, 2940, the Stanton Knights sataball team landed here so their ship could undergo emergency repairs. While waiting, the team strategized for their championship match against the Kiel Guardians scheduled for the following day. According to team members, it was here that the Knights conceived of the now famous 'Franklin Flip' play that would propel the team to victory and the first SBPL championship in the club's history.
Crus_HistMarker_Text_37=On March 17, 2904, Meiko Norwood collapsed here while loading soil samples into her ship. She passed away later that day due to complications with an artificial heart valve, making her the first person to die on Daymar.
Crus_HistMarker_Text_38=In 2939, Crusader Security apprehended a fugitive here who was wanted in connection with a massive theft of credit chits. The money wasn't recovered during the arrest, but rumors swirled that the outlaw was in possession of digging implements. Ever since, treasure hunters have flocked here in search of the lost fortune, even though repeated scans have failed to show any sign of it. \n\nCrusader Industries discourages people from digging up the area and asks that any displaced ground be placed back where it came from to preserve the moon's natural beauty.
Crus_HistMarker_Text_39=The long lost Greg Caldwell painting "The Starman's Farewell" was discovered buried underneath a stone cairn on this site in 2908. Stolen from the Terra Museum of Contemporary Art in 2731, it remains a mystery as to how the work of art ended up here. The painting was returned to Terra.
Crus_HistMarker_Text_40=In 2945, independent miner Bruce Amodeo discovered a large serendibite gemstone near this outpost. Its sale at auction to an anonymous buyer broke records for the most credits per carat spent on a serendibite. Ever since, miners have flocked to the region in search of further serendibite deposits.
Crus_HistMarker_Text_41=Tragedy struck the Cuadrado outpost on May 15, 2941, due to a malfunctioning life support system. An excess of oxygen leaking into the outpost was sparked, resulting in an explosion that took nine lives. The catastrophe drove Crusader Industries to tighten regulations on outposts and mandate more frequent maintenance checks on all facilities.
Crus_HistMarker_Text_42=Crusader Industries commends Bountiful Harvest Hydroponics for their extraordinary response to those in need on Vega. Following the horrific Vanduul attacks on October 5, 2945, Bountiful Harvest produced and donated more emergency food supplies for the Vega relief effort than any other outpost on Crusader's moons. This outpost's extraordinary sacrifice serves as a reminder that the UEE will always stand behind those who come face-to-face with the Vanduul threat.
Crus_HistMarker_Text_43=Famed actress and noted naturist, Millicent Silverton, would often come to this remote area to camp in the wilderness. She was so fond of the site that she petitioned for its inclusion in the 2941 film "Onto the Break."
Crus_HistMarker_Text_44=The geysers here feature a unique set of small fissures, that when the pressure builds up to a specific amount, make a sound similar to moaning. It is this phenomenon that has lead to the erroneous rumors that the site is haunted.
Crus_HistMarker_Text_45=In 2932, this site hosted the infamous Slim Chance Rally. This gathering of Greycat buggy enthusiasts come together once a year in a remote location to compete in an illicit destruction derby.
Crus_HistMarker_Text_46=Crusader Industries often uses this location and its irregular terrain to field test their new ship designs' landing systems. It was here on March 25th, 2934, that the first and only landing of the failed Juno ship design occurred.
Crus_HistMarker_Title_01=Birthplace of Vortex Thorson
Crus_HistMarker_Title_02=Creation of Ceprozin
Crus_HistMarker_Title_03=The First Terraberry
Crus_HistMarker_Title_04=The Rescue of Bastien Nemitz
Crus_HistMarker_Title_05=中村谷援助避難所 [Nakamura Valley Aid Shelter]
Crus_HistMarker_Title_06=Kosso Basin
Crus_HistMarker_Title_07=Aston Ridge
Crus_HistMarker_Title_08=Wolf Point
Crus_HistMarker_Title_09=Dunlow Ridge
Crus_HistMarker_Title_10=埃格平原
Crus_HistMarker_Title_11=Tamdon Plains
Crus_HistMarker_Title_12=Mogote Marmalade
Crus_HistMarker_Title_13=Ashburn Channel
Crus_HistMarker_Title_14=Flanagan's Pass
Crus_HistMarker_Title_15=Julep Ravine
Crus_HistMarker_Title_16=Lakedra's Lap
Crus_HistMarker_Title_17=Darnell Ajay Homestead
Crus_HistMarker_Title_18=Phillip Xu Homestead
Crus_HistMarker_Title_19=Wilma Ivery Homestead
Crus_HistMarker_Title_20=Tremaine's Last Stand
Crus_HistMarker_Title_21=Fawley's Journey
Crus_HistMarker_Title_22=Rescue of Esther Hurston
Crus_HistMarker_Title_23=Goodbye Geyser
Crus_HistMarker_Title_24=Daymar in Bloom
Crus_HistMarker_Title_25=Erma Triolo Birthplace
Crus_HistMarker_Title_26=Alatorres Forward Operating Base
Crus_HistMarker_Title_27=Hurston Hotline
Crus_HistMarker_Title_28=Cellin's Peak
Crus_HistMarker_Title_29=Daymar's Run
Crus_HistMarker_Title_30=Yela's Plain
Crus_HistMarker_Title_31=Engler Observation Station
Crus_HistMarker_Title_32=Imperator Costigan on Cellin
Crus_HistMarker_Title_33=Borisov's Herd
Crus_HistMarker_Title_34=Sonny's Sham
Crus_HistMarker_Title_35=Lover's Ledge
Crus_HistMarker_Title_36=The Franklin Flip
Crus_HistMarker_Title_37=Meiko Norwood Memorial
Crus_HistMarker_Title_38=Looking for Lost Treasure
Crus_HistMarker_Title_39=The Starman's Farewell
Crus_HistMarker_Title_40=Bruce's Bounty
Crus_HistMarker_Title_41=Cuadrado Tragedy
Crus_HistMarker_Title_42=豐收農場
Crus_HistMarker_Title_43=Silverton Campsite
Crus_HistMarker_Title_44=Ghost Rocks
Crus_HistMarker_Title_45=Slim Chance Rally
Crus_HistMarker_Title_46=Crusader Landing Test Site
CrusaderSecurity_Allies=Advocacy, Crusader Industries
CrusaderSecurity_RepUI_Area=史坦頓Ⅱ
CrusaderSecurity_RepUI_Description=十字軍維安是十字軍工業的旗下的一個部門,十字軍工業在2865年從UEE手中買下了史坦頓Ⅱ,之後創建了十字軍維安部門以負責祈願城與周圍區域的日常治安管理。爲了保持自身保安部隊的精簡,十字軍維安部門大量依賴承包商來支援其維和工作。他們致力保持專業和禮貌的態度,讓十字軍的員工和訪客感到安全和舒適。
CrusaderSecurity_RepUI_Focus=警備
CrusaderSecurity_RepUI_Founded=2865年
CrusaderSecurity_RepUI_Headquarters=祈願城,十字軍,史坦頓星系 [Orison, Crusader, Stanton System]
CrusaderSecurity_RepUI_Leadership=薩沙·羅斯特 [Sasha Rust] 主任
CrusaderSecurity_RepUI_Name=十字軍維安部門 [Crusader Security]
CrusaderSecurity_Rivals=Nine Tails
Crusader_ReputationJournal_Agent_Demotion_BodyText=This notice is to inform you that after reviewing your files it has been determined that you no longer meet the qualifications of Security Associate and as such have been demoted to Junior Security Associate, losing all associated benefits.\n\nConsider this a chance to course correct and improve your standings with Crusader Security. If you do improve, we will be happy to reevaluate your standing.
Crusader_ReputationJournal_Agent_Demotion_Title=Crusader Security Demotion - Junior Security Associate
Crusader_ReputationJournal_Agent_Promotion_BodyText=Congratulations!\n\nTo acknowledge your continued contributions to Crusader Security, you have been promoted to Senior Security Associate.\n\nAs a benefit, you will now receive a 10% pay increase on your completed contracts. This is Crusader Security's way of letting you know how much we appreciate all you do. \n\nIf you continue to demonstrate your dedication and proficiency, you may earn the title of Security Partner along with additional benefits.\n\nAll of us here at Crusader Security are very proud of everything you've accomplished so far and look forward to a bright future.
Crusader_ReputationJournal_Agent_Promotion_Title=Crusader Security Promotion - Senior Security Associate
Crusader_ReputationJournal_Applicant_Promotion_BodyText=Congratulations! \n\nYou have been authorized to begin work as a Verified Freelancer for Crusader Security.\n\nContracts that match your qualification levels will be offered through your mobiGlas Contract Manager. We encourage you to regularly check for new contracts as they become available. A high completion rate will earn you the chance for promotion and additional benefits like higher pay. \n \nWe look forward to working together to make Crusader and the surrounding sector a safer place.
Crusader_ReputationJournal_Applicant_Promotion_ShortTitle=Crusader Security Work Authorization
Crusader_ReputationJournal_Applicant_Promotion_Title=Crusader Security Verified Freelancer Authorization
Crusader_ReputationJournal_Generic_Demotion_ShortTitle=Crusader Security Demotion
Crusader_ReputationJournal_Generic_Promotion_ShortTitle=Crusader Security Promotion
Crusader_ReputationJournal_JuniorAgent_Demotion_BodyText=This notice is to inform you that after reviewing your files it has been determined that you no longer meet the qualifications of a Junior Security Associate and as such have been demoted to Verified Freelancer.\n\nConsider this a chance to course correct and improve your standings with Crusader Security. If you do improve, we will be happy to reevaluate your standing.
Crusader_ReputationJournal_JuniorAgent_Demotion_Title=Crusader Security Demotion - Verified Freelancer
Crusader_ReputationJournal_JuniorAgent_Promotion_BodyText=Congratulations!\n\nTo acknowledge your continued contributions to Crusader Security, you have been promoted to Security Associate.\n\nAs a show of our appreciation for all your hard work, you will now receive a 5% pay increase on your completed contracts. \n\nIf you continue to complete contracts and show your dedication to making Crusader safer, you will soon be promoted to a Senior Security Associate and receive an additional payment bonus.\n\nCongratulations again!
Crusader_ReputationJournal_JuniorAgent_Promotion_Title=Crusader Security Promotion - Security Associate
Crusader_ReputationJournal_MasterAgent_Demotion_BodyText=This notice is to inform you that after reviewing your files it has been determined that you no longer meet the qualifications of Preferred Security Partner and as such have been demoted to Security Partner. Your pay bonus has likewise returned to 15%.\n\nThis is quite disappointing considering the high level of performance Crusader Security has come to expect from you. Please know that if you manage to change your current trajectory, we will be happy to reevaluate your standing.
Crusader_ReputationJournal_MasterAgent_Demotion_Title=Crusader Security Demotion - Security Partner
Crusader_ReputationJournal_Probation_Demotion_BodyText=This is to notify you that due to your recent performance issues, you are no longer authorized to work for Crusader Security.\n\nWe wish you the best of luck on your future endeavors.\n
Crusader_ReputationJournal_Probation_Demotion_ShortTitle=Crusader Security Termination
Crusader_ReputationJournal_Probation_Demotion_Title=Crusader Security Termination Notice
Crusader_ReputationJournal_Probation_Promotion_BodyText=Congratulations!\n\nTo acknowledge your outstanding work, you have been promoted to Junior Security Associate.\n\nIf you continue to complete contracts and show your dedication to making Crusader safer, you will soon be promoted to a full Security Associate and receive a payment bonus.\n\nKeep up the great work!
Crusader_ReputationJournal_Probation_Promotion_Title=Crusader Security Promotion - Junior Security Associate
Crusader_ReputationJournal_SeniorAgent_Demotion_BodyText=This notice is to inform you that after reviewing your files it has been determined that you no longer meet the qualifications of Senior Security Associate and as such have been demoted to Security Associate. Your pay bonus has likewise returned to 5%.\n\nConsider this a chance to course correct and improve your standings with Crusader Security. If you do improve, we will be happy to reevaluate your standing.
Crusader_ReputationJournal_SeniorAgent_Demotion_Title=Crusader Security Demotion - Security Associate
Crusader_ReputationJournal_SeniorAgent_Promotion_BodyText=Congratulations!\n\nTo acknowledge your continued contributions to Crusader Security, you have been promoted to Security Partner.\n\nAs a benefit, you will now receive a 15% pay increase on your completed contracts. This bonus is Crusader Security's way of letting you know how much we appreciate all you do. \n\nIf you continue to demonstrate your dedication and proficiency, you may earn the title of Preferred Security Partner along with additional benefits.\n\nWell done on all your outstanding work.
Crusader_ReputationJournal_SeniorAgent_Promotion_Title=Crusader Security Promotion - Security Partner
Crusader_ReputationJournal_VeteranAgent_Demotion_BodyText=This notice is to inform you that after reviewing your files it has been determined that you no longer meet the qualifications of Security Partner and as such have been demoted to Senior Security Associate. Your pay bonus has likewise returned to 10%.\n\nConsider this a chance to course correct and improve your standings with Crusader Security. If you do improve, we will be happy to reevaluate your standing.
Crusader_ReputationJournal_VeteranAgent_Demotion_Title=Crusader Security Demotion - Senior Security Associate
Crusader_ReputationJournal_VeteranAgent_Promotion_BodyText=Congratulations!\n\nThanks to your amazing service and dedication to Crusader Security, you have been promoted to Preferred Security Partner. This is the highest title we reward and very much an honor.\n\nAs a much deserved benefit, you will now receive a 20% pay increase on your completed contracts.\n\nOur sincerest thanks for everything you've done and we look forward to our continued mutual success.
Crusader_ReputationJournal_VeteranAgent_Promotion_Title=Crusader Security Promotion - Preferred Security Partner
Crusader_from=Crusader Security
CubbyBlast_Salesperson_Conv_001_1,P=Line 1: blah blah blah
CuriousMonument=Curious Monument
CurrentLoadout=Current Loadout
Customs_Attendant_Conv_001_1,P=Line 1: blah blah blah
Customs_Attendant_Conv_002_1,P=Line 1: blah blah blah
DXSH_MCAV_Ad_ANVL_Hornet_Commercial,P=Legendary Fighter Pilot Area Riley once said Give me a fully loaded Hornet, and I ll shake the gates of Heaven.\n\nAnvil Aerospaces Hornets have faced Vanduul, Shion, Pirates and Criminals.\n\nAnvil Aerospaces Hornets have logged more combat time and kills in more theatres than any other ship in the history of Space Combat.\n\nBattle Tested in the harshest conditions, the Hornet has proven time and again its ability to withstand damage, and still be able to dish it out.\n\nWith all the punishment it handles on a daily basis, don=t you think the new Hornet can handle yours\n\nAnvil s New Hornet F7C, see your authorized ship dealer for options.
DXSH_MCAV_Ad_CNOU_Mustang_Commercial,P=We are drawn towards the familiar. It is safe, reliable.\n\nBut it can shackle us to the ordinary when in our souls we long to strike out and become something new.\n\nWe started with a simple match. Dare to dream. Dare to challenge the expectations of what has come before. \n\nTo embrace the Unique, to put everything on the line.\n\nOnly when we risk everything can we discover something truly special, and redefine what it means to drive with the stars.\n\nTo explore the farthest reaches, to race on the cutting edge, to Protect what you love.\n\nSay goodbye to the familiar, and welcome the brand new Mustang, where risk, meets reward.
DXSH_MCAV_Ad_ORIG_M50_Commercial,P=Space, the best ships gracefully dance across its expense, the worst clumsily plod across its face. The new M50 doesnt have time for any of that.\n\nInstead, it simply slices its way through.The 2944 M50 was designed with one goal in mind: Make the ship that will win the next Murray Cup.\n\nThe surprising thing is, Origin may have just about done it.\n\nThe stats are an orgy of mind-bending numbers but it comes down to two things. Less weight and more power. Youll notice the nose cone has grown what I can only describe as a mustache, added to stabilize all the additional thrust that the retooled and updated Twin Hammer HM4point3 drives spew out. And the refinement doesnt stop there.\n\nThey ve narrowed the front fuselage, moved the wings forward for better balance, shaved the cockpit viewpane down to the finest it could still be and not shatter in your face.\n\nThe result. A pure flying machine. Each movement on the stick translates directly into unadulterated throttle action. Welcome back to the glory days of flying.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_30_Seconds_Left_01,P=The clock winds down, with only 30 seconds left.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_30_Seconds_Left_02,P=30 seconds left on the clock.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_30_Seconds_Left_03,P=This round is almost over.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_30_Seconds_Left_04,P=Time for the teams to make their final moves.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Arena_Doors_Close_01,P=With the gates closing, those combatants better get out there.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Arena_Doors_Close_02,P=A combatant is lingering in the Ready Room. With the gates closing, gotta wonder what they're waiting for.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Arena_Doors_Open_01,P=Gates are open!
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Arena_Doors_Open_02,P=The gates open and the teams pour onto the field.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Encouragement_01,P=You got to admire skill like that.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Encouragement_02,P=Team's got to be feeling good about that.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Encouragement_03,P=It's moments like these that make me love the game.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Encouragement_04,P=Combatants are putting on a real show today.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Encouragement_05,P=Today's match of course, proudly sponsored by arena owners AstroArmada. Whem you're looking for a first class ride at a second hand price, make sure to check out all the certified pre-owned crafts at your local AstroArmada dealer.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Encouragement_06,P=These player's have got to be appreciating the recently renovated features here at the arena. New owners AstroArmada have really done wonders updating the facilities to 30th century standards .
DXSH_MCCV_INDI_SM_BattleArena_Announcer_First_Blood_01,P=And that's the first takedown of the round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_First_Blood_02,P=Things kick off as the first combatant is taken out.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_First_Blood_03,P=And with that first takedown, things are heating up.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Gain_Player_01,P=A substitution is made, and a new player joins the Aeros.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Gain_Player_02,P=A substitution is made, and a new player joins Jata ZGCC.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Game_Objective_Briefing_01,P=Today's match will see both teams battling till all the combatants on either side have have been eliminated.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Game_Objective_Briefing_02,P=Today's face off: Team Elimination, where, to win,the combatants will have take out the entirity of their openants team.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Good_Kill_01,P=That had to hurt.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Good_Kill_02,P=Another combatant down.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Good_Kill_03,P=A clean shot.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Good_Kill_04,P=Takedown!
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Good_Kill_05,P=Aeros loses another combatant.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Good_Kill_06,P=Jata loses another combatant.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Greetings_01,P=Hello and welcome to Astro Arena.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Greetings_02,P=Glad you could join us. It's shaping up to be another exciting day here at Astro Arena. Today's match-up pits the Angeli Aeros against Jata ZGCC.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Greetings_03,P=Greetings from Astro Arena. And boy, do we have a fight shaping up for you. Jata ZGCC steps up against the Angeli Aeros.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Greetings_04,P=Let be the first to welcome everyone to the Astro Arena sponsered by AstroArmada.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Grenade_Kill_01,P=Boom!
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Grenade_Kill_02,P=I love a grenade!
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Grenade_Warning_01,P=Here comes a grenade!
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Grenade_Warning_02,P=And a grenade hits the field.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Grenade_Warning_03,P=We've got grenade!
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Halftime_01,P=We've reached the halfway mark, as the team's switch starting gates.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Halftime_02,P=Halfway done, the team's switch starting gates.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Kill_Assist_01,P=With a beautiful display of teamwork, this round is that much closer to being over.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Kill_Assist_02,P=Working seamlessly together, these combatants are making it look easy.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Kill_Assist_03,P=That take down really shows why this is a team sport.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Killing_Spree_01,P=Looks like there's no stopping this combatant folks.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Killing_Spree_02,P=Hot-streak alert! This combatant is on fire!
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Killing_Spree_03,P=One by one this combatant is knocking out the competition.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Last_Player_Alive_01,P=The Aeros have to be feeling confident with only one Jata combatant left on the field.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Last_Player_Alive_02,P=Jata ZGCC has to be feeling confident with only one Aero combatant left on the field.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Last_Player_Alive_03,P=The Aeros are down to one last combatant.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Last_Player_Alive_04,P=Jata ZGCC is down to one last combatant.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Loadout_Confirmation_01,P=With selections made, we're just moments away.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Loadout_Confirmation_02,P=And as the last gear selections are made, the anticipation grows even higher.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Loadout_Selection_01,P=Both teams picking their loadouts, this is our first hint at the sort of strategies we'll be seeing in the match to come.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Loadout_Selection_02,P=When it comes to choosing gear, a lot of pros agree that it all comes down to two things, improving your strengths or compensating for your weaknesses.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Loadout_Selection_03,P=With a careful eye, the combatants pick their loadouts.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Lose_Player_01,P=Looks like the Aeros are going to continue on with one less combatant.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Lose_Player_02,P=Jata JGCC is going to have to continue on with one less combatant.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_01,P=The match comes to an end.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_02,P=Another game of Team Elimination is over.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_03,P=And that was the final round. Thanks for joining us. We'll see you next time.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_04,P=A wonderful finish to an exciting match of Team Elimination. Stay tuned for the Empire Report.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_05,P=And that'll bring things to end here at Astro Arena. See you next time.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Loss_01,P=Jata ZGCC has got to be dissapointed as they lose the match, but sometimes that's the way it goes here at Astro Arena. So long everyone and see you next time.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Loss_02,P=Jata ZGCC tried their best, but this time it just wasn't good enough as the Angeli Aeros claim the match. Thanks for joining us here at Astro Arena.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Loss_03,P=After a valiant struggle, Jata ZGCC ultimately falls to the Aeros. Another heart pounding game of Team Elimination here at Astro Arena.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Loss_04,P=Team Elimination comes to an end, as the Angeli Aeros claim the match. That'll be it for today's game here at Astro Arena. See you next time.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Loss_05,P=They fought hard, but in the end Jata ZGCC just couldn't pull it off. That's it for Team Elimination here at Astro Arena. Join us again soon.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Loss_06,P=So we come to the end and the Angeli Aeros have emerged victorious. I'd like to thank our sponsors and you our wonderful viewers for joining us.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Loss_07,P=As the Aeros claim victory, our time at Astro Arena draws to a close. Thanks and see you next time.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Loss_08,P=Despite a hearty fight from Jata, the Aeros take the match, marking a fantastic end to a simply fantastic match. Make sure to join me again next time at Astro Arena.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Loss_09,P=Now that is what I call Team Elimination! Job well done to the Angeli Aeros for a well-earned victory.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Loss_10,P=An incredible victory here today for the Aeros at Astro Arena. Hope you all will join us again soon.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Win_01,P=The Angeli Aeros have got to be dissapointed as they lose the match, but sometimes that's the way it goes here at Astro Arena. So long everyone and see you next time.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Win_02,P=The Aeros tried their best, but this time it just wasn't good enough as Jata ZGCC take the match. Thanks for joining us here at Astro Arena.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Win_03,P=After a valiant struggle, the Aeros fail to turn it around and lose the match. Another heart pounding game of Team Elimination here at Astro Arena.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Win_04,P=Team Elimination comes to an end, as Jata ZGCC claim the match. That'll be it for today's game here at Astro Arena. See you next time.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Win_05,P=They fought hard, but in the end the Aeros just couldn't pull it off. That's it for Team Elimination here at Astro Arena. Join us again soon.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Win_06,P=So we come to the end and Jata has emerged victorious. I'd like to thank our sponsors and you our wonderful viewers for joining us.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Win_07,P=As Jata ZGCC claims victory, our time at Astro Arena draws to a close. Thanks and see you next time.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Win_08,P=An exciting blue team victory marks a fantastic end to a simply fantastic match. Make sure to join me again next time at Astro Arena.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Win_09,P=Now that is what I call Team Elimination! Job well done to Jata ZGCC for a victory well earned.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_End_Win_10,P=That's it. The match is over with Jata ZGCC defeating the Angeli Aeros.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_Start_01,P=With that, the match has begun.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_Start_02,P=That's the start of the game.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_Start_Countdown_01,P=5, 4, 3, 2, 1, and we're off!
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_Start_Countdown_02,P=5, 4, 3, 2, 1, and Team Elimination has begun.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Match_Start_Countdown_03,P=5, 4, 3, 2, 1, and Astro Arena is open for business!
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Melee_Kill_01,P=Take down like that's hard to watch, but fun to see.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Melee_Kill_02,P=It's hard not to take an intimate hit like that personally.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Melee_Kill_03,P=A fine example of why this game is so much more than firepower.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Melee_Kill_04,P=Oof. That look like it hurt.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Multi_Kill_01,P=Holy smokes. Please tell me you saw that epic multi-kill.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Multi_Kill_02,P=Just like that, a swath of the competition is out of play.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Multi_Kill_03,P=If anyone's keeping track, a whole bunch of combatants just got shut down.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Need_Medic_01,P=A combatant's down but not out. Bet they're hoping for a teammate with a medpack right about now.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Need_Medic_02,P=Ooo. That was a hard hit, and we have an injured combatant on the field.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Need_Medic_03,P=If ever there was a time for a medical assist, it's now.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Need_Medic_04,P=Let's see if someone will be able to heal combatant in time.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_One_Enemy_Left_01,P=Only one combatant remains on the Aeros.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_One_Enemy_Left_02,P=Only one combatant remains on Jata's team.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_01,P=The round is over.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_02,P=That's the end of the round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_03,P=And the round comes to end.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_04,P=The Angeli Aeros have been eliminated, the round is over.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_05,P=With that, Jata ZGCC's final player is out, ending the round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_06,P=That's it. A final hit ends of the round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_01,P=A tough loss on that one, let's see if Jata can do better in the next round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_02,P=The round ends in defeat for Jata ZGCC. Hopefully they can pull it together as they prepare to head back out.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_03,P=With the loss of their last combatant, Jata is handily defeated that round. I'm sure they cannot be happy about their performance.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_04,P=After suffering a defeat that last round, Jata ZGCC will be looking for a way to turn things around.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_05,P=Despite some impressive moves from Jata, the Aeros manage to take the round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_06,P=With the Aeros' win that round, this match is one point closer to being decided.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_07,P=A decisive round victory for the Aeros as they show what skill and teamwork can accomplish in the battle arena.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_08,P=As the Aeros claims the win for that round, they've got to be feeling better about the outlook for this match. Here's hoping that Jata can pull back.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_Shutout_01,P=The Angeli Aeros absolutely dominated the team from Jata that round. Managing to wipe them out without suffering a single loss.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_Shutout_02,P=The Aeros viciously showed Jata just who's in charge here at Astro Arena, as they close out that round with a near flawless win.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_Shutout_03,P=With barely a scratch on them, the Angeli Aeros completely shuts out the competition that round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_Shutout_04,P=Eliminate! More like dominate! The Aeros take the round with zero combatants down.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_Shutout_05,P=Jata ZGCC closes out that round without a single kill and their fans have got to be disappointed.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Loss_Shutout_06,P=The Aeros just eradicated the Zata in a decisive victory without a single combatant loss.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_01,P=A tough loss on that one, let's see if the Aeros can do better in the next round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_02,P=The round ends in defeat for the Angeli Aeros. Hopefully they can pull it together as they prepare to head back out.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_03,P=With the loss of their last combatant, the Aeros are handily defeated that round. I'm sure they cannot be happy about their performance.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_04,P=After suffering a defeat that last round, the Aeros will be looking for a way to turn things around.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_05,P=As Jata claims that round, they've got to be feeling better about the outlook for this match. Here's hoping that the Aeros still got some fight in them.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_06,P=Despite some impressive moves from the Aeros, Jata ZGCC takes the round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_07,P=A solid win that round for Jata, let's see if they can maintain the momentum as they head into the next.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_08,P=With Jata's win this round, this match is one point closer to being decided.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_09,P=Jata managed to overcome the Aeros this round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_10,P=A decisive win for Jata that round as they show what skill and hardwork can accomplish in the battle arena.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_Shutout_01,P=Jata executed that round flawlessly. They managed to take out every single Aero without losing a single player.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_Shutout_02,P=Jata ZGCC completely dominated that round. The Aeros couldn't make a single dent in their defenses.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_Shutout_03,P=I don't know if that was a perfectly executed battle plan or the definition of teamwork, but Jata just wiped out the Angeli Aeros without losing a single combatant.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_Shutout_04,P=With barely a scratch on them, Jata ZGCC completely shuts out the competition that round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_Shutout_05,P=Eliminate! More like dominate! Jata takes the round with zero combatants down.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_End_Win_Shutout_06,P=The Aeros close out that round without a single kill and their fans have got to be disappointed.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_Start_01,P=It looks like the round is about to start.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_Start_02,P=The round is underway.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_Start_03,P=Another round kicking off.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_Start_04,P=Here we go with another round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_Start_05,P=That's the start of the round.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_Start_Countdown_01,P=Countdown's going. 5, 4, 3, 2, 1. and the team's are away.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Round_Start_Countdown_02,P=Here's the countdown, 5, 4, 3, 2, 1. and the round has begun.
DXSH_MCCV_INDI_SM_BattleArena_Announcer_Waiting_Room_Cleansing_01,P=With round off to a strong start, the ready room is sterilized.
DXSH_MCCV_INDI_SM_Marine_30_Seconds_Left_01,P=We're running out of time. Let's bring it home.
DXSH_MCCV_INDI_SM_Marine_30_Seconds_Left_02,P=Clock's ticking down, it's now or never.
DXSH_MCCV_INDI_SM_Marine_Encouragement_01,P=Keep up the good work, Marine.
DXSH_MCCV_INDI_SM_Marine_Encouragement_02,P=That's what I like to see.
DXSH_MCCV_INDI_SM_Marine_Encouragement_03,P=Remember your training.
DXSH_MCCV_INDI_SM_Marine_Encouragement_04,P=Maintain focus.
DXSH_MCCV_INDI_SM_Marine_First_Blood_01,P=Quick and clean. You do the corps proud.
DXSH_MCCV_INDI_SM_Marine_First_Blood_02,P=No better way to show we mean business.
DXSH_MCCV_INDI_SM_Marine_First_Blood_03,P=Strike first, strike hard.
DXSH_MCCV_INDI_SM_Marine_Gain_Player_01,P=Looks like we got ourselves a new recruit.
DXSH_MCCV_INDI_SM_Marine_Gain_Player_02,P=Got a new Marine joining our ranks.
DXSH_MCCV_INDI_SM_Marine_Game_Objective_Briefing_01,P=Listen up, we got hostiles inside. This is elimination, we don't go home until they're put down.
DXSH_MCCV_INDI_SM_Marine_Game_Objective_Briefing_02,P=We need this area cleared of all combatants. Terminate every last one of these outlaws with extreme prejudice.
DXSH_MCCV_INDI_SM_Marine_Good_Kill_01,P=That's a kill.
DXSH_MCCV_INDI_SM_Marine_Good_Kill_05,P=Hostile down.
DXSH_MCCV_INDI_SM_Marine_Good_Kill_06,P=Smoked 'em.
DXSH_MCCV_INDI_SM_Marine_Greetings_01,P=All right, Marines, fall in.
DXSH_MCCV_INDI_SM_Marine_Greetings_02,P=Let's get down to business, shall we?
DXSH_MCCV_INDI_SM_Marine_Greetings_03,P=Welcome to the mission, Marines.
DXSH_MCCV_INDI_SM_Marine_Grenade_Kill_01,P=Fragged 'em.
DXSH_MCCV_INDI_SM_Marine_Grenade_Kill_02,P=Target down.
DXSH_MCCV_INDI_SM_Marine_Grenade_Warning_02,P=Grenade inbound!
DXSH_MCCV_INDI_SM_Marine_Grenade_Warning_03,P=Lookout!
DXSH_MCCV_INDI_SM_Marine_Halftime_01,P=We've been assigned a different infilitration point. Let's use it to our advantage.
DXSH_MCCV_INDI_SM_Marine_Halftime_02,P=Time to change tactics. We're moving to a different infiltration point.
DXSH_MCCV_INDI_SM_Marine_Kill_Assist_01,P=Nothing more lethal than teamwork.
DXSH_MCCV_INDI_SM_Marine_Kill_Assist_02,P=This squad's running like a well-oiled machine.
DXSH_MCCV_INDI_SM_Marine_Kill_Assist_03,P=Good looking out for your squadmate.
DXSH_MCCV_INDI_SM_Marine_Killing_Spree_01,P=You're like an unstoppable battalion of one.
DXSH_MCCV_INDI_SM_Marine_Killing_Spree_02,P=Multiple targets down. Fine work, marine.
DXSH_MCCV_INDI_SM_Marine_Killing_Spree_03,P=You are a damn efficient killing machine if I've ever seen one.
DXSH_MCCV_INDI_SM_Marine_Last_Player_Alive_01,P=You're all that's left, Marine. Everyone's counting on you now.
DXSH_MCCV_INDI_SM_Marine_Last_Player_Alive_02,P=You're the last Marine standing. Make their sacrifice mean something.
DXSH_MCCV_INDI_SM_Marine_Loadout_Confirmation_01,P=Got your gear? Head to the readyline.
DXSH_MCCV_INDI_SM_Marine_Loadout_Confirmation_02,P=Good choice. Get ready to roll out.
DXSH_MCCV_INDI_SM_Marine_Loadout_Selection_01,P=Your gear's your life. Think hard on what you're gonna bring into battle.
DXSH_MCCV_INDI_SM_Marine_Loadout_Selection_02,P=You gonna bring the pain? Help your squad? Strike a balance? Pickin' a loadout's all about strategy.
DXSH_MCCV_INDI_SM_Marine_Loadout_Selection_03,P=Choose your equipment carefully. If you bring it, plan to use it.
DXSH_MCCV_INDI_SM_Marine_Lose_Player_01,P=One of your squadmates went off-grid.
DXSH_MCCV_INDI_SM_Marine_Lose_Player_02,P=Orders came in. One of your squadmate's been reassigned.
DXSH_MCCV_INDI_SM_Marine_Match_End_Loss_01,P=I call that mission a complete failure. I think you're better than that, I think you know that too.
DXSH_MCCV_INDI_SM_Marine_Match_End_Loss_02,P=You all tried your best, and this time it wasn't good enough. But there's a lesson to be learned in that. Make sure that you learn it.
DXSH_MCCV_INDI_SM_Marine_Match_End_Loss_03,P=We lost today. No getting around that. The important part is what comes next. Are you going to carry defeat with you, or are you going to rise above it?
DXSH_MCCV_INDI_SM_Marine_Match_End_Loss_04,P=I am dissapointed in all of you. You let the UEE and the Marines down. Not just cause those outlaws got the better of us, but because I know you can do better. It's up to you to prove me right.
DXSH_MCCV_INDI_SM_Marine_Match_End_Loss_05,P=Those outlaws made a mockery of us today. That doesn't sit well with me, and sure as heck hope it doesn't sit well with you either. Remember that feeling next time you go to battle and use it.
DXSH_MCCV_INDI_SM_Marine_Match_End_Win_01,P=Let me be the first to say well done. You went in with a job to do, and you sure as heck did it.
DXSH_MCCV_INDI_SM_Marine_Match_End_Win_02,P=I've been at this awhile and... well, that was a sight to see. Congrats. First drink's on me tonight.
DXSH_MCCV_INDI_SM_Marine_Match_End_Win_03,P=This operation wasn't just a success, it was a thing of beauty. Each and every one of you poured your blood and sweat into it, and let me tell you, that means something. I'm proud of you.
DXSH_MCCV_INDI_SM_Marine_Match_End_Win_04,P=Mission accomplished. But that's just what Marines do, isn't it? Pack it up, and let's go home.
DXSH_MCCV_INDI_SM_Marine_Match_End_Win_05,P=That was some fine work you did out there today, and thanks to you, those outlaws won't be a problem anymore. All of you should feel proud of yourselves.
DXSH_MCCV_INDI_SM_Marine_Match_Start_01,P=Ready up, op is a go.
DXSH_MCCV_INDI_SM_Marine_Match_Start_02,P=Weapons free. Let's do this.
DXSH_MCCV_INDI_SM_Marine_Match_Start_Countdown_01,P=Breach in 5, 4, 3, 2, 1. Go, go, go!
DXSH_MCCV_INDI_SM_Marine_Match_Start_Countdown_02,P=Op starts in 5, 4, 3, 2, 1. We are go!
DXSH_MCCV_INDI_SM_Marine_Match_Start_Countdown_03,P=Going in 5, 4, 3, 2, 1. Go!
DXSH_MCCV_INDI_SM_Marine_Melee_Kill_01,P=Somebody ain't afraid to get their hands dirty.
DXSH_MCCV_INDI_SM_Marine_Melee_Kill_02,P=Old School, I like it.
DXSH_MCCV_INDI_SM_Marine_Melee_Kill_03,P=Some impressive wet work, Marine.
DXSH_MCCV_INDI_SM_Marine_Melee_Kill_04,P=Nothing wrong with getting up close and personal.
DXSH_MCCV_INDI_SM_Marine_Multi_Kill_01,P=There we go. Who's got time to kill 'em one by one.
DXSH_MCCV_INDI_SM_Marine_Multi_Kill_02,P=Damn. How many was that?
DXSH_MCCV_INDI_SM_Marine_Multi_Kill_03,P=That'll teach them not to bunch together.
DXSH_MCCV_INDI_SM_Marine_Need_Medic_01,P=Marine down and in need of medical.
DXSH_MCCV_INDI_SM_Marine_Need_Medic_02,P=We've got an injured Marine in need of help.
DXSH_MCCV_INDI_SM_Marine_Need_Medic_03,P=Need a medpack, lifesign's critical.
DXSH_MCCV_INDI_SM_Marine_Need_Medic_04,P=Marine down. Marine down.
DXSH_MCCV_INDI_SM_Marine_One_Enemy_Left_01,P=Only one hostile left. End it.
DXSH_MCCV_INDI_SM_Marine_One_Enemy_Left_02,P=We're down to the last target. Take 'em out.
DXSH_MCCV_INDI_SM_Marine_Round_End_Loss_01,P=No way we let things stand at that. Let's get back out there.
DXSH_MCCV_INDI_SM_Marine_Round_End_Loss_02,P=They hit us hard, but we got to go back and hit them harder.
DXSH_MCCV_INDI_SM_Marine_Round_End_Loss_03,P=I ain't gonna surgar coat it, that was a mess. Learn from it. Don't let it happen again.
DXSH_MCCV_INDI_SM_Marine_Round_End_Loss_04,P=We may've lost the battle, but we sure as hell can still win this war.
DXSH_MCCV_INDI_SM_Marine_Round_End_Loss_05,P=We lost control of the situation. That can't happen. Next time, we need to focus, and we need to work together.
DXSH_MCCV_INDI_SM_Marine_Round_End_Loss_Shutout_01,P=That was a complete bloodbath of epic proportions. Consider me dissapointed.
DXSH_MCCV_INDI_SM_Marine_Round_End_Loss_Shutout_02,P=They completely dismantled our operation six ways from Sunday. We need to be better than that.
DXSH_MCCV_INDI_SM_Marine_Round_End_Loss_Shutout_03,P=What the hell did I just witness? That went about as wrong as wrong can go.
DXSH_MCCV_INDI_SM_Marine_Round_End_Win_01,P=We got them that time, but stay focused. This ain't over yet.
DXSH_MCCV_INDI_SM_Marine_Round_End_Win_02,P=And that is how you stop a threat dead in it's tracks. Well done.
DXSH_MCCV_INDI_SM_Marine_Round_End_Win_03,P=Mark one in the Win column.
DXSH_MCCV_INDI_SM_Marine_Round_End_Win_04,P=That was one heck of a fight, but don't get cocky. There's plenty more work to do..
DXSH_MCCV_INDI_SM_Marine_Round_End_Win_05,P=We put them in their place for now, but that's not going to stop them for long. Just another day on the job. Let's do it again.
DXSH_MCCV_INDI_SM_Marine_Round_End_Win_Shutout_01,P=In and out, and not a single Marine down. Couldn't ask for a better op.
DXSH_MCCV_INDI_SM_Marine_Round_End_Win_Shutout_02,P=That was near flawlass work, and you all deserve accomendations, but that comes later. Now we need to stay focus, It only takes one lucky shot to change everything.
DXSH_MCCV_INDI_SM_Marine_Round_End_Win_Shutout_03,P=All that training really paid off. You put down those outlaws before they even had a chance to know what hit them.
DXSH_MCCV_INDI_SM_Marine_Round_Start_01,P=You waitin' for an invitation?!? Get out there!
DXSH_MCCV_INDI_SM_Marine_Round_Start_02,P=Move out!
DXSH_MCCV_INDI_SM_Marine_Round_Start_03,P=Go! Go! Go!
DXSH_MCCV_INDI_SM_Marine_Round_Start_04,P=We are go!
DXSH_MCCV_INDI_SM_Marine_Round_Start_05,P=Roll out.
DXSH_MCCV_INDI_SM_Marine_Round_Start_Countdown_01,P=Here we go. 5, 4, 3, 2, 1. Move out!
DXSH_MCCV_INDI_SM_Marine_Round_Start_Countdown_02,P=On my mark, 5, 4, 3, 2, 1, Go!
DXSH_MCCV_INDI_SM_Outlaw_30_Seconds_Left_01,P=Time's clickin' out. Step it up.
DXSH_MCCV_INDI_SM_Outlaw_30_Seconds_Left_02,P=Stomp them skags. We're running out of time.
DXSH_MCCV_INDI_SM_Outlaw_Encouragement_01,P=Don't punk out now.
DXSH_MCCV_INDI_SM_Outlaw_Encouragement_02,P=Take a breath. You got this.
DXSH_MCCV_INDI_SM_Outlaw_Encouragement_03,P=It's us or them. Remember that.
DXSH_MCCV_INDI_SM_Outlaw_Encouragement_04,P=You really gonna let some Marines stomp us like that?
DXSH_MCCV_INDI_SM_Outlaw_First_Blood_01,P=Way to send a message.
DXSH_MCCV_INDI_SM_Outlaw_First_Blood_02,P=Hit hard and fast, that's what I like to see.
DXSH_MCCV_INDI_SM_Outlaw_First_Blood_03,P=Bet they weren't expecting that.
DXSH_MCCV_INDI_SM_Outlaw_Gain_Player_01,P=Looks like someone finally woke up.
DXSH_MCCV_INDI_SM_Outlaw_Gain_Player_02,P=Got some new blood on the team.
DXSH_MCCV_INDI_SM_Outlaw_Game_Objective_Briefing_01,P=All right, scumbags, listen up: we got rats in the clubhouse and I need them dead. Every single one.
DXSH_MCCV_INDI_SM_Outlaw_Game_Objective_Briefing_02,P=Here's the roll, we got a Marine team breaching. It's you or them.
DXSH_MCCV_INDI_SM_Outlaw_Good_Kill_01,P=Got 'em.
DXSH_MCCV_INDI_SM_Outlaw_Good_Kill_02,P=Tag, you dead.
DXSH_MCCV_INDI_SM_Outlaw_Good_Kill_04,P=Bye, bye.
DXSH_MCCV_INDI_SM_Outlaw_Good_Kill_05,P=That was fun to watch.
DXSH_MCCV_INDI_SM_Outlaw_Good_Kill_06,P=They won't be gettin' up anytime soon.
DXSH_MCCV_INDI_SM_Outlaw_Greetings_01,P=Hey, shut up for a second.
DXSH_MCCV_INDI_SM_Outlaw_Greetings_02,P=Who's ready to have a little fun?
DXSH_MCCV_INDI_SM_Outlaw_Greetings_03,P=Everyone here? Good.
DXSH_MCCV_INDI_SM_Outlaw_Grenade_Kill_01,P=Got 'em
DXSH_MCCV_INDI_SM_Outlaw_Grenade_Kill_02,P=Nice toss.
DXSH_MCCV_INDI_SM_Outlaw_Grenade_Warning_01,P=Frag! Frag!
DXSH_MCCV_INDI_SM_Outlaw_Grenade_Warning_02,P=Grenade!
DXSH_MCCV_INDI_SM_Outlaw_Grenade_Warning_03,P=Run, idiot!
DXSH_MCCV_INDI_SM_Outlaw_Halftime_01,P=We're gonna hit them from a different angle. Get ready.
DXSH_MCCV_INDI_SM_Outlaw_Halftime_02,P=Time to mix it up. Let's go at 'em from the other side.
DXSH_MCCV_INDI_SM_Outlaw_Kill_Assist_01,P=Someone totally nicked your kill.
DXSH_MCCV_INDI_SM_Outlaw_Kill_Assist_02,P=Clippin' 'em ain't the same as finishing 'em, but it's all the same to me.
DXSH_MCCV_INDI_SM_Outlaw_Kill_Assist_03,P=Seems like you couldn't get the job done yourself.
DXSH_MCCV_INDI_SM_Outlaw_Killing_Spree_01,P=That's some bloodlust right there.
DXSH_MCCV_INDI_SM_Outlaw_Killing_Spree_02,P=Ravenous. I like that.
DXSH_MCCV_INDI_SM_Outlaw_Killing_Spree_03,P=Don't stop 'til your heart stops beating.
DXSH_MCCV_INDI_SM_Outlaw_Last_Player_Alive_01,P=Take a sec. Breathe. It's you or nothin'.
DXSH_MCCV_INDI_SM_Outlaw_Last_Player_Alive_02,P=Time to hero up.
DXSH_MCCV_INDI_SM_Outlaw_Loadout_Confirmation_01,P=You set? Let's do this.
DXSH_MCCV_INDI_SM_Outlaw_Loadout_Confirmation_02,P=Sorted? Good, then rack up.
DXSH_MCCV_INDI_SM_Outlaw_Loadout_Selection_01,P=Arm up and get set, people. We got some killin' to do.
DXSH_MCCV_INDI_SM_Outlaw_Loadout_Selection_02,P=Grab what you want, we'll sort it later.
DXSH_MCCV_INDI_SM_Outlaw_Loadout_Selection_03,P=These are UEE Marines, so pick your load-out carefully.
DXSH_MCCV_INDI_SM_Outlaw_Lose_Player_01,P=Hold on. That son of a bitch skeeved out.
DXSH_MCCV_INDI_SM_Outlaw_Lose_Player_02,P=Wait a second. I lost one of our team.
DXSH_MCCV_INDI_SM_Outlaw_Match_End_Loss_01,P=You're lucky they killed you because I wanna do so much worse.
DXSH_MCCV_INDI_SM_Outlaw_Match_End_Loss_02,P=(off-mic) I ain't goin' back! (exchange of gunfire)
DXSH_MCCV_INDI_SM_Outlaw_Match_End_Loss_03,P=Go, go, go let's get outta here.
DXSH_MCCV_INDI_SM_Outlaw_Match_End_Loss_04,P=I set us up, make a perfect plan, and you just had to go and mess it up didn't you?
DXSH_MCCV_INDI_SM_Outlaw_Match_End_Loss_05,P=Well we got beat, but then again, they're Marines and we're, well, we're us, so its not too big of surprise really.
DXSH_MCCV_INDI_SM_Outlaw_Match_End_Win_01,P=That'll teach 'em to try and roust us.
DXSH_MCCV_INDI_SM_Outlaw_Match_End_Win_02,P=Scav the bodies. You earned it. Make sure you vent 'em when you're done.
DXSH_MCCV_INDI_SM_Outlaw_Match_End_Win_03,P=Fine job, my wonderful scumbags. Those UEE pukes didn't know what hit 'em.
DXSH_MCCV_INDI_SM_Outlaw_Match_End_Win_04,P=And that is why we are still here. Who's drinking?
DXSH_MCCV_INDI_SM_Outlaw_Match_End_Win_05,P=Trouncing those Marines felt a billion times better than I thought it would. I say this calls for celebration.
DXSH_MCCV_INDI_SM_Outlaw_Match_Start_01,P=All right everyone, let's get this done.
DXSH_MCCV_INDI_SM_Outlaw_Match_Start_02,P=Ghost 'em.
DXSH_MCCV_INDI_SM_Outlaw_Match_Start_Countdown_01,P=5, 4, 3, 2, 1. Here they come.
DXSH_MCCV_INDI_SM_Outlaw_Match_Start_Countdown_02,P=We're going in 5, 4, 3, 2, 1.
DXSH_MCCV_INDI_SM_Outlaw_Match_Start_Countdown_03,P=Give 'em hell in 5, 4, 3, 2, 1.
DXSH_MCCV_INDI_SM_Outlaw_Melee_Kill_01,P=Ain't nothing like it, right?
DXSH_MCCV_INDI_SM_Outlaw_Melee_Kill_02,P=Drop 'em.
DXSH_MCCV_INDI_SM_Outlaw_Melee_Kill_03,P=Good night.
DXSH_MCCV_INDI_SM_Outlaw_Melee_Kill_04,P=Who needs a gun, right?
DXSH_MCCV_INDI_SM_Outlaw_Multi_Kill_01,P=That'll hurt their chances.
DXSH_MCCV_INDI_SM_Outlaw_Multi_Kill_02,P=It's nice when they clump together like that, right?
DXSH_MCCV_INDI_SM_Outlaw_Multi_Kill_03,P=Just mowin' 'em down aint't ya.
DXSH_MCCV_INDI_SM_Outlaw_Need_Medic_01,P=One of your people needs some meds.
DXSH_MCCV_INDI_SM_Outlaw_Need_Medic_02,P=Dose 'em and get 'em back on their feet.
DXSH_MCCV_INDI_SM_Outlaw_Need_Medic_03,P=Another one down? Really?
DXSH_MCCV_INDI_SM_Outlaw_Need_Medic_04,P=Will somebody help 'em already?
DXSH_MCCV_INDI_SM_Outlaw_One_Enemy_Left_01,P=There's one left. Hunt them down.
DXSH_MCCV_INDI_SM_Outlaw_One_Enemy_Left_02,P=Almost there. Finish them off.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Loss_01,P=What the hell? You gotta do better than that.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Loss_02,P=Fine. They got lucky this time. Load up and hit 'em again.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Loss_03,P=All right, okay... no, we still got this.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Loss_04,P=You wanna let those fascist punks walk all over you. Get mad!
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Loss_05,P=I'm paying you for better. Deliver.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Loss_Shutout_01,P=Jesus, people, I just... I don't even know...
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Loss_Shutout_02,P=These are Marines. Did you think this was going to be easy? You better rack your game up or I'll rack your brain with a pipe.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Loss_Shutout_03,P=Another show like that and I'm gonna get out of here.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Win_01,P=There we go. One down.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Win_02,P=Hell yeah, people. That's what I like to see.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Win_03,P=This is our station!
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Win_04,P=You're getting private stock tonight. Keep it up.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Win_05,P=That's one for us.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Win_Shutout_01,P= that... That was amazing.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Win_Shutout_02,P=That. That. Just keep doing that.
DXSH_MCCV_INDI_SM_Outlaw_Round_End_Win_Shutout_03,P=There you go, the Empire's finest laid to waste.
DXSH_MCCV_INDI_SM_Outlaw_Round_Start_01,P=Go get 'em.
DXSH_MCCV_INDI_SM_Outlaw_Round_Start_02,P=It's all up to you. Kill 'em or die trying.
DXSH_MCCV_INDI_SM_Outlaw_Round_Start_03,P=Get out there!
DXSH_MCCV_INDI_SM_Outlaw_Round_Start_04,P=Go, go!
DXSH_MCCV_INDI_SM_Outlaw_Round_Start_05,P=What are you waiting for? Go!
DXSH_MCCV_INDI_SM_Outlaw_Round_Start_Countdown_01,P=Going again in 5, 4, 3, 2, 1. Go!
DXSH_MCCV_INDI_SM_Outlaw_Round_Start_Countdown_02,P=Mags and frags up in 5, 4, 3, 2, 1.
DXSH_MCCV_INDI_SM_Sataball_Cara_Angeli_Aeros_Win_Round_1,P=With the Aeros' win that round, this match is one point closer to being decided.
DXSH_MCCV_INDI_SM_Sataball_Cara_Angeli_Aeros_Win_Round_2,P=A decisive round victory for the Aeros as they show what skill and teamwork can accomplish in the battle arena.
DXSH_MCCV_INDI_SM_Sataball_Cara_Angeli_Aeros_Win_Round_3,P=As the Aeros claims the win for that round, they've got to be feeling better about the outlook for this match. Here's hoping that Jata can pull back.
DXSH_MCCV_INDI_SM_Sataball_Cara_Angeli_Aeros_Win_Round_4,P=Jata falls as the Aeros clinch the round.
DXSH_MCCV_INDI_SM_Sataball_Cara_Angeli_Aeros_Win_Round_5,P=Aeros take this one.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Carrier_Stunned_1,P=The carrier is taken out with a stun.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Carrier_Stunned_2,P=With the carrier is stunned you got to ask where their team was on that one.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Carrier_Stunned_3,P=You get that ball and it is basically like painting a big target on yourself.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Carrier_Stunned_4,P=The carrier went for the opening, but wound up with a face full of stun.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Carrier_Stunned_5,P=Yeah, that press is going nowhere with the carrier locked.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Hitting_Electric_Field_1,P=Slater Vonn used to say use the electric field like it's another teammate.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Hitting_Electric_Field_2,P=I once saw Soren Redmond score a goal off a field bounce like that.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Hitting_Electric_Field_3,P=Using the field like it was intended!
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Hitting_Electric_Field_4,P=I like a player who uses the whole arena.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Hitting_Electric_Field_5_Angeli,P=Angeli's_Jata's going for better ball positioning with a bounce off the field.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Hitting_Electric_Field_5_Jata,P=Angeli's_Jata's going for better ball positioning with a bounce off the field.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Intercepted_1,P=Look out. Gotta watch your passways.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Intercepted_2,P=Don't control your passes and you're going to lose the ball.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Intercepted_3,P=Right place, right time for the interception.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Intercepted_4_Angeli,P=A clean snatch. [Jata_Angeli] will be kicking themselves over that one.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Intercepted_4_Jata,P=A clean snatch. [Jata_Angeli] will be kicking themselves over that one.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Intercepted_5,P=Beautiful interception.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Kicked_Pushed_1,P=Moving the ball physically instead of using your Kagi can be a great way to defend yourself while in possession of the ball.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Kicked_Pushed_1_Alt,P=Moving the ball physically instead of using your Kagi can be a great way to defend yourself while in possession of the ball.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Kicked_Pushed_2,P=Looks like the ball may have gotten a little away from them there.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Kicked_Pushed_3,P=You got to control that ball by AMP. Any means possible.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Kicked_Pushed_4,P=Going old school, and physically moving that ball.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Kicked_Pushed_5_Angeli,P=Angeli _ Jata move in and knock the ball back.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Kicked_Pushed_5_Jata,P=Angeli _ Jata move in and knock the ball back.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Near_Goal_1_Angeli,P=Angeli_Jata has the ball in range of the goal.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Near_Goal_1_Jata,P=Angeli_Jata has the ball in range of the goal.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Near_Goal_2,P=The goal is close. How they choose to score is the big question.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Near_Goal_3,P=We're nearing the end of a scoring drive, with the goal in sight.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Near_Goal_4,P=I'm seeing the ball very near that goal.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Near_Goal_5_Angeli,P=Clever play by Angeli_Jata has put their ball in the right place.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Near_Goal_5_Jata,P=Clever play by Angeli_Jata has put their ball in the right place.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Passed_1,P=It's important to keep that ball moving.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Passed_2,P=Nice pass.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Passed_3,P=Right in the pocket, pass complete.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Passed_4,P=Showing zero fear with that pass.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Passed_5_Angeli,P=A solid throw bypasses the Jata _ Angeli defense.
DXSH_MCCV_INDI_SM_Sataball_Cara_Ball_Passed_5_Jata,P=A solid throw bypasses the Jata _ Angeli defense.
DXSH_MCCV_INDI_SM_Sataball_Cara_Both_Intro_Match_1,P=CV: Tonight's match pits the Angeli Aeros against Jata ZGCC so it should be a good one.
DXSH_MCCV_INDI_SM_Sataball_Cara_Both_Intro_Match_2A,P=CV: And I'm Cara Vaughn.\n\n
DXSH_MCCV_INDI_SM_Sataball_Cara_Both_Intro_Match_2B,P=CV: With the Angeli Aeros and the Jata ZGCC warring it out in the sphere it is shaping up to be one to remember.
DXSH_MCCV_INDI_SM_Sataball_Cara_Both_Intro_Match_3,P=CV: Cara Vaughn here with Max Seligmann. You are joining us for what looks to be a Sataball match that you do not want to miss.
DXSH_MCCV_INDI_SM_Sataball_Cara_Both_Intro_Match_4,P=CV: Good to be here, Max. Today's match is one heck of a showdown as the Jata ZGCC look to take down the Angeli Aeros. There has been a lot of speculation flying as who will take it, but I think to say that whichever way it goes, it's going to be fun to watch.
DXSH_MCCV_INDI_SM_Sataball_Cara_Both_Sample_01,P=CV: Quite a battle going on here.
DXSH_MCCV_INDI_SM_Sataball_Cara_Both_Sign_Off_1,P=CV: And I'm Cara Vaughn.
DXSH_MCCV_INDI_SM_Sataball_Cara_Both_Sign_Off_2,P=CV: It's been my pleasure, Max.
DXSH_MCCV_INDI_SM_Sataball_Cara_Both_Team_A_B_Needs_To_Turn_It_Around_2,P=CV: Get back to basics. Execute plays based on the team your facing tonight, not the one you planned to face.
DXSH_MCCV_INDI_SM_Sataball_Cara_Defensive_Shooting_1,P=Defense showing some strength.
DXSH_MCCV_INDI_SM_Sataball_Cara_Defensive_Shooting_2,P=Nice shot.
DXSH_MCCV_INDI_SM_Sataball_Cara_Defensive_Shooting_3_Angeli,P=Jata _ Angeli really trying to hold the line.
DXSH_MCCV_INDI_SM_Sataball_Cara_Defensive_Shooting_3_Jata,P=Jata _ Angeli really trying to hold the line.
DXSH_MCCV_INDI_SM_Sataball_Cara_Defensive_Shooting_4_Angeli,P=If I was out there I'd be doing just what the Jata _ Angeli are doing. Maintaining the goal with a judicious application of gunwork.
DXSH_MCCV_INDI_SM_Sataball_Cara_Defensive_Shooting_4_Jata,P=If I was out there I'd be doing just what the Jata _ Angeli are doing. Maintaining the goal with a judicious application of gunwork.
DXSH_MCCV_INDI_SM_Sataball_Cara_Defensive_Shooting_5_Angeli,P=Jata _ Angeli standing firm in the face of that press.
DXSH_MCCV_INDI_SM_Sataball_Cara_Defensive_Shooting_5_Jata,P=Jata _ Angeli standing firm in the face of that press.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gain_Possesion_1_Angeli,P=A smart play gains Angeli_Jata possession.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gain_Possesion_1_Jata,P=A smart play gains Angeli_Jata possession.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gain_Possesion_2_Angeli,P=Angeli_Jata takes possession of the ball.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gain_Possesion_2_Jata,P=Angeli_Jata takes possession of the ball.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gain_Possesion_3_Angeli,P=Moving just a little bit quicker, the ball finds its way into Angeli_Jata hands.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gain_Possesion_3_Jata,P=Moving just a little bit quicker, the ball finds its way into Angeli_Jata hands.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gain_Possesion_4_Angeli,P=I'm impressed with Angeli_Jata's offense for taking possession so definitively.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gain_Possesion_4_Jata,P=I'm impressed with Angeli_Jata's offense for taking possession so definitively.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gain_Possesion_5_Angeli,P=We're gonna have a change of possession here. Yep, it's Angeli_Jata.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gain_Possesion_5_Jata,P=We're gonna have a change of possession here. Yep, it's Angeli_Jata.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gate_Opening_1,P=Gates are open!
DXSH_MCCV_INDI_SM_Sataball_Cara_Gate_Opening_2,P=I know this feeling well. As those gates open, your heart is beating a million times a minute.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gate_Opening_3,P=Gates open and both teams take the field.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gate_Opening_4,P=Taking the field can be intimidating, but you need to remember your battleplan, watch where your opponents are positioning themselves.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gate_Opening_5,P=Gates are open and here comes the action.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gates_Closing_1,P=With the gates starting to close, anyone who hasn't left could be looking at a penalty.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gates_Closing_2,P=I'm a little surprised to see that there are some players who have not yet left the gate as it begins to close.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gates_Closing_3,P=I see the gates closing which means things are going to heat up.
DXSH_MCCV_INDI_SM_Sataball_Cara_Gates_Closing_4,P=And the gates are shutting. Let's do this.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Attempt_1,P=Coming in hot...
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Attempt_2_Angeli,P=Angeli_Jata looking to score...
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Attempt_2_Jata,P=Angeli_Jata looking to score...
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Attempt_3,P=Attempting a goal and...
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Attempt_4,P=Lining up the shot...
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Attempt_5,P=This is it...
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Blocked_1,P=Afte a block like that, the shooter has got to be fighting back tears.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Blocked_2_Angeli,P=Blocked! Jata _ Angeli really stepping up when it counts.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Blocked_2_Jata,P=Blocked! Jata _ Angeli really stepping up when it counts.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Blocked_3,P=Smacked back hard.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Blocked_4_Angeli,P=Denied! Jata _ Angeli are teaching a master class in defense here today.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Blocked_4_Jata,P=Denied! Jata _ Angeli are teaching a master class in defense here today.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Blocked_5_Angeli,P=No goal! Angeli _ Jata have to be hurting over that one.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Blocked_5_Jata,P=No goal! Angeli _ Jata have to be hurting over that one.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Missed_1,P=Another disappointment!
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Missed_2,P=No goal! The score'll stay where it is.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Missed_3,P=No good - it's wide!
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Missed_4,P=Nope, couldn't pull off the goal.
DXSH_MCCV_INDI_SM_Sataball_Cara_Goal_Missed_5,P=A solid attempt, but just not enough to score.
DXSH_MCCV_INDI_SM_Sataball_Cara_Hattrick_1,P=I hope you all appreciate the difficulty of what you just saw. Three goals. Color me impressed.
DXSH_MCCV_INDI_SM_Sataball_Cara_Hattrick_2,P=And that's three goals. That right there is something that every player longs to have in their stats.
DXSH_MCCV_INDI_SM_Sataball_Cara_Hattrick_3,P=That was goal number three. An incredible feat for any Sataball player.
DXSH_MCCV_INDI_SM_Sataball_Cara_Headshot_1,P=Right to the head.
DXSH_MCCV_INDI_SM_Sataball_Cara_Headshot_2,P=This is why it is so important to keep your head protected. Those extra seconds add up.
DXSH_MCCV_INDI_SM_Sataball_Cara_Headshot_3,P=An ugly headshot takes that player out.
DXSH_MCCV_INDI_SM_Sataball_Cara_Headshot_4,P=It's harder shot, but if you can get the head it is worth it.
DXSH_MCCV_INDI_SM_Sataball_Cara_Headshot_5,P=A headshot like that is a spirit breaker.
DXSH_MCCV_INDI_SM_Sataball_Cara_Intro_Match_1,P=This is Cara Vaughn and Max Seligmann coming at you from Astro Arena where we've got one hell of a game of Sataball shaping up. Angeli Aeros versus the Jata ZGCC. The statheads say its going to be close. I say it's going to come down to who wants it more.
DXSH_MCCV_INDI_SM_Sataball_Cara_Intro_Match_2,P=Welcome to Astro Arena, home of eight consecutive SataBall Championships, and the backdrop for today's exciting matchup between Jata ZGCC and the Angeli Aeros. I'm Cara Vaughn here with Max Seligmann to give you all the play by plays and blow by blows of today's match.
DXSH_MCCV_INDI_SM_Sataball_Cara_Intro_Match_3,P=Well you have tuned in for the right match, as the Angeli Aeros and Jata ZGCC face off in what is sure to be one hell of a Sataball match. I'm Cara Vaughn high above Astro Arena. Joining me is Max Seligmann and we are moments away from the start of today's action.
DXSH_MCCV_INDI_SM_Sataball_Cara_Intro_Match_4,P=Thanks for joing us here at Astro Arena. To my right is announcer extraordinaire Max Seligmann, and I'm Cara Vaughn. I have just gotten word that the teams are in place, which means that in just moments the Angeli Aeros and the Jata ZGCC will go head to head for what may turn out to be one of the most exciting Sataball matches this season.
DXSH_MCCV_INDI_SM_Sataball_Cara_Intro_Match_5,P=It is time again for another fantastic Sataball match up between the Jata ZGCC and the Angeli Aeros. This really could be anyone's game today here at the one and only Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Cara_Jata_Zgcc_Wins_Round_1,P=Despite some impressive moves from the Aeros, Jata ZGCC takes the round.
DXSH_MCCV_INDI_SM_Sataball_Cara_Jata_Zgcc_Wins_Round_2,P=A solid win that round for Jata, let's see if they can maintain the momentum as they head into the next.
DXSH_MCCV_INDI_SM_Sataball_Cara_Jata_Zgcc_Wins_Round_3,P=With Jata's win this round, this match is one point closer to being decided.
DXSH_MCCV_INDI_SM_Sataball_Cara_Jata_Zgcc_Wins_Round_4,P=Jata managed to overcome the Aeros this round.
DXSH_MCCV_INDI_SM_Sataball_Cara_Jata_Zgcc_Wins_Round_5,P=A decisive win for Jata that round as they show what skill and hardwork can accomplish in the battle arena.
DXSH_MCCV_INDI_SM_Sataball_Cara_Loadout_Selection_1,P=When it comes to choosing gear, to me it always comes down to two things, improving your strengths or compensating for your weaknesses.
DXSH_MCCV_INDI_SM_Sataball_Cara_Long_Pass_1,P=Distance and accuracy. A dangerous combination in a passer.
DXSH_MCCV_INDI_SM_Sataball_Cara_Long_Pass_2,P=A lot of teams try to keep their passing game short, I'm a firm believer in spreading out your office and going for those long passes.
DXSH_MCCV_INDI_SM_Sataball_Cara_Long_Pass_3,P=A risky long throw that pays off.
DXSH_MCCV_INDI_SM_Sataball_Cara_Long_Pass_4,P=Great effort in moving that ball as far up the field as possible.
DXSH_MCCV_INDI_SM_Sataball_Cara_Long_Pass_5,P=Taken full advantage of the zero g to hurl the ball across the arena.
DXSH_MCCV_INDI_SM_Sataball_Cara_Match_End_Angeli_Aeros_Win_1,P=So we come to the end and the Angeli Aeros have emerged victorious. I'd like to thank our sponsors and you our wonderful viewers for joining us.
DXSH_MCCV_INDI_SM_Sataball_Cara_Match_End_Angeli_Aeros_Win_2,P=As the Aeros claim victory, our time at Astro Arena draws to a close. Thanks and see you next time.
DXSH_MCCV_INDI_SM_Sataball_Cara_Match_End_Angeli_Aeros_Win_3,P=Despite a hearty fight from Jata, the Aeros take the match, marking a fantastic end to a simply fantastic match. Make sure to join me again next time at Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Cara_Match_End_Angeli_Aeros_Win_4,P=Now that is what I call Sataball! Job well done to the Angeli Aeros for a well-earned victory.
DXSH_MCCV_INDI_SM_Sataball_Cara_Match_End_Angeli_Aeros_Win_5,P=An incredible victory here today for the Aeros at Astro Arena. Hope you all will join us again soon.
DXSH_MCCV_INDI_SM_Sataball_Cara_Match_End_Jata_Zgcc_Win_1,P=So we come to the end and Jata has emerged victorious. I'd like to thank our sponsors and you our wonderful viewers for joining us.
DXSH_MCCV_INDI_SM_Sataball_Cara_Match_End_Jata_Zgcc_Win_2,P=As Jata Club claims victory, our time at Astro Arena draws to a close. Thanks and see you next time.
DXSH_MCCV_INDI_SM_Sataball_Cara_Match_End_Jata_Zgcc_Win_3,P=An exciting blue team victory marks a fantastic end to a simply fantastic match. Make sure to join me again next time at Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Cara_Match_End_Jata_Zgcc_Win_4,P=Now that is what I call Sataball! Job well done to Jata ZGCC for a victory well earned.
DXSH_MCCV_INDI_SM_Sataball_Cara_Match_End_Jata_Zgcc_Win_5,P=That's it. The match is over with Jata ZGCC defeating the Angeli Aeros.
DXSH_MCCV_INDI_SM_Sataball_Cara_Mistake_1,P=That might be the decisive moment in this match.
DXSH_MCCV_INDI_SM_Sataball_Cara_Mistake_2,P=A great lesson in what not to do, right there.
DXSH_MCCV_INDI_SM_Sataball_Cara_Mistake_3_Angeli,P=[Jata_Angeli] cannot affort to make errors like that.
DXSH_MCCV_INDI_SM_Sataball_Cara_Mistake_3_Jata,P=[Jata_Angeli] cannot affort to make errors like that.
DXSH_MCCV_INDI_SM_Sataball_Cara_Mistake_4,P=Rookie mistake.
DXSH_MCCV_INDI_SM_Sataball_Cara_Mistake_5,P=Important thing when you slip is to put it out of your mind and get back in the game.
DXSH_MCCV_INDI_SM_Sataball_Cara_Nice_Play_1,P=You got to admire skill like that.
DXSH_MCCV_INDI_SM_Sataball_Cara_Nice_Play_2,P=That's pro right there.
DXSH_MCCV_INDI_SM_Sataball_Cara_Nice_Play_3,P=That's the kind of play that wins games!
DXSH_MCCV_INDI_SM_Sataball_Cara_Nice_Play_4,P=This is what you like to see, a player really getting in there and getting things done.
DXSH_MCCV_INDI_SM_Sataball_Cara_Nice_Play_5,P=It's those kind of plays that can follow you throughout your career.
DXSH_MCCV_INDI_SM_Sataball_Cara_Offensive_Shooting_1,P=It's precise shooting like that that makes or breaks games.
DXSH_MCCV_INDI_SM_Sataball_Cara_Offensive_Shooting_2,P=You got to take out those defenders.
DXSH_MCCV_INDI_SM_Sataball_Cara_Offensive_Shooting_3_Angeli,P=They are just cutting a path through the [Jata_Aeros'] line.
DXSH_MCCV_INDI_SM_Sataball_Cara_Offensive_Shooting_3_Jata,P=They are just cutting a path through the [Jata_Aeros'] line.
DXSH_MCCV_INDI_SM_Sataball_Cara_Offensive_Shooting_4,P=Good, clean shot.
DXSH_MCCV_INDI_SM_Sataball_Cara_Offensive_Shooting_5,P=It takes a lot of practice or a lot of luck to shoot like that.
DXSH_MCCV_INDI_SM_Sataball_Cara_Player_Scores_On_Own_Goal_1,P=What a devastating turn of events.
DXSH_MCCV_INDI_SM_Sataball_Cara_Player_Scores_On_Own_Goal_2,P=Pathetic. My first coach would cut anyone who screwed up that bad.
DXSH_MCCV_INDI_SM_Sataball_Cara_Player_Scores_On_Own_Goal_3,P=(sighs heavily)
DXSH_MCCV_INDI_SM_Sataball_Cara_Player_Scores_On_Own_Goal_4,P=This is how good teams lose: by beating themselves.
DXSH_MCCV_INDI_SM_Sataball_Cara_Player_Scores_On_Own_Goal_5,P=How mortifying. Basic orientation is a skill every player requires.
DXSH_MCCV_INDI_SM_Sataball_Cara_Sataball_History_Comments_1,P=The rivalry between Angeli and Jata has definitely cooled since I was playing, but you still have fans that keep it alive.
DXSH_MCCV_INDI_SM_Sataball_Cara_Sataball_History_Comments_2,P=I really don't know what Jata Club is going to do when Tio Stockton retires at the end of this season, he has completely reinvigorated this team with his managing style.
DXSH_MCCV_INDI_SM_Sataball_Cara_Sataball_History_Comments_3,P=Some have called the Aeros' constant roster rotations as a sign of indecision, but this early in the season, I think they're just testing player combinations, looking for that golden team.
DXSH_MCCV_INDI_SM_Sataball_Cara_Sataball_History_Comments_4,P=I have to say, I'm really excited for this upcoming season of Sataball. I feel like we're going to get a lot of new, exciting players who are just hungry to play the game. That kind of passion and intensity always translates over to the fans watching.
DXSH_MCCV_INDI_SM_Sataball_Cara_Scoring_Run_1,P=So many goals without a substantial response from the opposition.
DXSH_MCCV_INDI_SM_Sataball_Cara_Scoring_Run_2_Angeli,P=[Angeli_Jata] have completely dismantled their opponents as they continue to keep the goals coming.
DXSH_MCCV_INDI_SM_Sataball_Cara_Scoring_Run_2_Jata,P=[Angeli_Jata] have completely dismantled their opponents as they continue to keep the goals coming.
DXSH_MCCV_INDI_SM_Sataball_Cara_Scoring_Run_3,P=What we're seeing now is exactly why you should fear a truly motivated team.
DXSH_MCCV_INDI_SM_Sataball_Cara_Scoring_Run_4_Angeli,P=With yet another goal, [the Aeros continue_Jata continues] to maintain the pressure.
DXSH_MCCV_INDI_SM_Sataball_Cara_Scoring_Run_4_Jata,P=With yet another goal, [the Aeros continue_Jata continues] to maintain the pressure.
DXSH_MCCV_INDI_SM_Sataball_Cara_Scoring_Run_5_Angeli,P=As Angeli _ Jata puts up another point, it goes to show that with a proper offensive strategy the goals will come.
DXSH_MCCV_INDI_SM_Sataball_Cara_Scoring_Run_5_Jata,P=As Angeli _ Jata puts up another point, it goes to show that with a proper offensive strategy the goals will come.
DXSH_MCCV_INDI_SM_Sataball_Cara_Sign_Off_2,P=This is Cara Vaughn and Max Seligmann signing off.
DXSH_MCCV_INDI_SM_Sataball_Cara_Stunned_1,P=I can tell you. It is a tough spot to be in, waiting for that stun to burn out.
DXSH_MCCV_INDI_SM_Sataball_Cara_Stunned_2,P=That player is stunned out. Let's hope they can get that time back.
DXSH_MCCV_INDI_SM_Sataball_Cara_Stunned_3,P=A strategic stun. We might start seeing some movement here.
DXSH_MCCV_INDI_SM_Sataball_Cara_Stunned_4,P=When your suit locks up like that, its important to use that time to think strategy.
DXSH_MCCV_INDI_SM_Sataball_Cara_Stunned_5,P=Nothing more frustrating than getting stunned on a play like that.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Close_To_Winning_1_Angeli,P=[Jata_Angeli] is about to close the book on this game.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Close_To_Winning_1_Jata,P=[Jata_Angeli] is about to close the book on this game.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Close_To_Winning_2_Angeli,P=With each passing second, a win is looking more and more certain for Jata _ Angeli.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Close_To_Winning_2_Jata,P=With each passing second, a win is looking more and more certain for Jata _ Angeli.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Close_To_Winning_3_Angeli,P=Victory is within their grasp, can Angeli _ Jata claim it?
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Close_To_Winning_3_Jata,P=Victory is within their grasp, can Angeli _ Jata claim it?
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Close_To_Winning_4_Angeli,P=With [Angeli_Jata] so close to victory, is that going to invigorate their opponents?
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Close_To_Winning_4_Jata,P=With [Angeli_Jata] so close to victory, is that going to invigorate their opponents?
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Close_To_Winning_5,P=I'll tell you, Max. Those players on both sides have to know that every single shot and move could be the one that seals this game up.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Comes_Back_From_Deficit_1_Angeli,P=[Jata_Angeli] isn't taking it lying down - they're coming back to give [Angeli_Jata] a real match!
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Comes_Back_From_Deficit_1_Jata,P=[Jata_Angeli] isn't taking it lying down - they're coming back to give [Angeli_Jata] a real match!
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Comes_Back_From_Deficit_2_Angeli,P=[Jata_Angeli] is rising from the ashes of certain defeat!
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Comes_Back_From_Deficit_2_Jata,P=[Jata_Angeli] is rising from the ashes of certain defeat!
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Comes_Back_From_Deficit_3_Angeli,P=Apparently [Jata_Angeli] has finally decided to show this crowd what they've got!
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Comes_Back_From_Deficit_3_Jata,P=Apparently [Jata_Angeli] has finally decided to show this crowd what they've got!
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Comes_Back_From_Deficit_4,P=Looks like this is still anyone's game!
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Comes_Back_From_Deficit_5,P=We have a real battle here.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Large_Score_Gap_1_Angeli,P=Everything [Angeli's_Jata's] doing is working tonight.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Large_Score_Gap_1_Jata,P=Everything [Angeli's_Jata's] doing is working tonight.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Large_Score_Gap_2,P=What you're seeing here is simply a breakdown of fundamental mechanics.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Large_Score_Gap_3,P=This is a total rout. I don't see this turning around.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Large_Score_Gap_4_Angeli,P=[Jata_The Aeros] just haven't been able to put together any kind of resistance this game.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Large_Score_Gap_4_Jata,P=[Jata_The Aeros] just haven't been able to put together any kind of resistance this game.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Large_Score_Gap_5,P=While these teams are usually evenly matched, that is certainly not the case today.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Needs_To_Turn_It_Around_1_Angeli,P=This game is 90% mental. If the Aeros can't get their head in the game, they'll never turn it around.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Needs_To_Turn_It_Around_1_Jata,P=This game is 90% mental. If the Aeros can't get their head in the game, they'll never turn it around.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Needs_To_Turn_It_Around_2,P=Sometimes a team needs to admit that their initial strategy isn't working and adopt a new one.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Needs_To_Turn_It_Around_3_Angeli,P=[Angeli_Jata] need to get angry, get focused, something to snap them out of this skid.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Needs_To_Turn_It_Around_3_Jata,P=[Angeli_Jata] need to get angry, get focused, something to snap them out of this skid.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_B_Needs_To_Turn_It_Around_4,P=This is where you really get a sense of the character of the team, how do they turn the tables when victory is getting further away?
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_Shutout_1,P=The Astros completely owned this game. They seemed to shut down Jata at every opportunity.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_Shutout_2,P=Sometimes there are days where everything works and then there are days like today. Jata fell in the latter.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_A_Shutout_3,P=The Angeli Aeros absolutely dominated the team from Jata that round. Managing to wipe them out without suffering a single loss.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_Angeli_Aeros_Score_1,P=That's a point. It is clear that the Aeros came here to play.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_Angeli_Aeros_Score_2,P=With that goal, you have to admire the Angeli for being able to pull the trigger when it counts.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_Angeli_Aeros_Score_3,P=That is how you do it. Jata players take note. The Aeros just showed you how it's done.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_Angeli_Aeros_Score_4,P=I think that goal was Aero's response to those who said they couldn't make it this far.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_Angeli_Aeros_Score_5,P=And it's in the goal! Angeli's got to be riding high after pulling that play off.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_B_Shutout_1,P=Jata was really firing on all cylinders in this match. The Aeros could not shut them down.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_B_Shutout_2,P=With barely a scratch on them, Jata ZGCC completely shuts out the competition that round.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_B_Shutout_3,P=The Aeros close out that round without a single point and their fans have got to be disappointed.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_Jata_Zgcc_Score_1,P=And it's good. Jata showing some inspired athleticism on the field today.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_Jata_Zgcc_Score_2,P=That'll do. A point for Jata.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_Jata_Zgcc_Score_3,P=Jata takes it to the goal with style.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_Jata_Zgcc_Score_4,P=Goal! Jata has really pulled it together and all that training is really paying off.
DXSH_MCCV_INDI_SM_Sataball_Cara_Team_Jata_Zgcc_Score_5,P=That goal could be a game changer for Jata.
DXSH_MCCV_INDI_SM_Sataball_Cara_Teamwork_1,P=These are the moments that you live for as a player and a fan, where a team seems to anticipate each other on a subconscious, almost psychic level.
DXSH_MCCV_INDI_SM_Sataball_Cara_Teamwork_2,P=That's what I love, when a team is really in sync, it makes their opponents look hopelessly outclassed.
DXSH_MCCV_INDI_SM_Sataball_Cara_Teamwork_3,P=Some fantastic handling going on, let's see if they can turn it into points.
DXSH_MCCV_INDI_SM_Sataball_Cara_Teamwork_4_Angeli,P=[Jata_the Aeros] have been putting in the hours to train for this match, it's really starting to show.
DXSH_MCCV_INDI_SM_Sataball_Cara_Teamwork_4_Jata,P=[Jata_the Aeros] have been putting in the hours to train for this match, it's really starting to show.
DXSH_MCCV_INDI_SM_Sataball_Cara_Teamwork_5,P=Effortless coordination here. It's incredible.
DXSH_MCCV_INDI_SM_Sataball_Cara_Time_Running_Out_1,P=That decreasing clock can be a real motivator. Let's see if it's a factor tonight.
DXSH_MCCV_INDI_SM_Sataball_Cara_Time_Running_Out_2,P=Some players thrive in a time crisis. Let's see if any are playing tonight.
DXSH_MCCV_INDI_SM_Sataball_Cara_Turnover_1,P=Ball turns over. Not a good time to lose possesion.
DXSH_MCCV_INDI_SM_Sataball_Cara_Turnover_2_Angeli,P=Angeli _ Jata has got the ball back. Let's see if they can make something happen.
DXSH_MCCV_INDI_SM_Sataball_Cara_Turnover_2_Jata,P=Angeli _ Jata has got the ball back. Let's see if they can make something happen.
DXSH_MCCV_INDI_SM_Sataball_Cara_Turnover_3,P=Talk about stepping up. Angeli _ Jata takes the ball back like they own the place.
DXSH_MCCV_INDI_SM_Sataball_Cara_Turnover_3_Jata,P=Talk about stepping up. Angeli _ Jata takes the ball back like they own the place.
DXSH_MCCV_INDI_SM_Sataball_Cara_Turnover_4,P=Turnovers like that can cost you the game.
DXSH_MCCV_INDI_SM_Sataball_Cara_Turnover_5,P=The great teams don't let turnovers like that slow them down.
DXSH_MCCV_INDI_SM_Sataball_Max_Angeli_Aeros_Win_Round_1,P=A tough loss on that one, let's see if Jata can do better in the next round.
DXSH_MCCV_INDI_SM_Sataball_Max_Angeli_Aeros_Win_Round_2,P=The round ends in defeat for Jata ZGCC. Hopefully they can pull it together as they prepare to head back out.
DXSH_MCCV_INDI_SM_Sataball_Max_Angeli_Aeros_Win_Round_3,P=With the loss of their last combatant, Jata is handily defeated that round. I'm sure they cannot be happy about their performance.
DXSH_MCCV_INDI_SM_Sataball_Max_Angeli_Aeros_Win_Round_4,P=After suffering a defeat that last round, Jata Club will be looking for a way to turn things around.
DXSH_MCCV_INDI_SM_Sataball_Max_Angeli_Aeros_Win_Round_5,P=Despite some impressive moves from Jata, the Aeros manage to take the round.
DXSH_MCCV_INDI_SM_Sataball_Max_Astro_Arena_Comments_1,P=These player's have got to be appreciating the recently renovated features here at the arena. New owners AstroArmada have really done wonders updating the facilities to 30th century standards.
DXSH_MCCV_INDI_SM_Sataball_Max_Astro_Arena_Comments_2,P=Astro Arena used to accomodate live audience viewing boxes just beyond the outer zone of the sphere, but the Banu fans proved to be too disruptive to the game.
DXSH_MCCV_INDI_SM_Sataball_Max_Astro_Arena_Comments_3,P=Personally I will miss the old barriers, I will not, however, miss the old broadcast booth.
DXSH_MCCV_INDI_SM_Sataball_Max_Astro_Arena_Comments_4,P=Astro Arena is also proud to host professional gravity tunnel racing during the off-season. Something to check out!
DXSH_MCCV_INDI_SM_Sataball_Max_Astro_Arena_Comments_5,P=You may notice something different when you look at the arena today: more than a fresh coat of paint, we're looking at state-of-the-art technology and a completely updated field of play.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Carrier_Stunned_1,P=With that decisive shot, the carrier is halted in their tracks.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Carrier_Stunned_2,P=A devastating strike as the carrier's locked.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Carrier_Stunned_3,P=Right as they had something going the carrier is mercilessly taken out.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Carrier_Stunned_4,P=Looks like the ball carrier... yes, yes, he's stunned out.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Carrier_Stunned_5,P=The offense is put on hold as the ball carrier's stunned.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Hitting_Electric_Field_1,P=And we got a bounce...
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Hitting_Electric_Field_1_Alt,P=And we got a bounce...
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Hitting_Electric_Field_2,P=Looks like the field's going to be the one to put the ball back into play.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Hitting_Electric_Field_3,P=Nice bounce off the electric field.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Hitting_Electric_Field_4,P=The field can be your friend or foe.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Hitting_Electric_Field_4_Alt,P=The field can be your friend or foe.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Hitting_Electric_Field_5_Angeli,P=The ball bounces back from the field and Angeli still has control.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Hitting_Electric_Field_5_Jata,P=The ball bounces back from the field and Jata still has control.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Intercepted_1,P=Mercy, what a snag!
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Intercepted_2,P=What a brilliant steal!
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Intercepted_3_Angeli,P=A disappointing interception for Angeli. No telling when they'll see that ball again.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Intercepted_3_Jata,P=A disappointing interception for Jata. No telling when they'll see that ball again.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Intercepted_4,P=Like candy from a baby!
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Intercepted_5_Angeli,P=Angeli ganks the ball mid-play. Nice steal.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Intercepted_5_Jata,P=Jata ganks the ball mid-play. Nice steal.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Kicked_Pushed_1,P=The ball is given a solid push.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Kicked_Pushed_2,P=And the ball is knocked farther down field.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Kicked_Pushed_3_Angeli,P=Angeli getting a little bit physical with the ball.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Kicked_Pushed_3_Jata,P=Jata getting a little bit physical with the ball.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Kicked_Pushed_4,P=We have contact!
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Kicked_Pushed_5,P=Getting in close, the ball is knocked away.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Near_Goal_1,P=Things are getting tense...
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Near_Goal_2,P=We may be close to a goal here.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Near_Goal_3_Angeli,P=Angeli must be holding their breath. I smell a goal in the next play.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Near_Goal_3_Jata,P=Jata must be holding their breath. I smell a goal in the next play.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Near_Goal_4,P=Is the defense aware their goal is in danger?
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Near_Goal_5,P=The offense has maneuvered into good position.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Passed_1_Angeli,P=Angeli moving the ball steadily across the field.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Passed_1_Jata,P=Jata moving the ball steadily across the field.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Passed_2,P=And the ball is passed.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Passed_3,P=A clean throw.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Passed_4,P=A completed pass and the ball changes hands.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Passed_4_Alt,P=A completed pass and the ball changes hands.
DXSH_MCCV_INDI_SM_Sataball_Max_Ball_Passed_5,P=A respectable catch and the pass is complete.
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Intro_Match_1,P=MS: Hello and welcome. This is Max Seligmann coming to you from Astro Arena and have I got some Sataball for you. Joining me is Hall of Famer Cara Vaughn.
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Intro_Match_2A,P=MS: Hi, I'm Max Seligmann.
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Intro_Match_2B,P=MS: Welcome to Astro Arena for another exciting match of Sataball.
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Intro_Match_3,P=MS: That's right, Cara. With talent like the Angeli Aeros and the Jata ZGCC facing off, there is no telling what may happen here at Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Intro_Match_3_Alt,P=MS: That's right, Cara. With talent like the Angeli Aeros and the Jata ZGCC facing off, there is no telling what may happen here at Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Intro_Match_4,P=MS: Welcome back to Astro Arena and another exciting Sataball face off. To my left, giving us the real inside look into the mind of the player is hall of famer Cara Vaughn. What do you think of today's match, Cara?
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Sample_01,P=MS: Reminds me of a young Eryll Castro, before the booze and the women.
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Sign_Off_1,P=MS: Join us next time for more Sataball action at Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Sign_Off_2A,P=MS: That'll bring us to a close here. Thanks for joining me Cara.
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Sign_Off_2B,P=MS: Join us next time here at Astro Arena for more Sataball action.
DXSH_MCCV_INDI_SM_Sataball_Max_Both_Team_A_B_Need_To_Turn_It_Around_2,P=MS: Cara, you've been in this situation before. What advice would you give?
DXSH_MCCV_INDI_SM_Sataball_Max_Defensive_Shooting_1,P=It takes confidence to block like that!
DXSH_MCCV_INDI_SM_Sataball_Max_Defensive_Shooting_2,P=Jata shuts it down with some solid defensive shooting!
DXSH_MCCV_INDI_SM_Sataball_Max_Defensive_Shooting_3,P=Effective defense there. Not pretty, but it got the job done.
DXSH_MCCV_INDI_SM_Sataball_Max_Defensive_Shooting_4,P=Really tight work from the defensive shooters.
DXSH_MCCV_INDI_SM_Sataball_Max_Defensive_Shooting_5_Angeli,P=With some careful aiming, Angeli lay out a tight defense.
DXSH_MCCV_INDI_SM_Sataball_Max_Defensive_Shooting_5_Jata,P=With some careful aiming, Jata lay out a tight defense.
DXSH_MCCV_INDI_SM_Sataball_Max_Gain_Possesion_1_Angeli,P=Angeli has gained possesion.
DXSH_MCCV_INDI_SM_Sataball_Max_Gain_Possesion_1_Jata,P=Jata has gained possesion.
DXSH_MCCV_INDI_SM_Sataball_Max_Gain_Possesion_2,P=The ball is recovered and we're back to business.
DXSH_MCCV_INDI_SM_Sataball_Max_Gain_Possesion_3_Angeli,P=Possession goes to Angeli.
DXSH_MCCV_INDI_SM_Sataball_Max_Gain_Possesion_3_Jata,P=Possession goes to Jata.
DXSH_MCCV_INDI_SM_Sataball_Max_Gain_Possesion_4,P=Just when you think you know what's coming, the ball changes hands.
DXSH_MCCV_INDI_SM_Sataball_Max_Gain_Possesion_5_Angeli,P=And the ball goes to Angeli. The timing couldn't be better for them.
DXSH_MCCV_INDI_SM_Sataball_Max_Gain_Possesion_5_Jata,P=And the ball goes to Jata. The timing couldn't be better for them.
DXSH_MCCV_INDI_SM_Sataball_Max_Gate_Opening_1,P=Gates are open!
DXSH_MCCV_INDI_SM_Sataball_Max_Gate_Opening_2,P=The gates open and the teams pour onto the field.
DXSH_MCCV_INDI_SM_Sataball_Max_Gate_Opening_3,P=Open sesame. Sataball is about to begin!
DXSH_MCCV_INDI_SM_Sataball_Max_Gate_Opening_4,P=Here are our two teams, our gladiators of the match.
DXSH_MCCV_INDI_SM_Sataball_Max_Gate_Opening_5,P=Gates are open and excitement is high.
DXSH_MCCV_INDI_SM_Sataball_Max_Gates_Closing_1,P=With the gates closing, those players better get out there.
DXSH_MCCV_INDI_SM_Sataball_Max_Gates_Closing_2,P=A player is lingering in the Ready Room. With the gates closing, gotta wonder what they're waiting for.
DXSH_MCCV_INDI_SM_Sataball_Max_Gates_Closing_3,P=The gates are closing and the round is about to kick off.
DXSH_MCCV_INDI_SM_Sataball_Max_Gates_Closing_4,P=With the closing of the gates the round is about to get underway.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Attempt_1,P=And......
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Attempt_2_Angeli,P=Angeli takes the shot...
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Attempt_2_Jata,P=Jata takes the shot...
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Attempt_3,P=They're going for it!
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Attempt_4,P=Here we go!
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Attempt_5,P=This could be it...
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Blocked_1,P=Deflected!
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Blocked_2,P=What a block!
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Blocked_3,P=Did that defender have eight arms? An incredible save.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Blocked_4_Angeli,P=Call the Advocacy, my friends. Angeli just got robbed.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Blocked_4_Jata,P=Call the Advocacy, my friends. Jata just got robbed.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Blocked_5_Angeli,P=Not on my watch, says Angeli.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Blocked_5_Jata,P=Not on my watch, says Jata.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Missed_1,P=So close.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Missed_1_Alt,P=So close.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Missed_2,P=Oh! You can feel the disappointment. That should've been a goal.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Missed_3,P=A waste of a gorgeous shot!
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Missed_4,P=Too bad. But that's why the game is so fun to watch.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Missed_5_Angeli,P=No goal for Angeli, but a heroic attempt.
DXSH_MCCV_INDI_SM_Sataball_Max_Goal_Missed_5_Jata,P=No goal for Jata, but a heroic attempt.
DXSH_MCCV_INDI_SM_Sataball_Max_Hattrick_1,P=I don't believe what I just saw! That's goal number three!
DXSH_MCCV_INDI_SM_Sataball_Max_Hattrick_1_Alt,P=I don't believe what I just saw! That's goal number three!
DXSH_MCCV_INDI_SM_Sataball_Max_Hattrick_1_Alt2,P=I don't believe what I just saw! That's goal number three!
DXSH_MCCV_INDI_SM_Sataball_Max_Hattrick_2,P=That makes three. What a performance!
DXSH_MCCV_INDI_SM_Sataball_Max_Hattrick_2_Alt,P=That makes three. What a performance!
DXSH_MCCV_INDI_SM_Sataball_Max_Hattrick_2_Alt2,P=That makes three. What a performance!
DXSH_MCCV_INDI_SM_Sataball_Max_Hattrick_3,P=We have the makings of a legend here, folks. Three goals, one match.
DXSH_MCCV_INDI_SM_Sataball_Max_Hattrick_3_Alt,P=We have the makings of a legend here, folks. Three goals, one match.
DXSH_MCCV_INDI_SM_Sataball_Max_Hattrick_3_Alt2,P=We have the makings of a legend here, folks. Three goals, one match.
DXSH_MCCV_INDI_SM_Sataball_Max_Headshot_1,P=A headshot and this player's out.
DXSH_MCCV_INDI_SM_Sataball_Max_Headshot_2,P=We're seeing some devastating aim as a headshot lands.
DXSH_MCCV_INDI_SM_Sataball_Max_Headshot_3,P=That is some surgical shooting right there with a direct shot to the head.
DXSH_MCCV_INDI_SM_Sataball_Max_Headshot_4,P=We have some precision shooters on the field today.
DXSH_MCCV_INDI_SM_Sataball_Max_Headshot_5,P=Another shot to the dome...
DXSH_MCCV_INDI_SM_Sataball_Max_Headshot_5_Alt,P=Another shot to the dome...
DXSH_MCCV_INDI_SM_Sataball_Max_Headshot_5_Alt2,P=Another shot to the dome...
DXSH_MCCV_INDI_SM_Sataball_Max_Intro_Match_1,P=Glad you could join us. Max Seligmann here with Cara Vaughn and it's shaping up to be another exciting day here at Astro Arena. Today's match-up pits the Angeli Aeros against Jata ZGCC.
DXSH_MCCV_INDI_SM_Sataball_Max_Intro_Match_2,P=Greetings from Astro Arena. And boy, do we have a fight shaping up for you. Jata ZGCC steps up against the Angeli Aeros.
DXSH_MCCV_INDI_SM_Sataball_Max_Intro_Match_3,P=Let me be the first to welcome everyone to the Astro Arena sponsored by AstroArmada. I'm your announcer Max Seligmann, and joining me is hall of famer, Cara Vaughn.
DXSH_MCCV_INDI_SM_Sataball_Max_Intro_Match_4,P=Hello ladies and gentlemen, I hope you're ready for SataBall because have we got a match for you. Croshaw's Angeli Aeros are squaring off against Jata ZGCC.
DXSH_MCCV_INDI_SM_Sataball_Max_Intro_Match_5,P=Thanks all for joining us at Astro Arena for what promises to be an exciting match between the Angeli Aeros and Jata ZGCC.
DXSH_MCCV_INDI_SM_Sataball_Max_Jata_Zgcc_Wins_Round_1,P=A tough loss on that one, let's see if the Aeros can do better in the next round.
DXSH_MCCV_INDI_SM_Sataball_Max_Jata_Zgcc_Wins_Round_2,P=The round ends in defeat for the Angeli Aeros. Hopefully they can pull it together as they prepare to head back out.
DXSH_MCCV_INDI_SM_Sataball_Max_Jata_Zgcc_Wins_Round_3,P=With the loss of their last combatant, the Aeros are handily defeated that round. I'm sure they cannot be happy about their performance.
DXSH_MCCV_INDI_SM_Sataball_Max_Jata_Zgcc_Wins_Round_4,P=After suffering a defeat that last round, the Aeros will be looking for a way to turn things around.
DXSH_MCCV_INDI_SM_Sataball_Max_Jata_Zgcc_Wins_Round_5,P=As Jata claims that round, they've got to be feeling better about the outlook for this match. Here's hoping that the Aeros still got some fight in them.
DXSH_MCCV_INDI_SM_Sataball_Max_Loadout_Selection_1,P=Both teams picking their loadouts, this is our first hint at the sort of strategies we'll be seeing in the match to come.
DXSH_MCCV_INDI_SM_Sataball_Max_Loadout_Selection_2,P=With a careful eye, the combatants pick their loadouts.
DXSH_MCCV_INDI_SM_Sataball_Max_Loadout_Selection_3,P=With selections made, we're just moments away.
DXSH_MCCV_INDI_SM_Sataball_Max_Long_Pass_1,P=Going deep!
DXSH_MCCV_INDI_SM_Sataball_Max_Long_Pass_2,P=Incredible. That pass almost went into orbit.
DXSH_MCCV_INDI_SM_Sataball_Max_Long_Pass_3,P=A beautiful long pass and the ball is in good position.
DXSH_MCCV_INDI_SM_Sataball_Max_Long_Pass_4,P=Terrific pass!
DXSH_MCCV_INDI_SM_Sataball_Max_Long_Pass_4_Alt,P=Terrific pass!
DXSH_MCCV_INDI_SM_Sataball_Max_Long_Pass_5,P=Sailing the distance there with a remarkable throw.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_End_Angeli_Aeros_Win_1,P=Jata Club has got to be dissapointed as they lose the match, but sometimes that's the way it goes here at Astro Arena. So long everyone and see you next time.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_End_Angeli_Aeros_Win_2,P=Jata tried their best, but this time it just wasn't good enough as the Angeli Aeros claim the match. Thanks for joining us here at Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_End_Angeli_Aeros_Win_3,P=After a valiant struggle, Jata ZGCC ultimately falls to the Aeros. Another heart pounding game of Sataball here at Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_End_Angeli_Aeros_Win_4,P=Sataball comes to an end, as the Angeli Aeros claim the match. That'll be it for today's game here at Astro Arena. See you next time.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_End_Angeli_Aeros_Win_5,P=They fought hard, but in the end Jata ZGCC just couldn't pull it off. That's it for Sataball here at Astro Arena. Join us again soon.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_End_Jata_Zgcc_Win_1,P=The Angeli Aeros have got to be dissapointed as they lose the match, but sometimes that's the way it goes here at Astro Arena. So long everyone and see you next time.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_End_Jata_Zgcc_Win_2,P=The Aeros tried their best, but this time it just wasn't good enough as Jata Club take the match. Thanks for joining us here at Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_End_Jata_Zgcc_Win_3,P=After a valiant struggle, the Aeros fail to turn it around and lose the match. Another heart pounding game of Sataball here at Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_End_Jata_Zgcc_Win_4,P=Sataball comes to an end, as Jata Club claim the match. That'll be it for today's game here at Astro Arena. See you next time.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_End_Jata_Zgcc_Win_5,P=They fought hard, but in the end the Aeros just couldn't pull it off. That's it for Sataball here at Astro Arena. Join us again soon.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_Start_1,P=With that, we're on.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_Start_2,P=With that, the match has begun.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_Start_3,P=That's the start of the game.
DXSH_MCCV_INDI_SM_Sataball_Max_Match_Start_4,P=Here we go!
DXSH_MCCV_INDI_SM_Sataball_Max_Match_Start_5,P=We are underway.
DXSH_MCCV_INDI_SM_Sataball_Max_Mistake_1,P=A game can be lost on a silly mistake like that.
DXSH_MCCV_INDI_SM_Sataball_Max_Mistake_2,P=Oh, I'll bet they wish they could take that one back.
DXSH_MCCV_INDI_SM_Sataball_Max_Mistake_3,P=Nobody's perfect, I suppose.
DXSH_MCCV_INDI_SM_Sataball_Max_Mistake_4_Angeli,P=Let's see if Angeli can bounce back after a slip like that.
DXSH_MCCV_INDI_SM_Sataball_Max_Mistake_4_Jata,P=Let's see if Jata can bounce back after a slip like that.
DXSH_MCCV_INDI_SM_Sataball_Max_Mistake_5,P=A mis-step. Time will tell how critical it will turn out to be.
DXSH_MCCV_INDI_SM_Sataball_Max_Nice_Play_1,P=What a play!
DXSH_MCCV_INDI_SM_Sataball_Max_Nice_Play_2,P=Team's got to be feeling good about that.
DXSH_MCCV_INDI_SM_Sataball_Max_Nice_Play_3,P=It's moments like these that make me love the game.
DXSH_MCCV_INDI_SM_Sataball_Max_Nice_Play_4,P=Combatants are putting on a real show today.
DXSH_MCCV_INDI_SM_Sataball_Max_Nice_Play_5,P=That'll be on a highlight vid somewhere.
DXSH_MCCV_INDI_SM_Sataball_Max_Offensive_Shooting_1,P=Pushing their way through the defense, let's see what they can do.
DXSH_MCCV_INDI_SM_Sataball_Max_Offensive_Shooting_2_Angeli,P=A bold attack as Angeli makes for the goal.
DXSH_MCCV_INDI_SM_Sataball_Max_Offensive_Shooting_2_Jata,P=A bold attack as Jata makes for the goal.
DXSH_MCCV_INDI_SM_Sataball_Max_Offensive_Shooting_3,P=Some suppressive fire being laid to clear the way for the carrier.
DXSH_MCCV_INDI_SM_Sataball_Max_Offensive_Shooting_4_Angeli,P=Angeli making things happen as they stun their way to the goal.
DXSH_MCCV_INDI_SM_Sataball_Max_Offensive_Shooting_4_Jata,P=Jata making things happen as they stun their way to the goal.
DXSH_MCCV_INDI_SM_Sataball_Max_Offensive_Shooting_5_Angeli,P=Shooting their way forward, Angeli is making a serious effort here.
DXSH_MCCV_INDI_SM_Sataball_Max_Offensive_Shooting_5_Jata,P=Shooting their way forward, Jata is making a serious effort here.
DXSH_MCCV_INDI_SM_Sataball_Max_Player_Scores_On_Own_Goal_1,P=Oh... that is embarassing.
DXSH_MCCV_INDI_SM_Sataball_Max_Player_Scores_On_Own_Goal_2,P=And there's a... what happened?! Oh no, oh no.
DXSH_MCCV_INDI_SM_Sataball_Max_Player_Scores_On_Own_Goal_2_Alt,P=And there's a... what happened?! Oh no, oh no.
DXSH_MCCV_INDI_SM_Sataball_Max_Player_Scores_On_Own_Goal_3,P=Someone needs to remind that player which team they're on.
DXSH_MCCV_INDI_SM_Sataball_Max_Player_Scores_On_Own_Goal_4,P=Let's hope no one gets hurt in the locker room...
DXSH_MCCV_INDI_SM_Sataball_Max_Player_Scores_On_Own_Goal_5,P=Looks like someone forgot which goal was which.
DXSH_MCCV_INDI_SM_Sataball_Max_Round_End_1,P=And another round comes to a close.
DXSH_MCCV_INDI_SM_Sataball_Max_Round_End_2,P=The round is over.
DXSH_MCCV_INDI_SM_Sataball_Max_Round_End_3,P=That's the end of the round.
DXSH_MCCV_INDI_SM_Sataball_Max_Round_End_4,P=And the round comes to end.
DXSH_MCCV_INDI_SM_Sataball_Max_Round_End_5,P=That's it. A final hit ends of the round.
DXSH_MCCV_INDI_SM_Sataball_Max_Round_Start_1,P=The round is underway.
DXSH_MCCV_INDI_SM_Sataball_Max_Round_Start_2,P=Another round kicking off.
DXSH_MCCV_INDI_SM_Sataball_Max_Round_Start_3,P=Here we go with another round.
DXSH_MCCV_INDI_SM_Sataball_Max_Round_Start_4,P=That's the start of the round.
DXSH_MCCV_INDI_SM_Sataball_Max_Round_Start_5,P=Both sides are feeling the heat. Let's see how they handle it.
DXSH_MCCV_INDI_SM_Sataball_Max_Sataball_History_Comments_1,P=Interesting fact, thirteen years ago today, Scopey Walsh broke Hannah Forbes' single-game goal record.
DXSH_MCCV_INDI_SM_Sataball_Max_Sataball_History_Comments_2,P=In other news around Sataball, analysts predict a big announcement from Vega Olympique this week.
DXSH_MCCV_INDI_SM_Sataball_Max_Sataball_History_Comments_2_Alt,P=In other news around Sataball, analysts predict a big announcement from Vega Olympique this week.
DXSH_MCCV_INDI_SM_Sataball_Max_Sataball_History_Comments_3,P=Another interesting fact, thirty-eight years ago, Drop Johnson staged, what many call, one of the greatest solo comebacks in SataBall history. With his entire team frozen, ol' Drop secured and carried the ball to win the match.
DXSH_MCCV_INDI_SM_Sataball_Max_Sataball_History_Comments_4,P=In the aftermath of what is affectionately known among SataBall historians as the Trade of Doom, Felicity Goan played her first game here in Astro Arena, going on to be a six-time MVP.
DXSH_MCCV_INDI_SM_Sataball_Max_Scoring_Run_1_Angeli,P=Things are really clicking for Angeli as they score another goal.
DXSH_MCCV_INDI_SM_Sataball_Max_Scoring_Run_1_Jata,P=Things are really clicking for Jata as they score another goal.
DXSH_MCCV_INDI_SM_Sataball_Max_Scoring_Run_2,P=And another GOAL!!!
DXSH_MCCV_INDI_SM_Sataball_Max_Scoring_Run_3_Angeli,P=There is no stopping Angeli as they score again.
DXSH_MCCV_INDI_SM_Sataball_Max_Scoring_Run_3_Jata,P=There is no stopping Jata as they score again.
DXSH_MCCV_INDI_SM_Sataball_Max_Scoring_Run_4_Angeli,P=That is another goal. Angeli are on quite a run.
DXSH_MCCV_INDI_SM_Sataball_Max_Scoring_Run_4_Jata,P=That is another goal. Jata are on quite a run.
DXSH_MCCV_INDI_SM_Sataball_Max_Scoring_Run_5_Angeli,P=Can you taste that? The sweet tang of a win in the air? With another goal scored, I know Angeli can!
DXSH_MCCV_INDI_SM_Sataball_Max_Scoring_Run_5_Jata,P=Can you taste that? The sweet tang of a win in the air? With another goal scored, I know Jata can!
DXSH_MCCV_INDI_SM_Sataball_Max_Sign_Off_1,P=That brings today's match to a close. I've been your announcer Max Seligmann with commentator Cara Vaughn. See you next time.
DXSH_MCCV_INDI_SM_Sataball_Max_Sign_Off_2,P=With the match over, it means it's time for us to sign off. As always I'm Max Seligmann. See you next time at Astro Arena.
DXSH_MCCV_INDI_SM_Sataball_Max_Sponsor_Shoutouts_1,P=Today's match of course, proudly sponsored by arena owners AstroArmada. Whem you're looking for a first class ride at a second hand price, make sure to check out all the certified pre-owned crafts at your local AstroArmada dealer.
DXSH_MCCV_INDI_SM_Sataball_Max_Sponsor_Shoutouts_2,P=Today's SpecCam is brought to you by Torreele Foodstuffs, makers of vacuum-sealed, vitamin-rich foodstuffs. Torreele: For the distance.
DXSH_MCCV_INDI_SM_Sataball_Max_Sponsor_Shoutouts_3,P=We'd like to welcome our newest sponsor, Clark Defense Systems, makers of commercial and military personal armor solutions. Unsurpassed strength and flexibility for today's toughest jobs.
DXSH_MCCV_INDI_SM_Sataball_Max_Sponsor_Shoutouts_4,P=Tonight's game being brought to you by CDS' PAB light armor solution for maximum mobility with superior core protection.
DXSH_MCCV_INDI_SM_Sataball_Max_Sponsor_Shoutouts_4_Alt,P=Tonight's game being brought to you by CDS' PAB light armor solution for maximum mobility with superior core protection.
DXSH_MCCV_INDI_SM_Sataball_Max_Sponsor_Shoutouts_5,P=This break is brought to you by Voyager Direct. One Stop. Unlimited Options.
DXSH_MCCV_INDI_SM_Sataball_Max_Stunned_1_Angeli,P=And a Angeli player is stunned.
DXSH_MCCV_INDI_SM_Sataball_Max_Stunned_1_Jata,P=And a Jata player is stunned.
DXSH_MCCV_INDI_SM_Sataball_Max_Stunned_2,P=That's a stun!
DXSH_MCCV_INDI_SM_Sataball_Max_Stunned_2_Alt,P=That's a stun!
DXSH_MCCV_INDI_SM_Sataball_Max_Stunned_2_Alt2,P=That's a stun!
DXSH_MCCV_INDI_SM_Sataball_Max_Stunned_3_Angeli,P=Angeli could have done without that player being stunned.
DXSH_MCCV_INDI_SM_Sataball_Max_Stunned_3_Jata,P=Jata could have done without that player being stunned.
DXSH_MCCV_INDI_SM_Sataball_Max_Stunned_4_Angeli,P=A suit goes rigid and Angeli is down a player for the moment.
DXSH_MCCV_INDI_SM_Sataball_Max_Stunned_4_Jata,P=A suit goes rigid and Jata is down a player for the moment.
DXSH_MCCV_INDI_SM_Sataball_Max_Stunned_5,P=Stunned out, and that player will have a little time to think about letting down their team.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Close_To_Winning_1_Angeli,P=Angeli Aeros inches closer to victory.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Close_To_Winning_1_Jata,P=Jata Club inches closer to victory.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Close_To_Winning_2_Angeli,P=Angeli are so close to securing that victory. Let's see if they bring it home.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Close_To_Winning_2_Jata,P=Jata are so close to securing that victory. Let's see if they bring it home.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Close_To_Winning_3,P=Looks like this match is close to over.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Close_To_Winning_4_Angeli,P=We are in the final stretch of this match folks and it is looking like Angeli may just have about locked up.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Close_To_Winning_4_Jata,P=We are in the final stretch of this match folks and it is looking like Jata may just have about locked up.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Close_To_Winning_5_Angeli,P=We are on the threshold of an Angeli victory.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Close_To_Winning_5_Jata,P=We are on the threshold of an Jata victory.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Comes_Back_From_Deficit_1_Angeli,P=Aeros take the lead! What a shot.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Comes_Back_From_Deficit_1_Jata,P=Jata take the lead! What a shot.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Comes_Back_From_Deficit_2_Angeli,P=Angeli Aeros turned the table on Jata Club to grab the lead.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Comes_Back_From_Deficit_2_Jata,P=Jata turned the table on Angeli Aeros to grab the lead.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Comes_Back_From_Deficit_3,P=Looks like we're gonna get a real game after all!
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Comes_Back_From_Deficit_4_Angeli,P=With that point, The Aeros seize the lead.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Comes_Back_From_Deficit_4_Jata,P=With that point, Jata seizes the lead.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Comes_Back_From_Deficit_5,P=And BOOM - they're back in this thing!
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Large_Score_Gap_1_Angeli,P=Angeli Aeros are just coasting here.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Large_Score_Gap_1_Jata,P=Jata is just coasting here.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Large_Score_Gap_2_Angeli,P=Things are looking pretty grim for the Aero fans hoping for a comeback
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Large_Score_Gap_2_Jata,P=Things are looking pretty grim for the Jata fans hoping for a comeback
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Large_Score_Gap_3_Angeli,P=The Aeros are just dominating Jata in almost every way, especially the most important one: the score.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Large_Score_Gap_3_Jata,P=Jata are just dominating the Aeros in almost every way, especially the most important one: the score.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Large_Score_Gap_4,P=What a massacre this is turning out to be!
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Large_Score_Gap_5_Angeli,P=I don't think there's any doubt that the Aeros are ruling the Arena.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Large_Score_Gap_5_Jata,P=I don't think there's any doubt that Jata is ruling the Arena.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Needs_To_Turn_It_Around_1_Angeli,P=The Angeli Aeros are looking defeat in the face if they don't change their approach.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Needs_To_Turn_It_Around_1_Jata,P=Jata is looking defeat in the face if they don't change their approach.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Needs_To_Turn_It_Around_2_Angeli,P=The Aeros are running out of opportunities to turn this around.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Needs_To_Turn_It_Around_2_Jata,P=Jata are running out of opportunities to turn this around.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Needs_To_Turn_It_Around_3_Angeli,P=With another round down, the Aeros need to step up or get ready for a long sad ride home.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Needs_To_Turn_It_Around_3_Jata,P=With another round down, Jata needs to step up or get ready for a long sad ride home.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Needs_To_Turn_It_Around_4_Angeli,P=Angeli is perilously close to letting this match slip away.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_B_Needs_To_Turn_It_Around_4_Jata,P=Jata is perilously close to letting this match slip away.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_Shutout_1,P=I don't know about you, but I would not want to be in the Jata locker room after that performance.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_Shutout_2,P=The Angeli Astros blank Jata in a decisive victory.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_A_Shutout_3,P=The Aeros viciously showed Jata just who's in charge here at Astro Arena, as they close out that round with a near flawless win.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_Angeli_Aeros_Score_1,P=Aeros score! Aeros score!
DXSH_MCCV_INDI_SM_Sataball_Max_Team_Angeli_Aeros_Score_2,P=Angeli Aeros putting up points and making it look easy.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_Angeli_Aeros_Score_3,P=HAPPY BIRTHDAY to Angeli! That point was a GIFT!
DXSH_MCCV_INDI_SM_Sataball_Max_Team_Angeli_Aeros_Score_4,P=An unbelievable goal by the Aeros!
DXSH_MCCV_INDI_SM_Sataball_Max_Team_Angeli_Aeros_Score_5,P=A beauty of a goal as Angeli puts another point on the board.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_B_Shutout_1,P=Jata had a plan and executed. It's just that simple. They made the Aeros look like an amateur team.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_B_Shutout_2,P=Though they had some opportunities, the Aeros simply couldn't convert them into points.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_Jata_Zgcc_Score_1,P=Jata scores!
DXSH_MCCV_INDI_SM_Sataball_Max_Team_Jata_Zgcc_Score_2,P=And Jata takes it in!
DXSH_MCCV_INDI_SM_Sataball_Max_Team_Jata_Zgcc_Score_3,P=Jata, just owning the goal, plants the ball in deep.
DXSH_MCCV_INDI_SM_Sataball_Max_Team_Jata_Zgcc_Score_4,P=The defenders can't hold them off... Jata takes the goal!
DXSH_MCCV_INDI_SM_Sataball_Max_Team_Jata_Zgcc_Score_5,P=Jata scores a devasting point.
DXSH_MCCV_INDI_SM_Sataball_Max_Teamwork_1,P=They are moving the ball really well.
DXSH_MCCV_INDI_SM_Sataball_Max_Teamwork_2,P=This team is totally in sync right now.
DXSH_MCCV_INDI_SM_Sataball_Max_Teamwork_3,P=They truly are of one mind today.
DXSH_MCCV_INDI_SM_Sataball_Max_Teamwork_4,P=I almost don't know what to say, I'm transfixed by this seamless teamwork.
DXSH_MCCV_INDI_SM_Sataball_Max_Teamwork_5,P=Classic Sataball on display right now.
DXSH_MCCV_INDI_SM_Sataball_Max_Time_Running_Out_1,P=Time is winding down.
DXSH_MCCV_INDI_SM_Sataball_Max_Time_Running_Out_2,P=Mere seconds left on the clock.
DXSH_MCCV_INDI_SM_Sataball_Max_Time_Running_Out_3,P=This round is almost over.
DXSH_MCCV_INDI_SM_Sataball_Max_Time_Running_Out_4,P=Time for the teams to make their final moves.
DXSH_MCCV_INDI_SM_Sataball_Max_Time_Running_Out_5,P=Coming into the final seconds of the round.
DXSH_MCCV_INDI_SM_Sataball_Max_Turnover_1,P=That turnover was so fast, I can almost smell the smoke!
DXSH_MCCV_INDI_SM_Sataball_Max_Turnover_2,P=The ball's changed hands. Let's see if they can capitalize on the momentum.
DXSH_MCCV_INDI_SM_Sataball_Max_Turnover_3_Angeli,P=Angeli loses the ball.
DXSH_MCCV_INDI_SM_Sataball_Max_Turnover_3_Jata,P=Jata loses the ball.
DXSH_MCCV_INDI_SM_Sataball_Max_Turnover_4,P=Another turnover. It's almost like the don't want the ball.
DXSH_MCCV_INDI_SM_Sataball_Max_Turnover_5_Angeli,P=Angeli takes the ball in the turnover. Can their offense do something with it?
DXSH_MCCV_INDI_SM_Sataball_Max_Turnover_5_Jata,P=Jata takes the ball in the turnover. Can their offense do something with it?
DXSH_MCCV_OSYS_AC_MurrayCup_Announcer_Collision_08,P=And that's why in racing we have the saying, "ships don't win pretty."
DXSH_MCCV_OSYS_AC_MurrayCup_Announcer_Collision_10,P=After a crash like that, these pilots have got to be asking, "Did I remember to give my welder a gift last Citizen Day?"
DXSH_MCCV_OSYS_AC_MurrayCup_Announcer_Gen_Chat_NewHorizonSpeedway_06,P=Couldn't argue for better conditions to race in, I suppose. Call me old-fashioned, but I follow the Waylon Vickers mantra: "I love it when the weather's an opponent."
DXSH_MCCV_OSYS_AC_MurrayCup_Announcer_Player_Doing_Badly_02,P=Some pilots try to win through pure speed, others with percision, and by the looks of it, we have a few pilots out there trying to win through a new strategy I'm going to dub, "being awful."
DXSH_MCCV_OSYS_AC_MurrayCup_Announcer_Player_Got_Any_Position_04,P="What an exciting finish!" is something I wish I could say. Instead I am forced to go with, "That race was certainly something that happened."
DXSH_MCCV_OSYS_AC_MurrayCup_Announcer_Player_Got_Any_Position_10,P=That race may be best described by my old Equivalency instructor when she said, "there's room for improvement."
DXSH_MCCV_OSYS_AC_MurrayCup_Announcer_Player_Got_First_Place_06,P=Did everyone just see that?!? And people wonder why I constantly scream, "I love racing!"
DXSH_MCCV_OSYS_AC_MurrayCup_Announcer_Taking_Fire_10,P=I can say from experience, when you're getting shot like that, the main thing running through your head is, "Please don't hit my thrusters."
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0020_Player_Dawdles_03,P=Still waiting...
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0040_Player_Report_To_Pod,P=We're gonna set you up in the ship on the landing pad to your right. Hustle over and let's get going.
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0070_Cockpit_Intro_03,P=Let's get ready for takeoff. I'll do this step by step to show you how it's done. Look over at me and watch what I do.
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0320_Targeting_Intro_03,P=When pursuing a target, you'll want to keep your speed as close to their as possible. Give it a shot. Make sure I'm targeted and hit Match Speed.
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0410_Flight_Match_Speed_Target_Speed_Change,P=Remember, this isn't autopilot, so you still have to steer, but you'll notice that once you're locked, your computer will continue to monitor my speed and adjust. It doesn't matter if I speed up slowly...
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0430_Flight_Axial_Roll_Intro,P=Moving on. Now this is my favourite part of training: the Axial Roll.
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0520_Combat_Target_Weapons_Online,P=Now your weapons are online.
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0670_Combat_Missile_Hold_For_Lock,P=Hold...
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0820_Combat_Decoupled_Mode_Intro_01,P=If the Drone gets behind you, enter Decoupled mode to disengage your main engines and allow you to spin your ship around while retaining your original vector.
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0830_Combat_Decoupled_Mode_Player_Rotates,P=You got your missiles back. Take it out.
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0900_Landing_Good_Deploy_Distance,P=This should be close enough.
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_0970_Landing_Landing_Radar,P=Your radar is replaced by the landing system. It'll guide you to your landing pad and help you perform a safe landing.
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_1010_Landing_Bad_Landing,P= That needs a lot of work.
DXSH_MCCV_OSYS_AC_Tutorial_Trainer_1230_Combat_Intro,P=Hold on, I've got contacts inbound
DXSH_MCCV_OSYS_AC_Wingman_Vixen_Player_Order_Defend_My_Target_01,P=...... fine.
DXSH_MCCV_OSYS_AC_Wingman_Vixen_Player_Order_Witch_To_Formation_01,P= confirmed
DXSH_MCCV_OSYS_AC_Wingman_Vixen_Player_Order_Witch_To_Formation_02,P= confirmed
DXSH_MCCV_OSYS_AC_Wingman_Vixen_Player_Order_Witch_To_Formation_03,P= confirmed
DXSH_MCCV_OSYS_AC_Wingman_Vixen_Player_Order_Witch_To_Formation_04,P= confirmed
DXSH_MCCV_OSYS_AC_Wingman_Warlord_Player_Order_Defend_My_Target_02,P=......yes, sir.
DXSH_MCCV_OSYS_AC_Wingman_Warlord_Player_Order_Witch_To_Formation_01,P= confirmed
DXSH_MCCV_OSYS_AC_Wingman_Warlord_Player_Order_Witch_To_Formation_02,P= confirmed
DXSH_MCCV_OSYS_AC_Wingman_Warlord_Player_Order_Witch_To_Formation_03,P= confirmed
DXSH_MCCV_OSYS_AC_Wingman_Warlord_Player_Order_Witch_To_Formation_04,P= confirmed
DXSM_MCCV_INDI_SM_Simulator_Announcer_Arena_Doors_Closing_01,P=Warning. The arena gates are now closing.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Arena_Doors_Open_01,P=Attention. The arena gates are not open.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Game_Objective_Briefing_01,P=Round Objective: Completely eliminate the opposing team's forces.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Game_Objective_Briefing_02,P=Team Elimination.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Initial_Loading_01,P=Loading Simulation.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Initial_Loading_02,P=Loading Level.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Initial_Loading_03,P=Loading Team Elimination.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Kill_Assist_01,P=Kill Assist.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Kill_First_Blood_01,P=First Blood.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Kill_Melee_01,P=Melee Kill.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Kill_Multi_01,P=Multi-Kill.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Kill_Spree_01,P=Killing Spree.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Loadout_Confirmation_01,P=Lead-out selection confirmed.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Loadout_Confirmation_02,P=Equipment selection confirmed.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Loadout_Selection_01,P=Please select a load-out.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Loadout_Selection_02,P=Equipment available for selection.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_End_01,P=Match over.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_End_02,P=Outlaws win.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_End_03,P=Marines win.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_End_04,P=Red team wins.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_End_05,P=Blue team wins.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_End_06,P=Game over.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_End_Loss_01,P=Your team has been defeated.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_End_Loss_02,P=Condolences, your team has lost.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_End_Win_01,P=Your team is victorious.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_End_Win_02,P=Congratulations, your team has won.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_Start_01,P=Team Elimination match is about to begin.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_Start_02,P=Match is about to begin.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_Start_Countdown_01,P=Match starting in 5, 4, 3, 2, 1, begin.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_Start_Countdown_02,P=Team elimination starting in 5, 4, 3, 2, 1, begin.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_Start_Countdown_03,P=5, 4, 3, 2, 1
DXSM_MCCV_INDI_SM_Simulator_Announcer_Match_Thirty_Seconds_01,P=Thirty seconds remaining.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Room_Cleansing_01,P=Caution, the ready room will now be steralized.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_01,P=The round is over.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_02,P=Round over.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_03,P=Team eliminated.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Loss_01,P=Your team has been eliminated.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Loss_02,P=Your team has lost the round.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Loss_03,P=Outlaws lose.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Loss_04,P=Marines lose.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Loss_05,P=Red team loses.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Loss_06,P=Blue team loses.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Win_01,P=The opposing team has been eliminated.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Win_02,P=Outlaws win.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Win_03,P=Marines win.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Win_04,P=Red team wins.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Win_05,P=Blue team wins.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_End_Win_06,P=Your team has won the round.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_Start_01,P=Round is about to begin.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_Start_02,P=New round is about to begin.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_Start_03,P=Final round is about to begin.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_Start_Countdown_01,P=Round will start in 5, 4, 3, 2, 1 begin.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_Start_Countdown_02,P=New round starting in 5, 4, 3, 2, 1, begin.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Round_Thirty_Seconds_01,P=Thirty seconds left in round.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Team_Halftime_Announcement_01,P=The teams are now switching starting points.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Team_Last_One_Standing_01,P=You are the last team member alive.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Team_One_Enemy_Remaining_01,P=One enemy player remains.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Team_Player_Joined_01,P=A new player has joined your team.
DXSM_MCCV_INDI_SM_Simulator_Announcer_Team_Player_Left_01,P=A player has left your team.
DXSM_MCCV_OSYS_AC_Simulator_Announcer_Conquest_Win_Whitewash,P=Friendlies have captured all zones. This simulation will succeed in...
DXSM_MCCV_OSYS_AC_Simulator_Announcer_Race_Entering_Hotzone,P=Entering Hot-Zone...
DXSM_MCCV_OSYS_AC_Simulator_Announcer_Race_Leaving_Hotzone,P=Leaving Hot-Zone...
DXSM_MCCV_OSYS_AC_Simulator_Announcer_Sim_Init_Swarm,P=Swarm Initiated
DXSM_SSCV_AEGS_OEM_UI_Comstab_Disengaged,P=COMSTAB disengaged
DXSM_SSCV_AEGS_OEM_UI_Comstab_Engaged,P=COMSTAB engaged
DXSM_SSCV_AEGS_OEM_UI_Confirmed_Enemy_Target,P=Hostile
DXSM_SSCV_AEGS_OEM_UI_Countermeasure_Chaff_Selected,P=Noise Ready
DXSM_SSCV_AEGS_OEM_UI_Countermeasure_Flare_Selected,P=Decoy Ready
DXSM_SSCV_AEGS_OEM_UI_Docking_Complete=對接完成。
DXSM_SSCV_AEGS_OEM_UI_Docking_Request_Approved=Docking request approved.
DXSM_SSCV_AEGS_OEM_UI_Docking_Request_Denied=Docking request denied.
DXSM_SSCV_AEGS_OEM_UI_Ejection=
DXSM_SSCV_AEGS_OEM_UI_Engine_Depleted,P=Engines Low
DXSM_SSCV_AEGS_OEM_UI_Flight_TakeOff_Request_Approved,P=Take-off request approved
DXSM_SSCV_AEGS_OEM_UI_Generic_Offline_B,P=(system) offline
DXSM_SSCV_AEGS_OEM_UI_HUD_Combat_Mode_Active,P=Weapon mode engaged
DXSM_SSCV_AEGS_OEM_UI_HUD_Landing_Mode_Active,P=Landing mode engaged
DXSM_SSCV_AEGS_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_AEGS_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_AEGS_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_AEGS_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_AEGS_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_AEGS_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_AEGS_OEM_UI_Landing_Alignment_Off,P=Adjust landing alignment
DXSM_SSCV_AEGS_OEM_UI_Landing_Assisted,P=Assisted landing initiated
DXSM_SSCV_AEGS_OEM_UI_Landing_Automated,P=Automated landing initiated
DXSM_SSCV_AEGS_OEM_UI_Landing_Complete,P=Landing complete
DXSM_SSCV_AEGS_OEM_UI_Landing_Gear_Deployed,P=Landing gear deployed
DXSM_SSCV_AEGS_OEM_UI_Landing_Gear_Retracted,P=Landing gear retracted
DXSM_SSCV_AEGS_OEM_UI_Landing_Manual,P=Manual landing initiated
DXSM_SSCV_AEGS_OEM_UI_Landing_Request_Approved,P=Landing request approved
DXSM_SSCV_AEGS_OEM_UI_Landing_Request_Denied,P=Landing request denied
DXSM_SSCV_AEGS_OEM_UI_Launch_Complete,P=Launch complete
DXSM_SSCV_AEGS_OEM_UI_Launch_Initiated,P=Launch initiated
DXSM_SSCV_AEGS_OEM_UI_Launch_Request_Approved,P=Launch request approved
DXSM_SSCV_AEGS_OEM_UI_Launch_Request_Denied,P=Launch request denied
DXSM_SSCV_AEGS_OEM_UI_Override_Landing_Assist,P=Assisted landing overridden
DXSM_SSCV_AEGS_OEM_UI_Proximity_Aft,P=Proximity Alert Aft
DXSM_SSCV_AEGS_OEM_UI_Proximity_Deck,P=Proximity Alert Deck
DXSM_SSCV_AEGS_OEM_UI_Proximity_Front,P=Proximity Alert Head
DXSM_SSCV_AEGS_OEM_UI_Proximity_Overhead,P=Proximity Alert Overhead
DXSM_SSCV_AEGS_OEM_UI_Proximity_Port,P=Proximity Alert Port
DXSM_SSCV_AEGS_OEM_UI_Proximity_Starboard,P=Proximity Alert Starboard
DXSM_SSCV_AEGS_OEM_UI_QTravel_Disabled=
DXSM_SSCV_AEGS_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_AEGS_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_AEGS_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_AEGS_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_AEGS_OEM_UI_Scanners_Being_Scanned,P=Incoming Scan
DXSM_SSCV_AEGS_OEM_UI_Scanners_Scanning,P=Begin Scan
DXSM_SSCV_AEGS_OEM_UI_Self_Destruct_Aborted,P=Self-Destruct Aborted
DXSM_SSCV_AEGS_OEM_UI_Self_Destruct_Initiated,P=Self-Destruct Initiated
DXSM_SSCV_AEGS_OEM_UI_Sensor_Incoming_Ramming,P=Collision Imminent
DXSM_SSCV_AEGS_OEM_UI_Sensor_Nearby_Acquisition=
DXSM_SSCV_AEGS_OEM_UI_Shields_Back_0_Percent,P=Rear Shield Down
DXSM_SSCV_AEGS_OEM_UI_Shields_Back_25_Percent,P=Danger, Rear Shield 25%
DXSM_SSCV_AEGS_OEM_UI_Shields_Back_50_Percent,P=Rear Shield 50%
DXSM_SSCV_AEGS_OEM_UI_Shields_Back_75_Percent,P=Rear Shield 75%
DXSM_SSCV_AEGS_OEM_UI_Shields_Bottom_0_Percent,P=Deck Shield Down
DXSM_SSCV_AEGS_OEM_UI_Shields_Bottom_25_Percent,P=Danger, Deck Shield 25%
DXSM_SSCV_AEGS_OEM_UI_Shields_Bottom_50_Percent,P=Deck Shield 50%
DXSM_SSCV_AEGS_OEM_UI_Shields_Bottom_75_Percent,P=Deck Shield 75%
DXSM_SSCV_AEGS_OEM_UI_Shields_Charging,P=Shields Recharging
DXSM_SSCV_AEGS_OEM_UI_Shields_Collision_Alert=
DXSM_SSCV_AEGS_OEM_UI_Shields_Front_0_Percent,P=Head Shield Down
DXSM_SSCV_AEGS_OEM_UI_Shields_Front_25_Percent,P=Danger, Head Shield 25%
DXSM_SSCV_AEGS_OEM_UI_Shields_Front_50_Percent,P=Head Shield 50%
DXSM_SSCV_AEGS_OEM_UI_Shields_Front_75_Percent,P=Head shield 75%
DXSM_SSCV_AEGS_OEM_UI_Shields_Full,P=Shields up
DXSM_SSCV_AEGS_OEM_UI_Shields_Hit_Back,P=Rear shield under fire
DXSM_SSCV_AEGS_OEM_UI_Shields_Hit_Bottom,P=Deck shield under fire
DXSM_SSCV_AEGS_OEM_UI_Shields_Hit_Front,P=Head shield under fire
DXSM_SSCV_AEGS_OEM_UI_Shields_Hit_Left,P=Port shield under fire
DXSM_SSCV_AEGS_OEM_UI_Shields_Hit_Right,P=Starboard shield under fire
DXSM_SSCV_AEGS_OEM_UI_Shields_Hit_Top,P=Overhead shield under fire
DXSM_SSCV_AEGS_OEM_UI_Shields_Left_0_Percent,P=Port Shield Down
DXSM_SSCV_AEGS_OEM_UI_Shields_Left_25_Percent,P=Danger, Port Shield 25%
DXSM_SSCV_AEGS_OEM_UI_Shields_Left_50_Percent,P=Port Shield 50%
DXSM_SSCV_AEGS_OEM_UI_Shields_Left_75_Percent,P=Port Shield 75%
DXSM_SSCV_AEGS_OEM_UI_Shields_Right_0_Percent,P=Starboard Shield Down
DXSM_SSCV_AEGS_OEM_UI_Shields_Right_25_Percent,P=Danger, Starboard Shield 25%
DXSM_SSCV_AEGS_OEM_UI_Shields_Right_50_Percent,P=Starboard Shield 50%
DXSM_SSCV_AEGS_OEM_UI_Shields_Right_75_Percent,P=Starboard Shield 75%
DXSM_SSCV_AEGS_OEM_UI_Shields_System_Activated,P=(system) active
DXSM_SSCV_AEGS_OEM_UI_Shields_Top_0_Percent,P=Overhead Shield Down
DXSM_SSCV_AEGS_OEM_UI_Shields_Top_25_Percent,P=Danger, Overhead Shield 25%
DXSM_SSCV_AEGS_OEM_UI_Shields_Top_50_Percent,P=Overhead Shield 50%
DXSM_SSCV_AEGS_OEM_UI_Shields_Top_75_Percent,P=Overhead Shield 75%
DXSM_SSCV_AEGS_OEM_UI_Status_Radiation_Critical,P=Danger, radiation critical
DXSM_SSCV_AEGS_OEM_UI_Systems_Autopilot_Disengaged,P=AP Deactivated
DXSM_SSCV_AEGS_OEM_UI_Systems_Autopilot_Engaged,P=AP Activated
DXSM_SSCV_AEGS_OEM_UI_Systems_Bitchingbetty,P=Actvvv... Reset..... deactv....
DXSM_SSCV_AEGS_OEM_UI_Systems_Bootup,P=Aegis Combat Assist Activated
DXSM_SSCV_AEGS_OEM_UI_Systems_Comms_Jammed,P=Comm Error
DXSM_SSCV_AEGS_OEM_UI_Systems_Communications,P=Comm
DXSM_SSCV_AEGS_OEM_UI_Systems_Coolant,P=Coolant
DXSM_SSCV_AEGS_OEM_UI_Systems_Destruction_Imminent,P=Eject. Eject.
DXSM_SSCV_AEGS_OEM_UI_Systems_Ejection_Offline,P=Ejection system offline
DXSM_SSCV_AEGS_OEM_UI_Systems_Ejection_Online,P=Ejection system online
DXSM_SSCV_AEGS_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_AEGS_OEM_UI_Systems_Engines=
DXSM_SSCV_AEGS_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_AEGS_OEM_UI_Systems_Engines_Online,P=Engines online
DXSM_SSCV_AEGS_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_AEGS_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_AEGS_OEM_UI_Systems_Flightcontrol,P=Core
DXSM_SSCV_AEGS_OEM_UI_Systems_Landing_Assist_Engaged,P=Assisted landing engaged
DXSM_SSCV_AEGS_OEM_UI_Systems_Lifesupport,P=PLSS
DXSM_SSCV_AEGS_OEM_UI_Systems_Maneuvering_Online,P=Maneuvering systems online
DXSM_SSCV_AEGS_OEM_UI_Systems_Objective_Received,P=OBJECTIVE RECEIVED
DXSM_SSCV_AEGS_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Danger, powercore radiation critical
DXSM_SSCV_AEGS_OEM_UI_Systems_Radar,P=Scan
DXSM_SSCV_AEGS_OEM_UI_Systems_Sensors=
DXSM_SSCV_AEGS_OEM_UI_Systems_Shieldgen,P=Shield
DXSM_SSCV_AEGS_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_AEGS_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_AEGS_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_AEGS_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_AEGS_OEM_UI_Systems_Systems_Online,P=Systems green
DXSM_SSCV_AEGS_OEM_UI_Systems_Systems_Overheating,P=Danger, system overheating
DXSM_SSCV_AEGS_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_AEGS_OEM_UI_Systems_Weapons,P=OT
DXSM_SSCV_AEGS_OEM_UI_Weapons_Ammunition_Depleted,P=Ammo Depleted
DXSM_SSCV_AEGS_OEM_UI_Weapons_Ammunition_Low,P=Ammo Low
DXSM_SSCV_AEGS_OEM_UI_Weapons_Chaff_Depleted,P=Noise Dry
DXSM_SSCV_AEGS_OEM_UI_Weapons_Chaff_Launched,P=Noise Drop
DXSM_SSCV_AEGS_OEM_UI_Weapons_Chaff_Low=
DXSM_SSCV_AEGS_OEM_UI_Weapons_Charging,P=Standby for Weapon Charge
DXSM_SSCV_AEGS_OEM_UI_Weapons_Fired_At_Friendly,P=Friendly Target
DXSM_SSCV_AEGS_OEM_UI_Weapons_Flare_Depleted,P=Decoy Dry
DXSM_SSCV_AEGS_OEM_UI_Weapons_Flare_Launched,P=Decoy Drop
DXSM_SSCV_AEGS_OEM_UI_Weapons_Flare_Low,P=Decoy Low
DXSM_SSCV_AEGS_OEM_UI_Weapons_Missile_Lock_Succeeds,P=MISSILE LOCK
DXSM_SSCV_AEGS_OEM_UI_Weapons_Missiles_Depleted,P=Missiles Dry
DXSM_SSCV_AEGS_OEM_UI_Weapons_Missiles_Low=
DXSM_SSCV_AEGS_OEM_UI_Weapons_Missiles_Offline,P=Missile systems offline
DXSM_SSCV_AEGS_OEM_UI_Weapons_Missiles_Online,P=Missile systems online
DXSM_SSCV_AEGS_OEM_UI_Weapons_Offline,P=Weapon systems offline
DXSM_SSCV_AEGS_OEM_UI_Weapons_Offline_Missiles_Offline,P=Weapon and missile systems offline
DXSM_SSCV_AEGS_OEM_UI_Weapons_Online,P=Weapon systems online
DXSM_SSCV_AEGS_OEM_UI_Weapons_Overheating=
DXSM_SSCV_AEGS_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_AEGS_OEM_UI_Weapons_Target_Destroyed,P=Kill
DXSM_SSCV_AEGS_OEM_UI_Weapons_Targeting_Online,P=Targeting systems online
DXSM_SSCV_ANVL_OEM_UI_Comstab_Disengaged,P=COMSTAB disengaged
DXSM_SSCV_ANVL_OEM_UI_Comstab_Engaged,P=COMSTAB engaged
DXSM_SSCV_ANVL_OEM_UI_Confirmed_Enemy_Target,P=Bandit
DXSM_SSCV_ANVL_OEM_UI_Countermeasure_Chaff_Selected,P=Noise Online
DXSM_SSCV_ANVL_OEM_UI_Countermeasure_Flare_Selected,P=Decoy Online
DXSM_SSCV_ANVL_OEM_UI_Critical_Hit_A=
DXSM_SSCV_ANVL_OEM_UI_Critical_Hit_B=
DXSM_SSCV_ANVL_OEM_UI_Ejection=
DXSM_SSCV_ANVL_OEM_UI_Engine_Depleted,P=Propulsion Low
DXSM_SSCV_ANVL_OEM_UI_Flight_TakeOff_Initiated,P=Take-off initiated
DXSM_SSCV_ANVL_OEM_UI_Flight_TakeOff_Request_Approved,P=Take-off request approved
DXSM_SSCV_ANVL_OEM_UI_Generic_Offline_A=
DXSM_SSCV_ANVL_OEM_UI_Generic_Offline_B=
DXSM_SSCV_ANVL_OEM_UI_HUD_Combat_Mode_Active,P=Weapon mode engaged
DXSM_SSCV_ANVL_OEM_UI_HUD_Landing_Mode_Active,P=Landing mode engaged
DXSM_SSCV_ANVL_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_ANVL_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_ANVL_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_ANVL_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_ANVL_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_ANVL_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_ANVL_OEM_UI_Landing_Alignment_Off,P=Incorrect alignment
DXSM_SSCV_ANVL_OEM_UI_Landing_Assisted,P=Assisted
DXSM_SSCV_ANVL_OEM_UI_Landing_Automated,P=Automated
DXSM_SSCV_ANVL_OEM_UI_Landing_Complete,P=Landing complete
DXSM_SSCV_ANVL_OEM_UI_Landing_Gear_Deployed,P=Landing gear deployed
DXSM_SSCV_ANVL_OEM_UI_Landing_Gear_Retracted,P=Landing gear raised
DXSM_SSCV_ANVL_OEM_UI_Landing_Manual,P=Manual
DXSM_SSCV_ANVL_OEM_UI_Landing_Request_Approved,P=Landing request approved
DXSM_SSCV_ANVL_OEM_UI_Landing_Request_Denied,P=Landing request denied
DXSM_SSCV_ANVL_OEM_UI_Launch_Complete,P=Take-off complete
DXSM_SSCV_ANVL_OEM_UI_Launch_Initiated,P=Take-off initiated
DXSM_SSCV_ANVL_OEM_UI_Launch_Request_Approved,P=Take-off request approved
DXSM_SSCV_ANVL_OEM_UI_Launch_Request_Denied,P=Take-off request denied
DXSM_SSCV_ANVL_OEM_UI_Override_Landing_Assist,P=Manual landing initiated
DXSM_SSCV_ANVL_OEM_UI_Proximity_Aft,P=Aft Proximity Alert
DXSM_SSCV_ANVL_OEM_UI_Proximity_Deck,P=Deck Proximity Alert
DXSM_SSCV_ANVL_OEM_UI_Proximity_Front,P=Forward Proximity Alert
DXSM_SSCV_ANVL_OEM_UI_Proximity_Overhead,P=Overhead Proximity Alert
DXSM_SSCV_ANVL_OEM_UI_Proximity_Port,P=Port Proximity Alert
DXSM_SSCV_ANVL_OEM_UI_Proximity_Starboard,P=Starboard Proximity Alert
DXSM_SSCV_ANVL_OEM_UI_QTravel_Disabled=
DXSM_SSCV_ANVL_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_ANVL_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_ANVL_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_ANVL_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_ANVL_OEM_UI_Scanners_Being_Scanned=
DXSM_SSCV_ANVL_OEM_UI_Scanners_Scanning=
DXSM_SSCV_ANVL_OEM_UI_Self_Destruct_Aborted,P=Self-Destruct Cancelled
DXSM_SSCV_ANVL_OEM_UI_Self_Destruct_Initiated,P=Self-Destruct Protocol Accepted
DXSM_SSCV_ANVL_OEM_UI_Sensor_Incoming_Ramming=
DXSM_SSCV_ANVL_OEM_UI_Sensor_Nearby_Acquisition=
DXSM_SSCV_ANVL_OEM_UI_Shields_Back_0_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Back_25_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Back_50_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Back_75_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Bottom_0_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Bottom_25_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Bottom_50_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Bottom_75_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Charging=
DXSM_SSCV_ANVL_OEM_UI_Shields_Collision_Alert=
DXSM_SSCV_ANVL_OEM_UI_Shields_Front_0_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Front_25_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Front_50_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Front_75_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Full,P=Shields Full
DXSM_SSCV_ANVL_OEM_UI_Shields_Hit_Back,P=Aft Hit
DXSM_SSCV_ANVL_OEM_UI_Shields_Hit_Bottom,P=Deck Hit
DXSM_SSCV_ANVL_OEM_UI_Shields_Hit_Front,P=Forward Hit
DXSM_SSCV_ANVL_OEM_UI_Shields_Hit_Left,P=Port Hit
DXSM_SSCV_ANVL_OEM_UI_Shields_Hit_Right,P=Starboard Hit
DXSM_SSCV_ANVL_OEM_UI_Shields_Hit_Top,P=Overhead Hit
DXSM_SSCV_ANVL_OEM_UI_Shields_Left_0_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Left_25_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Left_50_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Left_75_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Right_0_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Right_25_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Right_50_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Right_75_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_System_Activated=
DXSM_SSCV_ANVL_OEM_UI_Shields_Top_0_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Top_25_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Top_50_Percent=
DXSM_SSCV_ANVL_OEM_UI_Shields_Top_75_Percent=
DXSM_SSCV_ANVL_OEM_UI_Status_Radiation_Critical,P=Radiation levels critical
DXSM_SSCV_ANVL_OEM_UI_Systems_Autopilot_Disengaged=
DXSM_SSCV_ANVL_OEM_UI_Systems_Autopilot_Engaged=
DXSM_SSCV_ANVL_OEM_UI_Systems_Bitchingbetty=
DXSM_SSCV_ANVL_OEM_UI_Systems_Bootup=
DXSM_SSCV_ANVL_OEM_UI_Systems_Comms_Jammed=
DXSM_SSCV_ANVL_OEM_UI_Systems_Communications=
DXSM_SSCV_ANVL_OEM_UI_Systems_Coolant=
DXSM_SSCV_ANVL_OEM_UI_Systems_Destruction_Imminent=
DXSM_SSCV_ANVL_OEM_UI_Systems_Ejection_Offline,P=Ejection system offline
DXSM_SSCV_ANVL_OEM_UI_Systems_Ejection_Online,P=Ejection system online
DXSM_SSCV_ANVL_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_ANVL_OEM_UI_Systems_Engines=
DXSM_SSCV_ANVL_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_ANVL_OEM_UI_Systems_Engines_Online,P=Engines online
DXSM_SSCV_ANVL_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_ANVL_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_ANVL_OEM_UI_Systems_Flightcontrol=
DXSM_SSCV_ANVL_OEM_UI_Systems_Lifesupport=
DXSM_SSCV_ANVL_OEM_UI_Systems_Maneuvering_Online,P=Manoeuvring systems online
DXSM_SSCV_ANVL_OEM_UI_Systems_Objective_Received=
DXSM_SSCV_ANVL_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Warning: Power plant compromised. Radiation levels exceed safe parameters.
DXSM_SSCV_ANVL_OEM_UI_Systems_Radar=
DXSM_SSCV_ANVL_OEM_UI_Systems_Sensors=
DXSM_SSCV_ANVL_OEM_UI_Systems_Shieldgen=
DXSM_SSCV_ANVL_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_ANVL_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_ANVL_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_ANVL_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_ANVL_OEM_UI_Systems_Systems_Online=
DXSM_SSCV_ANVL_OEM_UI_Systems_Systems_Overheating=
DXSM_SSCV_ANVL_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_ANVL_OEM_UI_Systems_Weapons=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Ammunition_Depleted=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Ammunition_Low=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Chaff_Depleted=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Chaff_Launched=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Chaff_Low=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Charging=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Fired_At_Friendly,P=CHECK FIRE
DXSM_SSCV_ANVL_OEM_UI_Weapons_Flare_Depleted=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Flare_Launched=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Flare_Low=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Missile_Lock_Succeeds=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Missiles_Depleted,P=MISSILES DRY
DXSM_SSCV_ANVL_OEM_UI_Weapons_Missiles_Low=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Missiles_Offline,P=Missiles offline
DXSM_SSCV_ANVL_OEM_UI_Weapons_Missiles_Online,P=Missiles online
DXSM_SSCV_ANVL_OEM_UI_Weapons_Offline,P=Weapon offline
DXSM_SSCV_ANVL_OEM_UI_Weapons_Offline_Missiles_Offline,P=Missiles offline. Weapons offline.
DXSM_SSCV_ANVL_OEM_UI_Weapons_Online,P=Weapons online
DXSM_SSCV_ANVL_OEM_UI_Weapons_Overheating=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Target_Destroyed=
DXSM_SSCV_ANVL_OEM_UI_Weapons_Targeting_Online,P=Targeting systems online
DXSM_SSCV_ARGO_OEM_UI_Abort_Landing,P=Landing stopped
DXSM_SSCV_ARGO_OEM_UI_Aftshields_0_Percent,P=Rear shields down
DXSM_SSCV_ARGO_OEM_UI_Aftshields_25_Percent,P=Rear shields: 25%
DXSM_SSCV_ARGO_OEM_UI_Aftshields_50_Percent,P=Rear shields: 50%
DXSM_SSCV_ARGO_OEM_UI_Aftshields_75_Percent,P=Rear shields: 75%
DXSM_SSCV_ARGO_OEM_UI_All_Systems_Online,P=System operational
DXSM_SSCV_ARGO_OEM_UI_Ammunition_Depleted,P=Weapon Empty
DXSM_SSCV_ARGO_OEM_UI_Ammunition_Low,P=Weapon Low
DXSM_SSCV_ARGO_OEM_UI_Approaching_Hanger,P=Maintain course.
DXSM_SSCV_ARGO_OEM_UI_Autopilot_Disengaged,P=Autopilot OFF
DXSM_SSCV_ARGO_OEM_UI_Autopilot_Engaged,P=Autopilot ON
DXSM_SSCV_ARGO_OEM_UI_Back_Shield_Taking_Damage,P=Attack on rear shield
DXSM_SSCV_ARGO_OEM_UI_Being_Scanned,P=Alert: Scan
DXSM_SSCV_ARGO_OEM_UI_Bitching_Betty_Dead,P=
DXSM_SSCV_ARGO_OEM_UI_Boot_Up,P=System's Activating
DXSM_SSCV_ARGO_OEM_UI_Bottom_Shield_Taking_Damage,P=Attack on bottom shield
DXSM_SSCV_ARGO_OEM_UI_Chaff_Depleted,P=Noise Empty
DXSM_SSCV_ARGO_OEM_UI_Chaff_Launched,P=Noise Fired
DXSM_SSCV_ARGO_OEM_UI_Chaff_Low,P=Noise Low
DXSM_SSCV_ARGO_OEM_UI_Chaff_Selected,P=Noise ON
DXSM_SSCV_ARGO_OEM_UI_Collision_Alert,P=Alert: Crash
DXSM_SSCV_ARGO_OEM_UI_Comms_Jammed,P=Alert: Comms Jammed
DXSM_SSCV_ARGO_OEM_UI_Communications=
DXSM_SSCV_ARGO_OEM_UI_Comstab,P=COMSTAB
DXSM_SSCV_ARGO_OEM_UI_Comstab_Disengaged,P=Comstab OFF
DXSM_SSCV_ARGO_OEM_UI_Comstab_Engaged,P=Comstab ON
DXSM_SSCV_ARGO_OEM_UI_Confirmed_Enemy_Target,P=ENEMY
DXSM_SSCV_ARGO_OEM_UI_Coolant,P=冷卻系統
DXSM_SSCV_ARGO_OEM_UI_Critical_Hit_A,P=Major damage to (system)
DXSM_SSCV_ARGO_OEM_UI_Critical_Hit_B,P=(system) suffered major damage
DXSM_SSCV_ARGO_OEM_UI_De_Coupled_Mode,P=DE-COUPLED MODE
DXSM_SSCV_ARGO_OEM_UI_De_Coupled_Mode_Disengaged,P=De-coupled Mode OFF
DXSM_SSCV_ARGO_OEM_UI_De_Coupled_Mode_Engaged,P=De-coupled Mode ON
DXSM_SSCV_ARGO_OEM_UI_Deckshields_0_Percent,P=Deck shields down
DXSM_SSCV_ARGO_OEM_UI_Deckshields_25_Percent,P=Deck shields: 25%
DXSM_SSCV_ARGO_OEM_UI_Deckshields_50_Percent,P=Deck shields: 50%
DXSM_SSCV_ARGO_OEM_UI_Deckshields_75_Percent,P=Deck shields: 75%
DXSM_SSCV_ARGO_OEM_UI_Destruction_Imminent,P=Destruction near
DXSM_SSCV_ARGO_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_ARGO_OEM_UI_Docking_Request_Approved=Docking approved.
DXSM_SSCV_ARGO_OEM_UI_Docking_Request_Denied=Docking denied.
DXSM_SSCV_ARGO_OEM_UI_Ejection=
DXSM_SSCV_ARGO_OEM_UI_Engines=
DXSM_SSCV_ARGO_OEM_UI_Engines_Low,P=Engines low
DXSM_SSCV_ARGO_OEM_UI_Fired_At_Friendly,P=Target FRIENDLY
DXSM_SSCV_ARGO_OEM_UI_Flare_Launched,P=Decoy Fired
DXSM_SSCV_ARGO_OEM_UI_Flare_Selected,P=Decoy on
DXSM_SSCV_ARGO_OEM_UI_Flares_Depleted,P=Decoy Empty
DXSM_SSCV_ARGO_OEM_UI_Flares_Low,P=Flares low
DXSM_SSCV_ARGO_OEM_UI_Flight_Control=
DXSM_SSCV_ARGO_OEM_UI_Flight_TakeOff_Initiated,P=Take-off Initiated
DXSM_SSCV_ARGO_OEM_UI_Flight_TakeOff_Request_Approved,P=Take-off Approved
DXSM_SSCV_ARGO_OEM_UI_Flight_TakeOff_Request_Denied,P=Take-off denied
DXSM_SSCV_ARGO_OEM_UI_Forwardshields_0_Percent,P=Front shields down
DXSM_SSCV_ARGO_OEM_UI_Forwardshields_25_Percent,P=Front shields: 25%
DXSM_SSCV_ARGO_OEM_UI_Forwardshields_50_Percent,P=Front shields: 50%
DXSM_SSCV_ARGO_OEM_UI_Forwardshields_75_Percent,P=Front shields: 75%
DXSM_SSCV_ARGO_OEM_UI_Front_Shield_Taking_Damage,P=Attack on front shield
DXSM_SSCV_ARGO_OEM_UI_G_Safe_Disengaged,P=G-safe OFF
DXSM_SSCV_ARGO_OEM_UI_G_Safe_Engaged,P=G-safe ON
DXSM_SSCV_ARGO_OEM_UI_Generic_Abort,P=Abort
DXSM_SSCV_ARGO_OEM_UI_Generic_Offline_A,P=(system) failure
DXSM_SSCV_ARGO_OEM_UI_Generic_Offline_B,P=Failure of (system)
DXSM_SSCV_ARGO_OEM_UI_Generic_Select_A,P=select (system).
DXSM_SSCV_ARGO_OEM_UI_Generic_Select_B,P=(system) selected.
DXSM_SSCV_ARGO_OEM_UI_Get_Ship_Oriented,P=Align Ship
DXSM_SSCV_ARGO_OEM_UI_HUD_Combat_Mode_Active,P=HUD Combat ON
DXSM_SSCV_ARGO_OEM_UI_HUD_Landing_Mode_Active,P=HUD Landing ON
DXSM_SSCV_ARGO_OEM_UI_Head_To_Landing_Pad,P=Go to Landing Pad.
DXSM_SSCV_ARGO_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_ARGO_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_ARGO_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_ARGO_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_ARGO_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_ARGO_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_ARGO_OEM_UI_Incoming_Ramming_Attack,P=Alert: Enemy ship impact
DXSM_SSCV_ARGO_OEM_UI_Landing_Alignment_Off,P=Alignment wrong
DXSM_SSCV_ARGO_OEM_UI_Landing_Assisted,P=Assist Activated
DXSM_SSCV_ARGO_OEM_UI_Landing_Automated,P=Automated
DXSM_SSCV_ARGO_OEM_UI_Landing_Complete,P=Landing Complete
DXSM_SSCV_ARGO_OEM_UI_Landing_Gear_Deployed,P=Landing gear down
DXSM_SSCV_ARGO_OEM_UI_Landing_Gear_Is_Up,P=Landing Gear is up.
DXSM_SSCV_ARGO_OEM_UI_Landing_Gear_Retracted,P=Landing gear up
DXSM_SSCV_ARGO_OEM_UI_Landing_Manual,P=Manual
DXSM_SSCV_ARGO_OEM_UI_Landing_Request_Approved,P=Landing Approved
DXSM_SSCV_ARGO_OEM_UI_Landing_Request_Denied,P=Landing denied
DXSM_SSCV_ARGO_OEM_UI_Launch_Complete,P=Launch Complete
DXSM_SSCV_ARGO_OEM_UI_Launch_Initiated,P=Launch started
DXSM_SSCV_ARGO_OEM_UI_Launch_Request_Approved,P=Launch Approved
DXSM_SSCV_ARGO_OEM_UI_Launch_Request_Denied,P=Launch Denied
DXSM_SSCV_ARGO_OEM_UI_Left_Shield_Taking_Damage,P=Attack on left shield
DXSM_SSCV_ARGO_OEM_UI_Life_Support=
DXSM_SSCV_ARGO_OEM_UI_Locked_On_To_Landing_Pad,P=Landing Pad Locked
DXSM_SSCV_ARGO_OEM_UI_Missile_Lock_Succeeds,P=Missile LOCKED
DXSM_SSCV_ARGO_OEM_UI_Missiles_Depleted,P=Missiles Empty
DXSM_SSCV_ARGO_OEM_UI_Missiles_Low,P=Missiles low
DXSM_SSCV_ARGO_OEM_UI_Nearby_Sensor_Acquisition,P=Contact.
DXSM_SSCV_ARGO_OEM_UI_Objective_Received,P=Data received
DXSM_SSCV_ARGO_OEM_UI_Overhead_Shields_0_Percent,P=Overhead shield down
DXSM_SSCV_ARGO_OEM_UI_Overhead_Shields_25_Percent,P=Overhead shield: 25%
DXSM_SSCV_ARGO_OEM_UI_Overhead_Shields_50_Percent,P=Overhead shield: 50%
DXSM_SSCV_ARGO_OEM_UI_Overhead_Shields_75_Percent,P=Overhead shield: 75%
DXSM_SSCV_ARGO_OEM_UI_Override_Auto_Pilot,P=Manual Control Activated
DXSM_SSCV_ARGO_OEM_UI_Override_Landing_Assist,P=Manual Landing
DXSM_SSCV_ARGO_OEM_UI_Portshields_0_Percent,P=Port shield down
DXSM_SSCV_ARGO_OEM_UI_Portshields_25_Percent,P=Port shield 25%
DXSM_SSCV_ARGO_OEM_UI_Portshields_50_Percent,P=Port shield: 50%
DXSM_SSCV_ARGO_OEM_UI_Portshields_75_Percent,P=Port shield: 75%
DXSM_SSCV_ARGO_OEM_UI_Proximity_Aft,P=Alert: Rear Crash Close
DXSM_SSCV_ARGO_OEM_UI_Proximity_Deck,P=Alert: Deck Crash Close
DXSM_SSCV_ARGO_OEM_UI_Proximity_Front,P=Alert: Front Crash Close
DXSM_SSCV_ARGO_OEM_UI_Proximity_Overhead,P=Alert: Overhead Crash Close
DXSM_SSCV_ARGO_OEM_UI_Proximity_Port,P=Alert: Port Crash Close
DXSM_SSCV_ARGO_OEM_UI_Proximity_Starboard,P=Alert: Starboard Crash Close
DXSM_SSCV_ARGO_OEM_UI_QTravel_Disabled=
DXSM_SSCV_ARGO_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_ARGO_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_ARGO_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_ARGO_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_ARGO_OEM_UI_Radar=
DXSM_SSCV_ARGO_OEM_UI_Right_Shield_Taking_Damage,P=Attack on right shield
DXSM_SSCV_ARGO_OEM_UI_Scanning=
DXSM_SSCV_ARGO_OEM_UI_Self_Destruct_Aborted,P=Self-destruct Cancel
DXSM_SSCV_ARGO_OEM_UI_Self_Destruct_Initiated,P=Self-destruct ON
DXSM_SSCV_ARGO_OEM_UI_Sensors=
DXSM_SSCV_ARGO_OEM_UI_Shield_Generator=
DXSM_SSCV_ARGO_OEM_UI_Shields_Charging,P=Shields charging
DXSM_SSCV_ARGO_OEM_UI_Shields_Full,P=Shields fully charged
DXSM_SSCV_ARGO_OEM_UI_Starboard_Shields_0_Percent,P=Starboard shields down
DXSM_SSCV_ARGO_OEM_UI_Starboard_Shields_25_Percent,P=Starboard shields: 25%
DXSM_SSCV_ARGO_OEM_UI_Starboard_Shields_50_Percent,P=Starboard shields: 50%
DXSM_SSCV_ARGO_OEM_UI_Starboard_Shields_75_Percent,P=Starboard shields: 75%
DXSM_SSCV_ARGO_OEM_UI_Status_Radiation_Critical,P=Alert: High Radiation
DXSM_SSCV_ARGO_OEM_UI_Status_Radiation_Nominal,P=Low Radiation
DXSM_SSCV_ARGO_OEM_UI_System_Activated,P=(system) ON
DXSM_SSCV_ARGO_OEM_UI_System_Destroyed_During_Use,P=(system) destroyed
DXSM_SSCV_ARGO_OEM_UI_System_Overheating,P=(system) too hot.
DXSM_SSCV_ARGO_OEM_UI_Systems_Ejection_Offline,P=Eject system OFF
DXSM_SSCV_ARGO_OEM_UI_Systems_Ejection_Online,P=Eject system ON
DXSM_SSCV_ARGO_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_ARGO_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_ARGO_OEM_UI_Systems_Engines_Online,P=Engines ON
DXSM_SSCV_ARGO_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_ARGO_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_ARGO_OEM_UI_Systems_Gravity_Offline,P=Gravity OFF
DXSM_SSCV_ARGO_OEM_UI_Systems_Gravity_Online,P=Gravity ON
DXSM_SSCV_ARGO_OEM_UI_Systems_Landing_Assist_Engaged,P=Assisted Landing ON
DXSM_SSCV_ARGO_OEM_UI_Systems_Maneuvering_Online,P=Maneuvering ON
DXSM_SSCV_ARGO_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Alert: Powercore Radiation Critical
DXSM_SSCV_ARGO_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_ARGO_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_ARGO_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_ARGO_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_ARGO_OEM_UI_Systems_Systems_Online,P=Systems ON
DXSM_SSCV_ARGO_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_ARGO_OEM_UI_Target_Destroyed,P=Target DESTROYED
DXSM_SSCV_ARGO_OEM_UI_Top_Shield_Taking_Damage,P=Attack on top shield
DXSM_SSCV_ARGO_OEM_UI_Touch_Down,P=Landed
DXSM_SSCV_ARGO_OEM_UI_Wait_For_Dock_Arm=Hold for dock arm.
DXSM_SSCV_ARGO_OEM_UI_Waiting,P=Hold
DXSM_SSCV_ARGO_OEM_UI_Weapons_Charging,P=Weapons charging
DXSM_SSCV_ARGO_OEM_UI_Weapons_Missiles_Offline,P=Missiles OFF
DXSM_SSCV_ARGO_OEM_UI_Weapons_Missiles_Online,P=Missiles ON
DXSM_SSCV_ARGO_OEM_UI_Weapons_Offline,P=Weapons OFF
DXSM_SSCV_ARGO_OEM_UI_Weapons_Offline_Missiles_Offline,P=Weapons and Missiles OFF
DXSM_SSCV_ARGO_OEM_UI_Weapons_Online,P=Weapons ON
DXSM_SSCV_ARGO_OEM_UI_Weapons_Overheating=
DXSM_SSCV_ARGO_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_ARGO_OEM_UI_Weapons_System,P=Weapons
DXSM_SSCV_ARGO_OEM_UI_Weapons_Targeting_Online,P=Targeting ON
DXSM_SSCV_CNOU_OEM_UI_Comstab_Disengaged,P=COMSTAB disengaged
DXSM_SSCV_CNOU_OEM_UI_Comstab_Engaged,P=COMSTAB engaged
DXSM_SSCV_CNOU_OEM_UI_Confirmed_Enemy_Target,P=Hostile Target Confirmed
DXSM_SSCV_CNOU_OEM_UI_Countermeasure_Chaff_Selected,P=Noise Selected
DXSM_SSCV_CNOU_OEM_UI_Countermeasure_Flare_Selected,P=Decoy Selected
DXSM_SSCV_CNOU_OEM_UI_Critical_Hit_A,P=Suffered Critical Hit
DXSM_SSCV_CNOU_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_CNOU_OEM_UI_Docking_Request_Approved=Docking request approved.
DXSM_SSCV_CNOU_OEM_UI_Docking_Request_Denied=Docking request rejected.
DXSM_SSCV_CNOU_OEM_UI_Ejection=
DXSM_SSCV_CNOU_OEM_UI_Engine_Depleted,P=Engine Low
DXSM_SSCV_CNOU_OEM_UI_Flight_TakeOff_Initiated,P=Take-off engaged
DXSM_SSCV_CNOU_OEM_UI_Generic_Offline_B,P=(system) Disabled
DXSM_SSCV_CNOU_OEM_UI_HUD_Combat_Mode_Active,P=Weapons mode activated
DXSM_SSCV_CNOU_OEM_UI_HUD_Landing_Mode_Active,P=Landing mode activated
DXSM_SSCV_CNOU_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_CNOU_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_CNOU_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_CNOU_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_CNOU_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_CNOU_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_CNOU_OEM_UI_Landing_Alignment_Off,P=Adjust landing alignment
DXSM_SSCV_CNOU_OEM_UI_Landing_Assisted,P=Assisted landing engaged
DXSM_SSCV_CNOU_OEM_UI_Landing_Automated,P=Automated landing engaged
DXSM_SSCV_CNOU_OEM_UI_Landing_Complete,P=Landing complete
DXSM_SSCV_CNOU_OEM_UI_Landing_Gear_Deployed,P=Landing gear engaged
DXSM_SSCV_CNOU_OEM_UI_Landing_Gear_Retracted,P=Landing gear retracted
DXSM_SSCV_CNOU_OEM_UI_Landing_Manual,P=Manual landing engaged
DXSM_SSCV_CNOU_OEM_UI_Landing_Request_Approved,P=Landing request approved
DXSM_SSCV_CNOU_OEM_UI_Landing_Request_Denied,P=Landing request rejected
DXSM_SSCV_CNOU_OEM_UI_Launch_Complete,P=Launch complete
DXSM_SSCV_CNOU_OEM_UI_Launch_Initiated,P=Launch engaged
DXSM_SSCV_CNOU_OEM_UI_Launch_Request_Approved,P=Launch request approved
DXSM_SSCV_CNOU_OEM_UI_Launch_Request_Denied,P=Launch request rejected
DXSM_SSCV_CNOU_OEM_UI_Override_Landing_Assist,P=Assisted landing overridden
DXSM_SSCV_CNOU_OEM_UI_Proximity_Aft,P=Proximity Alert Rear
DXSM_SSCV_CNOU_OEM_UI_Proximity_Deck,P=Proximity Alert Deck
DXSM_SSCV_CNOU_OEM_UI_Proximity_Front,P=Proximity Alert Front
DXSM_SSCV_CNOU_OEM_UI_Proximity_Overhead,P=Proximity Alert High
DXSM_SSCV_CNOU_OEM_UI_Proximity_Port,P=Proximity Alert Left
DXSM_SSCV_CNOU_OEM_UI_Proximity_Starboard,P=Proximity Alert Right
DXSM_SSCV_CNOU_OEM_UI_QTravel_Disabled=
DXSM_SSCV_CNOU_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_CNOU_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_CNOU_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_CNOU_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_CNOU_OEM_UI_Scanners_Being_Scanned,P=Incoming Scan
DXSM_SSCV_CNOU_OEM_UI_Scanners_Scanning=
DXSM_SSCV_CNOU_OEM_UI_Self_Destruct_Aborted,P=Self-Destruct Disabled
DXSM_SSCV_CNOU_OEM_UI_Self_Destruct_Initiated,P=Self-Destruct Activated
DXSM_SSCV_CNOU_OEM_UI_Sensor_Incoming_Ramming,P=Contact on Direct Intercept
DXSM_SSCV_CNOU_OEM_UI_Sensor_Nearby_Acquisition=
DXSM_SSCV_CNOU_OEM_UI_Shields_Back_0_Percent,P=Rear shield 0%
DXSM_SSCV_CNOU_OEM_UI_Shields_Back_25_Percent,P=Rear Shield 25%
DXSM_SSCV_CNOU_OEM_UI_Shields_Back_50_Percent,P=Rear Shield 50%
DXSM_SSCV_CNOU_OEM_UI_Shields_Back_75_Percent,P=Rear Shield 75%
DXSM_SSCV_CNOU_OEM_UI_Shields_Bottom_0_Percent,P=Deck Shield 0%
DXSM_SSCV_CNOU_OEM_UI_Shields_Bottom_25_Percent,P=Deck Shield 25%
DXSM_SSCV_CNOU_OEM_UI_Shields_Bottom_50_Percent,P=Deck Shield 50%
DXSM_SSCV_CNOU_OEM_UI_Shields_Bottom_75_Percent,P=Deck Shield 75%
DXSM_SSCV_CNOU_OEM_UI_Shields_Charging=
DXSM_SSCV_CNOU_OEM_UI_Shields_Collision_Alert,P=Warning. Imminent Collision
DXSM_SSCV_CNOU_OEM_UI_Shields_Front_0_Percent,P=Front Shield 0%
DXSM_SSCV_CNOU_OEM_UI_Shields_Front_25_Percent,P=Front Shield 25%
DXSM_SSCV_CNOU_OEM_UI_Shields_Front_50_Percent=
DXSM_SSCV_CNOU_OEM_UI_Shields_Front_75_Percent,P=Front Shield 75%
DXSM_SSCV_CNOU_OEM_UI_Shields_Full,P=Shield at Full Strength
DXSM_SSCV_CNOU_OEM_UI_Shields_Hit_Back,P=Rear Shield Hit
DXSM_SSCV_CNOU_OEM_UI_Shields_Hit_Bottom,P=Deck Shield Hit
DXSM_SSCV_CNOU_OEM_UI_Shields_Hit_Front,P=Front Shield Hit
DXSM_SSCV_CNOU_OEM_UI_Shields_Hit_Left,P=Left Shield hit
DXSM_SSCV_CNOU_OEM_UI_Shields_Hit_Right,P=Right Shield Hit
DXSM_SSCV_CNOU_OEM_UI_Shields_Left_0_Percent,P=Right Shield 0%
DXSM_SSCV_CNOU_OEM_UI_Shields_Left_25_Percent,P=Right Shield 25%
DXSM_SSCV_CNOU_OEM_UI_Shields_Left_50_Percent,P=Right Shield 50%
DXSM_SSCV_CNOU_OEM_UI_Shields_Left_75_Percent,P=Right Shield 75%
DXSM_SSCV_CNOU_OEM_UI_Shields_Right_0_Percent,P=Left Shield 0%
DXSM_SSCV_CNOU_OEM_UI_Shields_Right_25_Percent,P=Left Shield 25%
DXSM_SSCV_CNOU_OEM_UI_Shields_Right_50_Percent,P=Left Shield 50%
DXSM_SSCV_CNOU_OEM_UI_Shields_Right_75_Percent,P=Left Shield 75%
DXSM_SSCV_CNOU_OEM_UI_Shields_System_Activated,P=(system) Enabled.
DXSM_SSCV_CNOU_OEM_UI_Shields_Top_0_Percent,P=High Shield 0%
DXSM_SSCV_CNOU_OEM_UI_Shields_Top_25_Percent,P=High Shield 25%
DXSM_SSCV_CNOU_OEM_UI_Shields_Top_50_Percent,P=High Shield 50%
DXSM_SSCV_CNOU_OEM_UI_Shields_Top_75_Percent,P=High Shield 75%
DXSM_SSCV_CNOU_OEM_UI_Status_Radiation_Critical,P=Warning, radiation critical
DXSM_SSCV_CNOU_OEM_UI_Systems_Autopilot_Disengaged,P=Flight Assist Disabled
DXSM_SSCV_CNOU_OEM_UI_Systems_Autopilot_Engaged,P=Flight Assist Activated
DXSM_SSCV_CNOU_OEM_UI_Systems_Bitchingbetty,P=Error Error Errorrrr errrrrrrr
DXSM_SSCV_CNOU_OEM_UI_Systems_Bootup,P=Welcome. Your journey begins now.
DXSM_SSCV_CNOU_OEM_UI_Systems_Comms_Jammed,P=Comm Error
DXSM_SSCV_CNOU_OEM_UI_Systems_Communications,P=Comm
DXSM_SSCV_CNOU_OEM_UI_Systems_Coolant,P=Coolant
DXSM_SSCV_CNOU_OEM_UI_Systems_Destruction_Imminent,P=Evacuate. Evacuate.
DXSM_SSCV_CNOU_OEM_UI_Systems_Ejection_Offline,P=Ejection system disabled
DXSM_SSCV_CNOU_OEM_UI_Systems_Ejection_Online,P=Ejection system enabled
DXSM_SSCV_CNOU_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_CNOU_OEM_UI_Systems_Engines,P=Engine
DXSM_SSCV_CNOU_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_CNOU_OEM_UI_Systems_Engines_Online,P=Engines systems enabled
DXSM_SSCV_CNOU_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_CNOU_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_CNOU_OEM_UI_Systems_Flightcontrol,P=Flight Control
DXSM_SSCV_CNOU_OEM_UI_Systems_Landing_Assist_Engaged,P=Assisted landing engaged
DXSM_SSCV_CNOU_OEM_UI_Systems_Lifesupport,P=Life Systems
DXSM_SSCV_CNOU_OEM_UI_Systems_Maneuvering_Online,P=Manoeuvring systems enabled
DXSM_SSCV_CNOU_OEM_UI_Systems_Objective_Received,P=Objective Received
DXSM_SSCV_CNOU_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Warning, powercore radiation critical
DXSM_SSCV_CNOU_OEM_UI_Systems_Radar,P=Scans
DXSM_SSCV_CNOU_OEM_UI_Systems_Sensors=
DXSM_SSCV_CNOU_OEM_UI_Systems_Shieldgen=
DXSM_SSCV_CNOU_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_CNOU_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_CNOU_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_CNOU_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_CNOU_OEM_UI_Systems_Systems_Online,P=All Systems Operational
DXSM_SSCV_CNOU_OEM_UI_Systems_Systems_Overheating,P=(system) failure imminent
DXSM_SSCV_CNOU_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_CNOU_OEM_UI_Systems_Weapons,P=Weapons
DXSM_SSCV_CNOU_OEM_UI_Top_Shield_Taking_Damage,P=High Shield hit
DXSM_SSCV_CNOU_OEM_UI_Weapons_Ammunition_Depleted,P=Weapon Empty
DXSM_SSCV_CNOU_OEM_UI_Weapons_Ammunition_Low,P=Weapon ammunition low
DXSM_SSCV_CNOU_OEM_UI_Weapons_Chaff_Depleted=
DXSM_SSCV_CNOU_OEM_UI_Weapons_Chaff_Launched,P=Noise Deployed
DXSM_SSCV_CNOU_OEM_UI_Weapons_Chaff_Low=
DXSM_SSCV_CNOU_OEM_UI_Weapons_Charging,P=Standby for Weapon Charge
DXSM_SSCV_CNOU_OEM_UI_Weapons_Fired_At_Friendly,P=Warning. Target is marked as friendly
DXSM_SSCV_CNOU_OEM_UI_Weapons_Flare_Depleted,P=Decoy Empty
DXSM_SSCV_CNOU_OEM_UI_Weapons_Flare_Launched,P=Decoy Deployed
DXSM_SSCV_CNOU_OEM_UI_Weapons_Flare_Low,P=Decoy Low
DXSM_SSCV_CNOU_OEM_UI_Weapons_Missile_Lock_Succeeds,P=Missile Lock
DXSM_SSCV_CNOU_OEM_UI_Weapons_Missiles_Depleted,P=Missiles Empty
DXSM_SSCV_CNOU_OEM_UI_Weapons_Missiles_Low=
DXSM_SSCV_CNOU_OEM_UI_Weapons_Missiles_Offline,P=Missile systems disabled
DXSM_SSCV_CNOU_OEM_UI_Weapons_Missiles_Online,P=Missile systems enabled
DXSM_SSCV_CNOU_OEM_UI_Weapons_Offline,P=Weapon systems disabled
DXSM_SSCV_CNOU_OEM_UI_Weapons_Offline_Missiles_Offline,P=Weapon and missile systems disabled
DXSM_SSCV_CNOU_OEM_UI_Weapons_Online,P=Weapon systems enabled
DXSM_SSCV_CNOU_OEM_UI_Weapons_Overheating=
DXSM_SSCV_CNOU_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_CNOU_OEM_UI_Weapons_Target_Destroyed,P=Target has been destroyed
DXSM_SSCV_CNOU_OEM_UI_Weapons_Targeting_Online,P=Targeting systems enabled
DXSM_SSCV_CRUS_OEM_UI_Abort_Landing,P=Landing stopped
DXSM_SSCV_CRUS_OEM_UI_Aftshields_0_Percent,P=Rear shields down
DXSM_SSCV_CRUS_OEM_UI_Aftshields_25_Percent,P=Rear shields: 25%
DXSM_SSCV_CRUS_OEM_UI_Aftshields_50_Percent,P=Rear shields: 50%
DXSM_SSCV_CRUS_OEM_UI_Aftshields_75_Percent,P=Rear shields: 75%
DXSM_SSCV_CRUS_OEM_UI_All_Systems_Online,P=System operational
DXSM_SSCV_CRUS_OEM_UI_Ammunition_Depleted,P=Weapon Empty
DXSM_SSCV_CRUS_OEM_UI_Ammunition_Low,P=Weapon Low
DXSM_SSCV_CRUS_OEM_UI_Approaching_Hanger,P=Maintain course.
DXSM_SSCV_CRUS_OEM_UI_Autopilot_Disengaged,P=Autopilot OFF
DXSM_SSCV_CRUS_OEM_UI_Autopilot_Engaged,P=Autopilot ON
DXSM_SSCV_CRUS_OEM_UI_Back_Shield_Taking_Damage,P=Attack on rear shield
DXSM_SSCV_CRUS_OEM_UI_Being_Scanned,P=Alert: Scan
DXSM_SSCV_CRUS_OEM_UI_Bitching_Betty_Dead,P=
DXSM_SSCV_CRUS_OEM_UI_Boot_Up,P=System's Activating
DXSM_SSCV_CRUS_OEM_UI_Bottom_Shield_Taking_Damage,P=Attack on bottom shield
DXSM_SSCV_CRUS_OEM_UI_Chaff_Depleted,P=Noise Empty
DXSM_SSCV_CRUS_OEM_UI_Chaff_Launched,P=Noise Fired
DXSM_SSCV_CRUS_OEM_UI_Chaff_Low,P=Noise Low
DXSM_SSCV_CRUS_OEM_UI_Chaff_Selected,P=Noise ON
DXSM_SSCV_CRUS_OEM_UI_Collision_Alert,P=Alert: Crash
DXSM_SSCV_CRUS_OEM_UI_Comms_Jammed,P=Alert: Comms Jammed
DXSM_SSCV_CRUS_OEM_UI_Communications=
DXSM_SSCV_CRUS_OEM_UI_Comstab,P=COMSTAB
DXSM_SSCV_CRUS_OEM_UI_Comstab_Disengaged,P=Comstab OFF
DXSM_SSCV_CRUS_OEM_UI_Comstab_Engaged,P=Comstab ON
DXSM_SSCV_CRUS_OEM_UI_Confirmed_Enemy_Target,P=ENEMY
DXSM_SSCV_CRUS_OEM_UI_Coolant,P=冷卻系統
DXSM_SSCV_CRUS_OEM_UI_Critical_Hit_A,P=Major damage to (system)
DXSM_SSCV_CRUS_OEM_UI_Critical_Hit_B,P=(system) suffered major damage
DXSM_SSCV_CRUS_OEM_UI_De_Coupled_Mode,P=DE-COUPLED MODE
DXSM_SSCV_CRUS_OEM_UI_De_Coupled_Mode_Disengaged,P=De-coupled Mode OFF
DXSM_SSCV_CRUS_OEM_UI_De_Coupled_Mode_Engaged,P=De-coupled Mode ON
DXSM_SSCV_CRUS_OEM_UI_Deckshields_0_Percent,P=Deck shields down
DXSM_SSCV_CRUS_OEM_UI_Deckshields_25_Percent,P=Deck shields: 25%
DXSM_SSCV_CRUS_OEM_UI_Deckshields_50_Percent,P=Deck shields: 50%
DXSM_SSCV_CRUS_OEM_UI_Deckshields_75_Percent,P=Deck shields: 75%
DXSM_SSCV_CRUS_OEM_UI_Destruction_Imminent,P=Destruction near
DXSM_SSCV_CRUS_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_CRUS_OEM_UI_Docking_Request_Approved=Docking approved.
DXSM_SSCV_CRUS_OEM_UI_Docking_Request_Denied=Docking denied.
DXSM_SSCV_CRUS_OEM_UI_Ejection=
DXSM_SSCV_CRUS_OEM_UI_Engines=
DXSM_SSCV_CRUS_OEM_UI_Engines_Low,P=Engines low
DXSM_SSCV_CRUS_OEM_UI_Fired_At_Friendly,P=Target FRIENDLY
DXSM_SSCV_CRUS_OEM_UI_Flare_Launched,P=Decoy Fired
DXSM_SSCV_CRUS_OEM_UI_Flare_Selected,P=Decoy on
DXSM_SSCV_CRUS_OEM_UI_Flares_Depleted,P=Decoy Empty
DXSM_SSCV_CRUS_OEM_UI_Flares_Low,P=Flares low
DXSM_SSCV_CRUS_OEM_UI_Flight_Control=
DXSM_SSCV_CRUS_OEM_UI_Flight_TakeOff_Initiated,P=Take-off Initiated
DXSM_SSCV_CRUS_OEM_UI_Flight_TakeOff_Request_Approved,P=Take-off Approved
DXSM_SSCV_CRUS_OEM_UI_Flight_TakeOff_Request_Denied,P=Take-off denied
DXSM_SSCV_CRUS_OEM_UI_Forwardshields_0_Percent,P=Front shields down
DXSM_SSCV_CRUS_OEM_UI_Forwardshields_25_Percent,P=Front shields: 25%
DXSM_SSCV_CRUS_OEM_UI_Forwardshields_50_Percent,P=Front shields: 50%
DXSM_SSCV_CRUS_OEM_UI_Forwardshields_75_Percent,P=Front shields: 75%
DXSM_SSCV_CRUS_OEM_UI_Front_Shield_Taking_Damage,P=Attack on front shield
DXSM_SSCV_CRUS_OEM_UI_G_Safe_Disengaged,P=G-safe OFF
DXSM_SSCV_CRUS_OEM_UI_G_Safe_Engaged,P=G-safe ON
DXSM_SSCV_CRUS_OEM_UI_Generic_Abort,P=Abort
DXSM_SSCV_CRUS_OEM_UI_Generic_Offline_A,P=(system) failure
DXSM_SSCV_CRUS_OEM_UI_Generic_Offline_B,P=Failure of (system)
DXSM_SSCV_CRUS_OEM_UI_Generic_Select_A,P=select (system).
DXSM_SSCV_CRUS_OEM_UI_Generic_Select_B,P=(system) selected.
DXSM_SSCV_CRUS_OEM_UI_Get_Ship_Oriented,P=Align Ship
DXSM_SSCV_CRUS_OEM_UI_HUD_Combat_Mode_Active,P=HUD Combat ON
DXSM_SSCV_CRUS_OEM_UI_HUD_Landing_Mode_Active,P=HUD Landing ON
DXSM_SSCV_CRUS_OEM_UI_Head_To_Landing_Pad,P=Go to Landing Pad.
DXSM_SSCV_CRUS_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_CRUS_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_CRUS_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_CRUS_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_CRUS_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_CRUS_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_CRUS_OEM_UI_Incoming_Ramming_Attack,P=Alert: Enemy ship impact
DXSM_SSCV_CRUS_OEM_UI_Landing_Alignment_Off,P=Alignment wrong
DXSM_SSCV_CRUS_OEM_UI_Landing_Assisted,P=Assist Activated
DXSM_SSCV_CRUS_OEM_UI_Landing_Automated,P=Automated
DXSM_SSCV_CRUS_OEM_UI_Landing_Complete,P=Landing Complete
DXSM_SSCV_CRUS_OEM_UI_Landing_Gear_Deployed,P=Landing gear down
DXSM_SSCV_CRUS_OEM_UI_Landing_Gear_Is_Up,P=Landing Gear is up.
DXSM_SSCV_CRUS_OEM_UI_Landing_Gear_Retracted,P=Landing gear up
DXSM_SSCV_CRUS_OEM_UI_Landing_Manual,P=Manual
DXSM_SSCV_CRUS_OEM_UI_Landing_Request_Approved,P=Landing Approved
DXSM_SSCV_CRUS_OEM_UI_Landing_Request_Denied,P=Landing denied
DXSM_SSCV_CRUS_OEM_UI_Launch_Complete,P=Launch Complete
DXSM_SSCV_CRUS_OEM_UI_Launch_Initiated,P=Launch started
DXSM_SSCV_CRUS_OEM_UI_Launch_Request_Approved,P=Launch Approved
DXSM_SSCV_CRUS_OEM_UI_Launch_Request_Denied,P=Launch Denied
DXSM_SSCV_CRUS_OEM_UI_Left_Shield_Taking_Damage,P=Attack on left shield
DXSM_SSCV_CRUS_OEM_UI_Life_Support=
DXSM_SSCV_CRUS_OEM_UI_Locked_On_To_Landing_Pad,P=Landing Pad Locked
DXSM_SSCV_CRUS_OEM_UI_Missile_Lock_Succeeds,P=Missile LOCKED
DXSM_SSCV_CRUS_OEM_UI_Missiles_Depleted,P=Missiles Empty
DXSM_SSCV_CRUS_OEM_UI_Missiles_Low,P=Missiles low
DXSM_SSCV_CRUS_OEM_UI_Nearby_Sensor_Acquisition,P=Contact.
DXSM_SSCV_CRUS_OEM_UI_Objective_Received,P=Data received
DXSM_SSCV_CRUS_OEM_UI_Overhead_Shields_0_Percent,P=Overhead shield down
DXSM_SSCV_CRUS_OEM_UI_Overhead_Shields_25_Percent,P=Overhead shield: 25%
DXSM_SSCV_CRUS_OEM_UI_Overhead_Shields_50_Percent,P=Overhead shield: 50%
DXSM_SSCV_CRUS_OEM_UI_Overhead_Shields_75_Percent,P=Overhead shield: 75%
DXSM_SSCV_CRUS_OEM_UI_Override_Auto_Pilot,P=Manual Control Activated
DXSM_SSCV_CRUS_OEM_UI_Override_Landing_Assist,P=Manual Landing
DXSM_SSCV_CRUS_OEM_UI_Portshields_0_Percent,P=Port shield down
DXSM_SSCV_CRUS_OEM_UI_Portshields_25_Percent,P=Port shield 25%
DXSM_SSCV_CRUS_OEM_UI_Portshields_50_Percent,P=Port shield: 50%
DXSM_SSCV_CRUS_OEM_UI_Portshields_75_Percent,P=Port shield: 75%
DXSM_SSCV_CRUS_OEM_UI_Proximity_Aft,P=Alert: Rear Crash Close
DXSM_SSCV_CRUS_OEM_UI_Proximity_Deck,P=Alert: Deck Crash Close
DXSM_SSCV_CRUS_OEM_UI_Proximity_Front,P=Alert: Front Crash Close
DXSM_SSCV_CRUS_OEM_UI_Proximity_Overhead,P=Alert: Overhead Crash Close
DXSM_SSCV_CRUS_OEM_UI_Proximity_Port,P=Alert: Port Crash Close
DXSM_SSCV_CRUS_OEM_UI_Proximity_Starboard,P=Alert: Starboard Crash Close
DXSM_SSCV_CRUS_OEM_UI_QTravel_Disabled=
DXSM_SSCV_CRUS_OEM_UI_QTravel_Disengaged=
DXSM_SSCV_CRUS_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_CRUS_OEM_UI_QTravel_Engaged=
DXSM_SSCV_CRUS_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_CRUS_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_CRUS_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_CRUS_OEM_UI_Radar=
DXSM_SSCV_CRUS_OEM_UI_Right_Shield_Taking_Damage,P=Attack on right shield
DXSM_SSCV_CRUS_OEM_UI_Scanning=
DXSM_SSCV_CRUS_OEM_UI_Self_Destruct_Aborted,P=Self-destruct Cancel
DXSM_SSCV_CRUS_OEM_UI_Self_Destruct_Initiated,P=Self-destruct ON
DXSM_SSCV_CRUS_OEM_UI_Sensors=
DXSM_SSCV_CRUS_OEM_UI_Shield_Generator=
DXSM_SSCV_CRUS_OEM_UI_Shields_Charging,P=Shields charging
DXSM_SSCV_CRUS_OEM_UI_Shields_Full,P=Shields fully charged
DXSM_SSCV_CRUS_OEM_UI_Starboard_Shields_0_Percent,P=Starboard shields down
DXSM_SSCV_CRUS_OEM_UI_Starboard_Shields_25_Percent,P=Starboard shields: 25%
DXSM_SSCV_CRUS_OEM_UI_Starboard_Shields_50_Percent,P=Starboard shields: 50%
DXSM_SSCV_CRUS_OEM_UI_Starboard_Shields_75_Percent,P=Starboard shields: 75%
DXSM_SSCV_CRUS_OEM_UI_Status_Radiation_Critical,P=Alert: High Radiation
DXSM_SSCV_CRUS_OEM_UI_Status_Radiation_Nominal,P=Low Radiation
DXSM_SSCV_CRUS_OEM_UI_System_Activated,P=(system) ON
DXSM_SSCV_CRUS_OEM_UI_System_Destroyed_During_Use,P=(system) destroyed
DXSM_SSCV_CRUS_OEM_UI_System_Overheating,P=(system) too hot.
DXSM_SSCV_CRUS_OEM_UI_Systems_Ejection_Offline,P=Eject system OFF
DXSM_SSCV_CRUS_OEM_UI_Systems_Ejection_Online,P=Eject system ON
DXSM_SSCV_CRUS_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_CRUS_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_CRUS_OEM_UI_Systems_Engines_Online,P=Engines ON
DXSM_SSCV_CRUS_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_CRUS_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_CRUS_OEM_UI_Systems_Gravity_Offline,P=Gravity OFF
DXSM_SSCV_CRUS_OEM_UI_Systems_Gravity_Online,P=Gravity ON
DXSM_SSCV_CRUS_OEM_UI_Systems_Landing_Assist_Engaged,P=Assisted Landing ON
DXSM_SSCV_CRUS_OEM_UI_Systems_Maneuvering_Online,P=Maneuvering ON
DXSM_SSCV_CRUS_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Alert: Powercore Radiation Critical
DXSM_SSCV_CRUS_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_CRUS_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_CRUS_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_CRUS_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_CRUS_OEM_UI_Systems_Systems_Online,P=Systems ON
DXSM_SSCV_CRUS_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_CRUS_OEM_UI_Target_Destroyed,P=Target DESTROYED
DXSM_SSCV_CRUS_OEM_UI_Top_Shield_Taking_Damage,P=Attack on top shield
DXSM_SSCV_CRUS_OEM_UI_Touch_Down,P=Landed
DXSM_SSCV_CRUS_OEM_UI_Wait_For_Dock_Arm=Hold for dock arm.
DXSM_SSCV_CRUS_OEM_UI_Waiting,P=Hold
DXSM_SSCV_CRUS_OEM_UI_Weapons_Charging,P=Weapons charging
DXSM_SSCV_CRUS_OEM_UI_Weapons_Missiles_Offline,P=Missiles OFF
DXSM_SSCV_CRUS_OEM_UI_Weapons_Missiles_Online,P=Missiles ON
DXSM_SSCV_CRUS_OEM_UI_Weapons_Offline,P=Weapons OFF
DXSM_SSCV_CRUS_OEM_UI_Weapons_Offline_Missiles_Offline,P=Weapons and Missiles OFF
DXSM_SSCV_CRUS_OEM_UI_Weapons_Online,P=Weapons ON
DXSM_SSCV_CRUS_OEM_UI_Weapons_Overheating=
DXSM_SSCV_CRUS_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_CRUS_OEM_UI_Weapons_System,P=Weapons
DXSM_SSCV_CRUS_OEM_UI_Weapons_Targeting_Online,P=Targeting ON
DXSM_SSCV_DRAK_OEM_UI_Confirmed_Enemy_Target,P=Target aquired
DXSM_SSCV_DRAK_OEM_UI_Countermeasure_Chaff_Selected,P=Your Noise is ready
DXSM_SSCV_DRAK_OEM_UI_Countermeasure_Flare_Selected,P=Your Lures are ready
DXSM_SSCV_DRAK_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_DRAK_OEM_UI_Docking_Request_Approved=Docking approved.
DXSM_SSCV_DRAK_OEM_UI_Docking_Request_Denied=Docking denied.
DXSM_SSCV_DRAK_OEM_UI_Ejection,P=You are now ejecting
DXSM_SSCV_DRAK_OEM_UI_Engine_Depleted,P=Thrusters are running Low
DXSM_SSCV_DRAK_OEM_UI_HUD_Combat_Mode_Active,P=Weapons mode is on
DXSM_SSCV_DRAK_OEM_UI_HUD_Landing_Mode_Active,P=Landing mode is on
DXSM_SSCV_DRAK_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_DRAK_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_DRAK_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_DRAK_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_DRAK_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_DRAK_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_DRAK_OEM_UI_Landing_Assisted,P=Standby for EDL Assist
DXSM_SSCV_DRAK_OEM_UI_Landing_Automated,P=Automated landing
DXSM_SSCV_DRAK_OEM_UI_Landing_Complete,P=Landing complete
DXSM_SSCV_DRAK_OEM_UI_Landing_Gear_Deployed,P=Landing gear down
DXSM_SSCV_DRAK_OEM_UI_Landing_Gear_Retracted,P=Landing gear up
DXSM_SSCV_DRAK_OEM_UI_Landing_Manual,P=Manual landing
DXSM_SSCV_DRAK_OEM_UI_Landing_Request_Approved,P=Landing request approved
DXSM_SSCV_DRAK_OEM_UI_Landing_Request_Denied,P=Landing request denied
DXSM_SSCV_DRAK_OEM_UI_Launch_Complete,P=Launch complete
DXSM_SSCV_DRAK_OEM_UI_Launch_Initiated,P=Standby for launch
DXSM_SSCV_DRAK_OEM_UI_Launch_Request_Approved,P=Launch request approved
DXSM_SSCV_DRAK_OEM_UI_Launch_Request_Denied,P=Launch request denied
DXSM_SSCV_DRAK_OEM_UI_Proximity_Aft,P=Rear Impact Warning
DXSM_SSCV_DRAK_OEM_UI_Proximity_Deck,P=Deck Impact Warning
DXSM_SSCV_DRAK_OEM_UI_Proximity_Front,P=Front Impact Warning
DXSM_SSCV_DRAK_OEM_UI_Proximity_Overhead,P=Overhead Impact Warning
DXSM_SSCV_DRAK_OEM_UI_Proximity_Port,P=Port Impact Warning
DXSM_SSCV_DRAK_OEM_UI_Proximity_Starboard,P=Starboard Impact Warning
DXSM_SSCV_DRAK_OEM_UI_QTravel_Disabled=
DXSM_SSCV_DRAK_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_DRAK_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_DRAK_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_DRAK_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_DRAK_OEM_UI_Scanners_Being_Scanned,P=You are being scanned
DXSM_SSCV_DRAK_OEM_UI_Scanners_Scanning,P=Now Scanning
DXSM_SSCV_DRAK_OEM_UI_Self_Destruct_Aborted=
DXSM_SSCV_DRAK_OEM_UI_Self_Destruct_Initiated,P=Self-Destruct sequence is online
DXSM_SSCV_DRAK_OEM_UI_Sensor_Incoming_Ramming,P=Warning. Your about to crash
DXSM_SSCV_DRAK_OEM_UI_Sensor_Nearby_Acquisition=
DXSM_SSCV_DRAK_OEM_UI_Shields_Back_0_Percent,P=Your Rear Shield is now offline.
DXSM_SSCV_DRAK_OEM_UI_Shields_Back_25_Percent,P=Attention: Rear Shield is at 25%
DXSM_SSCV_DRAK_OEM_UI_Shields_Back_50_Percent,P=Your rear shield is at 50%
DXSM_SSCV_DRAK_OEM_UI_Shields_Back_75_Percent,P=Your rear shield is at 75%
DXSM_SSCV_DRAK_OEM_UI_Shields_Bottom_0_Percent,P=Your Deck Shield is now offline.
DXSM_SSCV_DRAK_OEM_UI_Shields_Bottom_25_Percent,P=Attention: Deck Shield is at 25%
DXSM_SSCV_DRAK_OEM_UI_Shields_Bottom_50_Percent,P=Your Deck Shield is at 50%
DXSM_SSCV_DRAK_OEM_UI_Shields_Bottom_75_Percent,P=Your Deck Shield is at 75%
DXSM_SSCV_DRAK_OEM_UI_Shields_Charging,P=Your shields are replenishing
DXSM_SSCV_DRAK_OEM_UI_Shields_Collision_Alert,P=INCOMING
DXSM_SSCV_DRAK_OEM_UI_Shields_Front_0_Percent,P=Your front shield is now offline
DXSM_SSCV_DRAK_OEM_UI_Shields_Front_25_Percent,P=Attention: Front Shield is at 25%.
DXSM_SSCV_DRAK_OEM_UI_Shields_Front_50_Percent,P=Your front shield is at 50%
DXSM_SSCV_DRAK_OEM_UI_Shields_Front_75_Percent,P=Your front shield is at 75%
DXSM_SSCV_DRAK_OEM_UI_Shields_Full,P=Your shields are now full
DXSM_SSCV_DRAK_OEM_UI_Shields_Hit_Back,P=Your Rear shield is taking fire
DXSM_SSCV_DRAK_OEM_UI_Shields_Hit_Bottom,P=Your Deck shield is taking fire
DXSM_SSCV_DRAK_OEM_UI_Shields_Hit_Front,P=Your Front shield is taking fire
DXSM_SSCV_DRAK_OEM_UI_Shields_Hit_Left,P=Your Port shield is taking fire
DXSM_SSCV_DRAK_OEM_UI_Shields_Hit_Right,P=Your Starboard shield is taking fire
DXSM_SSCV_DRAK_OEM_UI_Shields_Hit_Top,P=Your Overhead shield is taking fire
DXSM_SSCV_DRAK_OEM_UI_Shields_Left_0_Percent,P=Your Port Shield is now offline.
DXSM_SSCV_DRAK_OEM_UI_Shields_Left_25_Percent,P=Attention: Port Shield is at 25%
DXSM_SSCV_DRAK_OEM_UI_Shields_Left_50_Percent,P=Your Port Shield is at 50%
DXSM_SSCV_DRAK_OEM_UI_Shields_Right_0_Percent,P=Your Starboard Shield is now offline.
DXSM_SSCV_DRAK_OEM_UI_Shields_Right_25_Percent,P=Attention: Starboard Shield is at 25%
DXSM_SSCV_DRAK_OEM_UI_Shields_Right_50_Percent,P=Your Starboard Shield is at 50%
DXSM_SSCV_DRAK_OEM_UI_Shields_Right_75_Percent,P=Your Starboard Shield is at 75%
DXSM_SSCV_DRAK_OEM_UI_Shields_System_Activated,P=(system) online.
DXSM_SSCV_DRAK_OEM_UI_Shields_Top_0_Percent,P=Your Overhead Shield is now offline.
DXSM_SSCV_DRAK_OEM_UI_Shields_Top_25_Percent,P=Attention: Overhead Shield is at 25%
DXSM_SSCV_DRAK_OEM_UI_Shields_Top_50_Percent,P=Your Overhead Shield is at 50%
DXSM_SSCV_DRAK_OEM_UI_Shields_Top_75_Percent,P=Your Overhead Shield is at 75%
DXSM_SSCV_DRAK_OEM_UI_Systems_Autopilot_Disengaged,P=Autopilot is now off.
DXSM_SSCV_DRAK_OEM_UI_Systems_Autopilot_Engaged,P=Autopilot is now on.
DXSM_SSCV_DRAK_OEM_UI_Systems_Bitchingbetty,P=You are... destroyed.
DXSM_SSCV_DRAK_OEM_UI_Systems_Bootup,P=Hello and welcome aboard your Drake Interplanetary craft.
DXSM_SSCV_DRAK_OEM_UI_Systems_Comms_Jammed,P=Comm is offline.
DXSM_SSCV_DRAK_OEM_UI_Systems_Communications=
DXSM_SSCV_DRAK_OEM_UI_Systems_Coolant=
DXSM_SSCV_DRAK_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_DRAK_OEM_UI_Systems_Engines=
DXSM_SSCV_DRAK_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_DRAK_OEM_UI_Systems_Engines_Online=
DXSM_SSCV_DRAK_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_DRAK_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_DRAK_OEM_UI_Systems_Is_Offline,P=System is offline
DXSM_SSCV_DRAK_OEM_UI_Systems_Lifesupport=
DXSM_SSCV_DRAK_OEM_UI_Systems_Objective_Received,P=OBJECTIVE IS MARKED.
DXSM_SSCV_DRAK_OEM_UI_Systems_Radar=
DXSM_SSCV_DRAK_OEM_UI_Systems_Sensors=
DXSM_SSCV_DRAK_OEM_UI_Systems_Shieldgen=
DXSM_SSCV_DRAK_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_DRAK_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_DRAK_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_DRAK_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_DRAK_OEM_UI_Systems_Systems_Online,P=Your systems are online.
DXSM_SSCV_DRAK_OEM_UI_Systems_Systems_Overheating,P=Attention, system is overheating.
DXSM_SSCV_DRAK_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_DRAK_OEM_UI_Systems_Weapons,P=Weapons System
DXSM_SSCV_DRAK_OEM_UI_Weapons_Ammunition_Depleted,P=You are out of ammo
DXSM_SSCV_DRAK_OEM_UI_Weapons_Ammunition_Low,P=Your ammo is low
DXSM_SSCV_DRAK_OEM_UI_Weapons_Chaff_Depleted,P=You are out of Noise
DXSM_SSCV_DRAK_OEM_UI_Weapons_Chaff_Launched=
DXSM_SSCV_DRAK_OEM_UI_Weapons_Chaff_Low,P=Your Noise is running low
DXSM_SSCV_DRAK_OEM_UI_Weapons_Charging,P=Energy Weapons are charging
DXSM_SSCV_DRAK_OEM_UI_Weapons_Fired_At_Friendly,P=Non-hostile target damaged
DXSM_SSCV_DRAK_OEM_UI_Weapons_Flare_Depleted,P=You are out of flares.
DXSM_SSCV_DRAK_OEM_UI_Weapons_Flare_Launched=
DXSM_SSCV_DRAK_OEM_UI_Weapons_Flare_Low,P=Your flares are running low
DXSM_SSCV_DRAK_OEM_UI_Weapons_Missile_Lock_Succeeds,P=MISSILE LOCKED
DXSM_SSCV_DRAK_OEM_UI_Weapons_Missiles_Depleted,P=You are out of missiles
DXSM_SSCV_DRAK_OEM_UI_Weapons_Missiles_Low,P=Your missiles are running low
DXSM_SSCV_DRAK_OEM_UI_Weapons_Offline=
DXSM_SSCV_DRAK_OEM_UI_Weapons_Online=
DXSM_SSCV_DRAK_OEM_UI_Weapons_Overheating=
DXSM_SSCV_DRAK_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_DRAK_OEM_UI_Weapons_Target_Destroyed,P=Congratulations. Target is destroyed.
DXSM_SSCV_ESPR_OEM_UI_Abort_Landing,P=Landing stopped
DXSM_SSCV_ESPR_OEM_UI_Aftshields_0_Percent,P=Rear shields down
DXSM_SSCV_ESPR_OEM_UI_Aftshields_25_Percent,P=Rear shields: 25%
DXSM_SSCV_ESPR_OEM_UI_Aftshields_50_Percent,P=Rear shields: 50%
DXSM_SSCV_ESPR_OEM_UI_Aftshields_75_Percent,P=Rear shields: 75%
DXSM_SSCV_ESPR_OEM_UI_All_Systems_Online,P=System operational
DXSM_SSCV_ESPR_OEM_UI_Ammunition_Depleted,P=Weapon Empty
DXSM_SSCV_ESPR_OEM_UI_Ammunition_Low,P=Weapon Low
DXSM_SSCV_ESPR_OEM_UI_Approaching_Hanger,P=Maintain course.
DXSM_SSCV_ESPR_OEM_UI_Autopilot_Disengaged,P=Autopilot OFF
DXSM_SSCV_ESPR_OEM_UI_Autopilot_Engaged,P=Autopilot ON
DXSM_SSCV_ESPR_OEM_UI_Back_Shield_Taking_Damage,P=Attack on rear shield
DXSM_SSCV_ESPR_OEM_UI_Being_Scanned,P=Alert: Scan
DXSM_SSCV_ESPR_OEM_UI_Bitching_Betty_Dead,P=
DXSM_SSCV_ESPR_OEM_UI_Boot_Up,P=System's Activating
DXSM_SSCV_ESPR_OEM_UI_Bottom_Shield_Taking_Damage,P=Attack on bottom shield
DXSM_SSCV_ESPR_OEM_UI_Chaff_Depleted,P=Noise Empty
DXSM_SSCV_ESPR_OEM_UI_Chaff_Launched,P=Noise Fired
DXSM_SSCV_ESPR_OEM_UI_Chaff_Low,P=Noise Low
DXSM_SSCV_ESPR_OEM_UI_Chaff_Selected,P=Noise ON
DXSM_SSCV_ESPR_OEM_UI_Collision_Alert,P=Alert: Crash
DXSM_SSCV_ESPR_OEM_UI_Comms_Jammed,P=Alert: Comms Jammed
DXSM_SSCV_ESPR_OEM_UI_Communications=
DXSM_SSCV_ESPR_OEM_UI_Comstab,P=COMSTAB
DXSM_SSCV_ESPR_OEM_UI_Comstab_Disengaged,P=Comstab OFF
DXSM_SSCV_ESPR_OEM_UI_Comstab_Engaged,P=Comstab ON
DXSM_SSCV_ESPR_OEM_UI_Confirmed_Enemy_Target,P=ENEMY
DXSM_SSCV_ESPR_OEM_UI_Coolant,P=冷卻系統
DXSM_SSCV_ESPR_OEM_UI_Critical_Hit_A,P=Major damage to (system)
DXSM_SSCV_ESPR_OEM_UI_Critical_Hit_B,P=(system) suffered major damage
DXSM_SSCV_ESPR_OEM_UI_De_Coupled_Mode,P=DE-COUPLED MODE
DXSM_SSCV_ESPR_OEM_UI_De_Coupled_Mode_Disengaged,P=De-coupled Mode OFF
DXSM_SSCV_ESPR_OEM_UI_De_Coupled_Mode_Engaged,P=De-coupled Mode ON
DXSM_SSCV_ESPR_OEM_UI_Deckshields_0_Percent,P=Deck shields down
DXSM_SSCV_ESPR_OEM_UI_Deckshields_25_Percent,P=Deck shields: 25%
DXSM_SSCV_ESPR_OEM_UI_Deckshields_50_Percent,P=Deck shields: 50%
DXSM_SSCV_ESPR_OEM_UI_Deckshields_75_Percent,P=Deck shields: 75%
DXSM_SSCV_ESPR_OEM_UI_Destruction_Imminent,P=Destruction near
DXSM_SSCV_ESPR_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_ESPR_OEM_UI_Docking_Request_Approved=Docking approved.
DXSM_SSCV_ESPR_OEM_UI_Docking_Request_Denied=Docking denied.
DXSM_SSCV_ESPR_OEM_UI_Ejection=
DXSM_SSCV_ESPR_OEM_UI_Engines=
DXSM_SSCV_ESPR_OEM_UI_Engines_Low,P=Engines low
DXSM_SSCV_ESPR_OEM_UI_Fired_At_Friendly,P=Target FRIENDLY
DXSM_SSCV_ESPR_OEM_UI_Flare_Launched,P=Decoy Fired
DXSM_SSCV_ESPR_OEM_UI_Flare_Selected,P=Decoy on
DXSM_SSCV_ESPR_OEM_UI_Flares_Depleted,P=Decoy Empty
DXSM_SSCV_ESPR_OEM_UI_Flares_Low,P=Flares low
DXSM_SSCV_ESPR_OEM_UI_Flight_Control=
DXSM_SSCV_ESPR_OEM_UI_Flight_TakeOff_Initiated,P=Take-off Initiated
DXSM_SSCV_ESPR_OEM_UI_Flight_TakeOff_Request_Approved,P=Take-off Approved
DXSM_SSCV_ESPR_OEM_UI_Flight_TakeOff_Request_Denied,P=Take-off denied
DXSM_SSCV_ESPR_OEM_UI_Forwardshields_0_Percent,P=Front shields down
DXSM_SSCV_ESPR_OEM_UI_Forwardshields_25_Percent,P=Front shields: 25%
DXSM_SSCV_ESPR_OEM_UI_Forwardshields_50_Percent,P=Front shields: 50%
DXSM_SSCV_ESPR_OEM_UI_Forwardshields_75_Percent,P=Front shields: 75%
DXSM_SSCV_ESPR_OEM_UI_Front_Shield_Taking_Damage,P=Attack on front shield
DXSM_SSCV_ESPR_OEM_UI_G_Safe_Disengaged,P=G-safe OFF
DXSM_SSCV_ESPR_OEM_UI_G_Safe_Engaged,P=G-safe ON
DXSM_SSCV_ESPR_OEM_UI_Generic_Abort,P=Abort
DXSM_SSCV_ESPR_OEM_UI_Generic_Offline_A,P=(system) failure
DXSM_SSCV_ESPR_OEM_UI_Generic_Offline_B,P=Failure of (system)
DXSM_SSCV_ESPR_OEM_UI_Generic_Select_A,P=select (system).
DXSM_SSCV_ESPR_OEM_UI_Generic_Select_B,P=(system) selected.
DXSM_SSCV_ESPR_OEM_UI_Get_Ship_Oriented,P=Align Ship
DXSM_SSCV_ESPR_OEM_UI_HUD_Combat_Mode_Active,P=HUD Combat ON
DXSM_SSCV_ESPR_OEM_UI_HUD_Landing_Mode_Active,P=HUD Landing ON
DXSM_SSCV_ESPR_OEM_UI_Head_To_Landing_Pad,P=Go to Landing Pad.
DXSM_SSCV_ESPR_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_ESPR_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_ESPR_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_ESPR_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_ESPR_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_ESPR_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_ESPR_OEM_UI_Incoming_Ramming_Attack,P=Alert: Enemy ship impact
DXSM_SSCV_ESPR_OEM_UI_Landing_Alignment_Off,P=Alignment wrong
DXSM_SSCV_ESPR_OEM_UI_Landing_Assisted,P=Assist Activated
DXSM_SSCV_ESPR_OEM_UI_Landing_Automated,P=Automated
DXSM_SSCV_ESPR_OEM_UI_Landing_Complete,P=Landing Complete
DXSM_SSCV_ESPR_OEM_UI_Landing_Gear_Deployed,P=Landing gear down
DXSM_SSCV_ESPR_OEM_UI_Landing_Gear_Is_Up,P=Landing Gear is up.
DXSM_SSCV_ESPR_OEM_UI_Landing_Gear_Retracted,P=Landing gear up
DXSM_SSCV_ESPR_OEM_UI_Landing_Manual,P=Manual
DXSM_SSCV_ESPR_OEM_UI_Landing_Request_Approved,P=Landing Approved
DXSM_SSCV_ESPR_OEM_UI_Landing_Request_Denied,P=Landing denied
DXSM_SSCV_ESPR_OEM_UI_Launch_Complete,P=Launch Complete
DXSM_SSCV_ESPR_OEM_UI_Launch_Initiated,P=Launch started
DXSM_SSCV_ESPR_OEM_UI_Launch_Request_Approved,P=Launch Approved
DXSM_SSCV_ESPR_OEM_UI_Launch_Request_Denied,P=Launch Denied
DXSM_SSCV_ESPR_OEM_UI_Left_Shield_Taking_Damage,P=Attack on left shield
DXSM_SSCV_ESPR_OEM_UI_Life_Support=
DXSM_SSCV_ESPR_OEM_UI_Locked_On_To_Landing_Pad,P=Landing Pad Locked
DXSM_SSCV_ESPR_OEM_UI_Missile_Lock_Succeeds,P=Missile LOCKED
DXSM_SSCV_ESPR_OEM_UI_Missiles_Depleted,P=Missiles Empty
DXSM_SSCV_ESPR_OEM_UI_Missiles_Low,P=Missiles low
DXSM_SSCV_ESPR_OEM_UI_Nearby_Sensor_Acquisition,P=Contact.
DXSM_SSCV_ESPR_OEM_UI_Objective_Received,P=Data received
DXSM_SSCV_ESPR_OEM_UI_Overhead_Shields_0_Percent,P=Overhead shield down
DXSM_SSCV_ESPR_OEM_UI_Overhead_Shields_25_Percent,P=Overhead shield: 25%
DXSM_SSCV_ESPR_OEM_UI_Overhead_Shields_50_Percent,P=Overhead shield: 50%
DXSM_SSCV_ESPR_OEM_UI_Overhead_Shields_75_Percent,P=Overhead shield: 75%
DXSM_SSCV_ESPR_OEM_UI_Override_Auto_Pilot,P=Manual Control Activated
DXSM_SSCV_ESPR_OEM_UI_Override_Landing_Assist,P=Manual Landing
DXSM_SSCV_ESPR_OEM_UI_Portshields_0_Percent,P=Port shield down
DXSM_SSCV_ESPR_OEM_UI_Portshields_25_Percent,P=Port shield 25%
DXSM_SSCV_ESPR_OEM_UI_Portshields_50_Percent,P=Port shield: 50%
DXSM_SSCV_ESPR_OEM_UI_Portshields_75_Percent,P=Port shield: 75%
DXSM_SSCV_ESPR_OEM_UI_Proximity_Aft,P=Alert: Rear Crash Close
DXSM_SSCV_ESPR_OEM_UI_Proximity_Deck,P=Alert: Deck Crash Close
DXSM_SSCV_ESPR_OEM_UI_Proximity_Front,P=Alert: Front Crash Close
DXSM_SSCV_ESPR_OEM_UI_Proximity_Overhead,P=Alert: Overhead Crash Close
DXSM_SSCV_ESPR_OEM_UI_Proximity_Port,P=Alert: Port Crash Close
DXSM_SSCV_ESPR_OEM_UI_Proximity_Starboard,P=Alert: Starboard Crash Close
DXSM_SSCV_ESPR_OEM_UI_QTravel_Disabled=
DXSM_SSCV_ESPR_OEM_UI_QTravel_Disengaged=
DXSM_SSCV_ESPR_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_ESPR_OEM_UI_QTravel_Engaged=
DXSM_SSCV_ESPR_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_ESPR_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_ESPR_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_ESPR_OEM_UI_Radar=
DXSM_SSCV_ESPR_OEM_UI_Right_Shield_Taking_Damage,P=Attack on right shield
DXSM_SSCV_ESPR_OEM_UI_Scanning=
DXSM_SSCV_ESPR_OEM_UI_Self_Destruct_Aborted,P=Self-destruct Cancel
DXSM_SSCV_ESPR_OEM_UI_Self_Destruct_Initiated,P=Self-destruct ON
DXSM_SSCV_ESPR_OEM_UI_Sensors=
DXSM_SSCV_ESPR_OEM_UI_Shield_Generator=
DXSM_SSCV_ESPR_OEM_UI_Shields_Charging,P=Shields charging
DXSM_SSCV_ESPR_OEM_UI_Shields_Full,P=Shields fully charged
DXSM_SSCV_ESPR_OEM_UI_Starboard_Shields_0_Percent,P=Starboard shields down
DXSM_SSCV_ESPR_OEM_UI_Starboard_Shields_25_Percent,P=Starboard shields: 25%
DXSM_SSCV_ESPR_OEM_UI_Starboard_Shields_50_Percent,P=Starboard shields: 50%
DXSM_SSCV_ESPR_OEM_UI_Starboard_Shields_75_Percent,P=Starboard shields: 75%
DXSM_SSCV_ESPR_OEM_UI_Status_Radiation_Critical,P=Alert: High Radiation
DXSM_SSCV_ESPR_OEM_UI_Status_Radiation_Nominal,P=Low Radiation
DXSM_SSCV_ESPR_OEM_UI_System_Activated,P=(system) ON
DXSM_SSCV_ESPR_OEM_UI_System_Destroyed_During_Use,P=(system) destroyed
DXSM_SSCV_ESPR_OEM_UI_System_Overheating,P=(system) too hot.
DXSM_SSCV_ESPR_OEM_UI_Systems_Ejection_Offline,P=Eject system OFF
DXSM_SSCV_ESPR_OEM_UI_Systems_Ejection_Online,P=Eject system ON
DXSM_SSCV_ESPR_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_ESPR_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_ESPR_OEM_UI_Systems_Engines_Online,P=Engines ON
DXSM_SSCV_ESPR_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_ESPR_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_ESPR_OEM_UI_Systems_Gravity_Offline,P=Gravity OFF
DXSM_SSCV_ESPR_OEM_UI_Systems_Gravity_Online,P=Gravity ON
DXSM_SSCV_ESPR_OEM_UI_Systems_Landing_Assist_Engaged,P=Assisted Landing ON
DXSM_SSCV_ESPR_OEM_UI_Systems_Maneuvering_Online,P=Maneuvering ON
DXSM_SSCV_ESPR_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Alert: Powercore Radiation Critical
DXSM_SSCV_ESPR_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_ESPR_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_ESPR_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_ESPR_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_ESPR_OEM_UI_Systems_Systems_Online,P=Systems ON
DXSM_SSCV_ESPR_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_ESPR_OEM_UI_Target_Destroyed,P=Target DESTROYED
DXSM_SSCV_ESPR_OEM_UI_Top_Shield_Taking_Damage,P=Attack on top shield
DXSM_SSCV_ESPR_OEM_UI_Touch_Down,P=Landed
DXSM_SSCV_ESPR_OEM_UI_Wait_For_Dock_Arm=Hold for dock arm.
DXSM_SSCV_ESPR_OEM_UI_Waiting,P=Hold
DXSM_SSCV_ESPR_OEM_UI_Weapons_Charging,P=Weapons charging
DXSM_SSCV_ESPR_OEM_UI_Weapons_Missiles_Offline,P=Missiles OFF
DXSM_SSCV_ESPR_OEM_UI_Weapons_Missiles_Online,P=Missiles ON
DXSM_SSCV_ESPR_OEM_UI_Weapons_Offline,P=Weapons OFF
DXSM_SSCV_ESPR_OEM_UI_Weapons_Offline_Missiles_Offline,P=Weapons and Missiles OFF
DXSM_SSCV_ESPR_OEM_UI_Weapons_Online,P=Weapons ON
DXSM_SSCV_ESPR_OEM_UI_Weapons_Overheating=
DXSM_SSCV_ESPR_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_ESPR_OEM_UI_Weapons_System,P=Weapons
DXSM_SSCV_ESPR_OEM_UI_Weapons_Targeting_Online,P=Targeting ON
DXSM_SSCV_GRIN_OEM_UI_Abort_Landing,P=Landing stopped
DXSM_SSCV_GRIN_OEM_UI_Aftshields_0_Percent,P=Rear shields down
DXSM_SSCV_GRIN_OEM_UI_Aftshields_25_Percent,P=Rear shields: 25%
DXSM_SSCV_GRIN_OEM_UI_Aftshields_50_Percent,P=Rear shields: 50%
DXSM_SSCV_GRIN_OEM_UI_Aftshields_75_Percent,P=Rear shields: 75%
DXSM_SSCV_GRIN_OEM_UI_All_Systems_Online,P=System operational
DXSM_SSCV_GRIN_OEM_UI_Ammunition_Depleted,P=Weapon Empty
DXSM_SSCV_GRIN_OEM_UI_Ammunition_Low,P=Weapon Low
DXSM_SSCV_GRIN_OEM_UI_Approaching_Hanger,P=Maintain course.
DXSM_SSCV_GRIN_OEM_UI_Autopilot_Disengaged,P=Autopilot OFF
DXSM_SSCV_GRIN_OEM_UI_Autopilot_Engaged,P=Autopilot ON
DXSM_SSCV_GRIN_OEM_UI_Back_Shield_Taking_Damage,P=Attack on rear shield
DXSM_SSCV_GRIN_OEM_UI_Being_Scanned,P=Alert: Scan
DXSM_SSCV_GRIN_OEM_UI_Bitching_Betty_Dead,P=
DXSM_SSCV_GRIN_OEM_UI_Boot_Up,P=System's Activating
DXSM_SSCV_GRIN_OEM_UI_Bottom_Shield_Taking_Damage,P=Attack on bottom shield
DXSM_SSCV_GRIN_OEM_UI_Chaff_Depleted,P=Noise Empty
DXSM_SSCV_GRIN_OEM_UI_Chaff_Launched,P=Noise Fired
DXSM_SSCV_GRIN_OEM_UI_Chaff_Low,P=Noise Low
DXSM_SSCV_GRIN_OEM_UI_Chaff_Selected,P=Noise ON
DXSM_SSCV_GRIN_OEM_UI_Collision_Alert,P=Alert: Crash
DXSM_SSCV_GRIN_OEM_UI_Comms_Jammed,P=Alert: Comms Jammed
DXSM_SSCV_GRIN_OEM_UI_Communications=
DXSM_SSCV_GRIN_OEM_UI_Comstab,P=COMSTAB
DXSM_SSCV_GRIN_OEM_UI_Comstab_Disengaged,P=Comstab OFF
DXSM_SSCV_GRIN_OEM_UI_Comstab_Engaged,P=Comstab ON
DXSM_SSCV_GRIN_OEM_UI_Confirmed_Enemy_Target,P=ENEMY
DXSM_SSCV_GRIN_OEM_UI_Coolant,P=冷卻系統
DXSM_SSCV_GRIN_OEM_UI_Critical_Hit_A,P=Major damage to (system)
DXSM_SSCV_GRIN_OEM_UI_Critical_Hit_B,P=(system) suffered major damage
DXSM_SSCV_GRIN_OEM_UI_De_Coupled_Mode,P=DE-COUPLED MODE
DXSM_SSCV_GRIN_OEM_UI_De_Coupled_Mode_Disengaged,P=De-coupled Mode OFF
DXSM_SSCV_GRIN_OEM_UI_De_Coupled_Mode_Engaged,P=De-coupled Mode ON
DXSM_SSCV_GRIN_OEM_UI_Deckshields_0_Percent,P=Deck shields down
DXSM_SSCV_GRIN_OEM_UI_Deckshields_25_Percent,P=Deck shields: 25%
DXSM_SSCV_GRIN_OEM_UI_Deckshields_50_Percent,P=Deck shields: 50%
DXSM_SSCV_GRIN_OEM_UI_Deckshields_75_Percent,P=Deck shields: 75%
DXSM_SSCV_GRIN_OEM_UI_Destruction_Imminent,P=Destruction near
DXSM_SSCV_GRIN_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_GRIN_OEM_UI_Docking_Request_Approved=Docking approved.
DXSM_SSCV_GRIN_OEM_UI_Docking_Request_Denied=Docking denied.
DXSM_SSCV_GRIN_OEM_UI_Ejection=
DXSM_SSCV_GRIN_OEM_UI_Engines=
DXSM_SSCV_GRIN_OEM_UI_Engines_Low,P=Engines low
DXSM_SSCV_GRIN_OEM_UI_Fired_At_Friendly,P=Target FRIENDLY
DXSM_SSCV_GRIN_OEM_UI_Flare_Launched,P=Decoy Fired
DXSM_SSCV_GRIN_OEM_UI_Flare_Selected,P=Decoy on
DXSM_SSCV_GRIN_OEM_UI_Flares_Depleted,P=Decoy Empty
DXSM_SSCV_GRIN_OEM_UI_Flares_Low,P=Flares low
DXSM_SSCV_GRIN_OEM_UI_Flight_Control=
DXSM_SSCV_GRIN_OEM_UI_Flight_TakeOff_Initiated,P=Take-off Initiated
DXSM_SSCV_GRIN_OEM_UI_Flight_TakeOff_Request_Approved,P=Take-off Approved
DXSM_SSCV_GRIN_OEM_UI_Flight_TakeOff_Request_Denied,P=Take-off denied
DXSM_SSCV_GRIN_OEM_UI_Forwardshields_0_Percent,P=Front shields down
DXSM_SSCV_GRIN_OEM_UI_Forwardshields_25_Percent,P=Front shields: 25%
DXSM_SSCV_GRIN_OEM_UI_Forwardshields_50_Percent,P=Front shields: 50%
DXSM_SSCV_GRIN_OEM_UI_Forwardshields_75_Percent,P=Front shields: 75%
DXSM_SSCV_GRIN_OEM_UI_Front_Shield_Taking_Damage,P=Attack on front shield
DXSM_SSCV_GRIN_OEM_UI_G_Safe_Disengaged,P=G-safe OFF
DXSM_SSCV_GRIN_OEM_UI_G_Safe_Engaged,P=G-safe ON
DXSM_SSCV_GRIN_OEM_UI_Generic_Abort,P=Abort
DXSM_SSCV_GRIN_OEM_UI_Generic_Offline_A,P=(system) failure
DXSM_SSCV_GRIN_OEM_UI_Generic_Offline_B,P=Failure of (system)
DXSM_SSCV_GRIN_OEM_UI_Generic_Select_A,P=select (system).
DXSM_SSCV_GRIN_OEM_UI_Generic_Select_B,P=(system) selected.
DXSM_SSCV_GRIN_OEM_UI_Get_Ship_Oriented,P=Align Ship
DXSM_SSCV_GRIN_OEM_UI_HUD_Combat_Mode_Active,P=HUD Combat ON
DXSM_SSCV_GRIN_OEM_UI_HUD_Landing_Mode_Active,P=HUD Landing ON
DXSM_SSCV_GRIN_OEM_UI_Head_To_Landing_Pad,P=Go to Landing Pad.
DXSM_SSCV_GRIN_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_GRIN_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_GRIN_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_GRIN_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_GRIN_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_GRIN_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_GRIN_OEM_UI_Incoming_Ramming_Attack,P=Alert: Enemy ship impact
DXSM_SSCV_GRIN_OEM_UI_Landing_Alignment_Off,P=Alignment wrong
DXSM_SSCV_GRIN_OEM_UI_Landing_Assisted,P=Assist Activated
DXSM_SSCV_GRIN_OEM_UI_Landing_Automated,P=Automated
DXSM_SSCV_GRIN_OEM_UI_Landing_Complete,P=Landing Complete
DXSM_SSCV_GRIN_OEM_UI_Landing_Gear_Deployed,P=Landing gear down
DXSM_SSCV_GRIN_OEM_UI_Landing_Gear_Is_Up,P=Landing Gear is up.
DXSM_SSCV_GRIN_OEM_UI_Landing_Gear_Retracted,P=Landing gear up
DXSM_SSCV_GRIN_OEM_UI_Landing_Manual,P=Manual
DXSM_SSCV_GRIN_OEM_UI_Landing_Request_Approved,P=Landing Approved
DXSM_SSCV_GRIN_OEM_UI_Landing_Request_Denied,P=Landing denied
DXSM_SSCV_GRIN_OEM_UI_Launch_Complete,P=Launch Complete
DXSM_SSCV_GRIN_OEM_UI_Launch_Initiated,P=Launch started
DXSM_SSCV_GRIN_OEM_UI_Launch_Request_Approved,P=Launch Approved
DXSM_SSCV_GRIN_OEM_UI_Launch_Request_Denied,P=Launch Denied
DXSM_SSCV_GRIN_OEM_UI_Left_Shield_Taking_Damage,P=Attack on left shield
DXSM_SSCV_GRIN_OEM_UI_Life_Support=
DXSM_SSCV_GRIN_OEM_UI_Locked_On_To_Landing_Pad,P=Landing Pad Locked
DXSM_SSCV_GRIN_OEM_UI_Missile_Lock_Succeeds,P=Missile LOCKED
DXSM_SSCV_GRIN_OEM_UI_Missiles_Depleted,P=Missiles Empty
DXSM_SSCV_GRIN_OEM_UI_Missiles_Low,P=Missiles low
DXSM_SSCV_GRIN_OEM_UI_Nearby_Sensor_Acquisition,P=Contact.
DXSM_SSCV_GRIN_OEM_UI_Objective_Received,P=Data received
DXSM_SSCV_GRIN_OEM_UI_Overhead_Shields_0_Percent,P=Overhead shield down
DXSM_SSCV_GRIN_OEM_UI_Overhead_Shields_25_Percent,P=Overhead shield: 25%
DXSM_SSCV_GRIN_OEM_UI_Overhead_Shields_50_Percent,P=Overhead shield: 50%
DXSM_SSCV_GRIN_OEM_UI_Overhead_Shields_75_Percent,P=Overhead shield: 75%
DXSM_SSCV_GRIN_OEM_UI_Override_Auto_Pilot,P=Manual Control Activated
DXSM_SSCV_GRIN_OEM_UI_Override_Landing_Assist,P=Manual Landing
DXSM_SSCV_GRIN_OEM_UI_Portshields_0_Percent,P=Port shield down
DXSM_SSCV_GRIN_OEM_UI_Portshields_25_Percent,P=Port shield 25%
DXSM_SSCV_GRIN_OEM_UI_Portshields_50_Percent,P=Port shield: 50%
DXSM_SSCV_GRIN_OEM_UI_Portshields_75_Percent,P=Port shield: 75%
DXSM_SSCV_GRIN_OEM_UI_Proximity_Aft,P=Alert: Rear Crash Close
DXSM_SSCV_GRIN_OEM_UI_Proximity_Deck,P=Alert: Deck Crash Close
DXSM_SSCV_GRIN_OEM_UI_Proximity_Front,P=Alert: Front Crash Close
DXSM_SSCV_GRIN_OEM_UI_Proximity_Overhead,P=Alert: Overhead Crash Close
DXSM_SSCV_GRIN_OEM_UI_Proximity_Port,P=Alert: Port Crash Close
DXSM_SSCV_GRIN_OEM_UI_Proximity_Starboard,P=Alert: Starboard Crash Close
DXSM_SSCV_GRIN_OEM_UI_QTravel_Disabled=
DXSM_SSCV_GRIN_OEM_UI_QTravel_Disengaged=
DXSM_SSCV_GRIN_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_GRIN_OEM_UI_QTravel_Engaged=
DXSM_SSCV_GRIN_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_GRIN_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_GRIN_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_GRIN_OEM_UI_Radar=
DXSM_SSCV_GRIN_OEM_UI_Right_Shield_Taking_Damage,P=Attack on right shield
DXSM_SSCV_GRIN_OEM_UI_Scanning=
DXSM_SSCV_GRIN_OEM_UI_Self_Destruct_Aborted,P=Self-destruct Cancel
DXSM_SSCV_GRIN_OEM_UI_Self_Destruct_Initiated,P=Self-destruct ON
DXSM_SSCV_GRIN_OEM_UI_Sensors=
DXSM_SSCV_GRIN_OEM_UI_Shield_Generator=
DXSM_SSCV_GRIN_OEM_UI_Shields_Charging,P=Shields charging
DXSM_SSCV_GRIN_OEM_UI_Shields_Full,P=Shields fully charged
DXSM_SSCV_GRIN_OEM_UI_Starboard_Shields_0_Percent,P=Starboard shields down
DXSM_SSCV_GRIN_OEM_UI_Starboard_Shields_25_Percent,P=Starboard shields: 25%
DXSM_SSCV_GRIN_OEM_UI_Starboard_Shields_50_Percent,P=Starboard shields: 50%
DXSM_SSCV_GRIN_OEM_UI_Starboard_Shields_75_Percent,P=Starboard shields: 75%
DXSM_SSCV_GRIN_OEM_UI_Status_Radiation_Critical,P=Alert: High Radiation
DXSM_SSCV_GRIN_OEM_UI_Status_Radiation_Nominal,P=Low Radiation
DXSM_SSCV_GRIN_OEM_UI_System_Activated,P=(system) ON
DXSM_SSCV_GRIN_OEM_UI_System_Destroyed_During_Use,P=(system) destroyed
DXSM_SSCV_GRIN_OEM_UI_System_Overheating,P=(system) too hot.
DXSM_SSCV_GRIN_OEM_UI_Systems_Ejection_Offline,P=Eject system OFF
DXSM_SSCV_GRIN_OEM_UI_Systems_Ejection_Online,P=Eject system ON
DXSM_SSCV_GRIN_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_GRIN_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_GRIN_OEM_UI_Systems_Engines_Online,P=Engines ON
DXSM_SSCV_GRIN_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_GRIN_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_GRIN_OEM_UI_Systems_Gravity_Offline,P=Gravity OFF
DXSM_SSCV_GRIN_OEM_UI_Systems_Gravity_Online,P=Gravity ON
DXSM_SSCV_GRIN_OEM_UI_Systems_Landing_Assist_Engaged,P=Assisted Landing ON
DXSM_SSCV_GRIN_OEM_UI_Systems_Maneuvering_Online,P=Maneuvering ON
DXSM_SSCV_GRIN_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Alert: Powercore Radiation Critical
DXSM_SSCV_GRIN_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_GRIN_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_GRIN_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_GRIN_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_GRIN_OEM_UI_Systems_Systems_Online,P=Systems ON
DXSM_SSCV_GRIN_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_GRIN_OEM_UI_Target_Destroyed,P=Target DESTROYED
DXSM_SSCV_GRIN_OEM_UI_Top_Shield_Taking_Damage,P=Attack on top shield
DXSM_SSCV_GRIN_OEM_UI_Touch_Down,P=Landed
DXSM_SSCV_GRIN_OEM_UI_Wait_For_Dock_Arm=Hold for dock arm.
DXSM_SSCV_GRIN_OEM_UI_Waiting,P=Hold
DXSM_SSCV_GRIN_OEM_UI_Weapons_Charging,P=Weapons charging
DXSM_SSCV_GRIN_OEM_UI_Weapons_Missiles_Offline,P=Missiles OFF
DXSM_SSCV_GRIN_OEM_UI_Weapons_Missiles_Online,P=Missiles ON
DXSM_SSCV_GRIN_OEM_UI_Weapons_Offline,P=Weapons OFF
DXSM_SSCV_GRIN_OEM_UI_Weapons_Offline_Missiles_Offline,P=Weapons and Missiles OFF
DXSM_SSCV_GRIN_OEM_UI_Weapons_Online,P=Weapons ON
DXSM_SSCV_GRIN_OEM_UI_Weapons_Overheating=
DXSM_SSCV_GRIN_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_GRIN_OEM_UI_Weapons_System,P=Weapons
DXSM_SSCV_GRIN_OEM_UI_Weapons_Targeting_Online,P=Targeting ON
DXSM_SSCV_KRIG_OEM_UI_Abort_Landing,P=Landing terminated
DXSM_SSCV_KRIG_OEM_UI_Aftshields_0_Percent,P=Aft shield depleted
DXSM_SSCV_KRIG_OEM_UI_Aftshields_25_Percent,P=Aft shield at 25%
DXSM_SSCV_KRIG_OEM_UI_Aftshields_50_Percent,P=Aft shield at 50%
DXSM_SSCV_KRIG_OEM_UI_Aftshields_75_Percent,P=Aft shield at 75%
DXSM_SSCV_KRIG_OEM_UI_All_Systems_Online,P=All Systems Responsive
DXSM_SSCV_KRIG_OEM_UI_Ammunition_Depleted,P=Ammunition Empty
DXSM_SSCV_KRIG_OEM_UI_Ammunition_Low,P=Ammunition Low
DXSM_SSCV_KRIG_OEM_UI_Approaching_Hanger,P=Continue on path
DXSM_SSCV_KRIG_OEM_UI_Autopilot_Disengaged,P=Autopilot Disengaged
DXSM_SSCV_KRIG_OEM_UI_Autopilot_Engaged,P=Autopilot Activated
DXSM_SSCV_KRIG_OEM_UI_Back_Shield_Taking_Damage,P=Aft shield under attack
DXSM_SSCV_KRIG_OEM_UI_Being_Scanned,P=Ship is being scanned
DXSM_SSCV_KRIG_OEM_UI_Bitching_Betty_Dead,P=Please... check... system...
DXSM_SSCV_KRIG_OEM_UI_Boot_Up,P=Your adventure courtesy of Kruger Intergalactic
DXSM_SSCV_KRIG_OEM_UI_Bottom_Shield_Taking_Damage,P=Deck shield under attack
DXSM_SSCV_KRIG_OEM_UI_Chaff_Depleted,P=Noise Empty
DXSM_SSCV_KRIG_OEM_UI_Chaff_Launched,P=Noise Fired
DXSM_SSCV_KRIG_OEM_UI_Chaff_Low,P=Noise Low
DXSM_SSCV_KRIG_OEM_UI_Chaff_Selected,P=Noise Selected
DXSM_SSCV_KRIG_OEM_UI_Collision_Alert,P=Warning: Collision
DXSM_SSCV_KRIG_OEM_UI_Comms_Jammed,P=Warning: Comms signal blocked
DXSM_SSCV_KRIG_OEM_UI_Communications=
DXSM_SSCV_KRIG_OEM_UI_Comstab,P=COMSTAB
DXSM_SSCV_KRIG_OEM_UI_Comstab_Disengaged,P=Comstab Disengaged
DXSM_SSCV_KRIG_OEM_UI_Comstab_Engaged,P=Comstab Activated
DXSM_SSCV_KRIG_OEM_UI_Confirmed_Enemy_Target,P=Hostile Target
DXSM_SSCV_KRIG_OEM_UI_Coolant,P=冷卻系統
DXSM_SSCV_KRIG_OEM_UI_Critical_Hit_A,P=Significant damage done to (system)
DXSM_SSCV_KRIG_OEM_UI_Critical_Hit_B,P=(system)suffereing significant damage
DXSM_SSCV_KRIG_OEM_UI_De_Coupled_Mode,P=DE-COUPLED MODE
DXSM_SSCV_KRIG_OEM_UI_De_Coupled_Mode_Disengaged,P=DeCoupled Mode Disengaged
DXSM_SSCV_KRIG_OEM_UI_De_Coupled_Mode_Engaged,P=Decoupled Mode Activated
DXSM_SSCV_KRIG_OEM_UI_Deckshields_0_Percent,P=Deck shield depleted
DXSM_SSCV_KRIG_OEM_UI_Deckshields_25_Percent,P=Deck shield 25%
DXSM_SSCV_KRIG_OEM_UI_Deckshields_50_Percent,P=Deck shield 50%
DXSM_SSCV_KRIG_OEM_UI_Deckshields_75_Percent,P=Deck shield at 75%
DXSM_SSCV_KRIG_OEM_UI_Destruction_Imminent,P=Destruction of ship impending
DXSM_SSCV_KRIG_OEM_UI_Docking_Complete=Docking concluded.
DXSM_SSCV_KRIG_OEM_UI_Docking_Request_Approved=Request to dock granted.
DXSM_SSCV_KRIG_OEM_UI_Docking_Request_Denied=Request to dock denied.
DXSM_SSCV_KRIG_OEM_UI_Ejection,P=Ejection activated
DXSM_SSCV_KRIG_OEM_UI_Engines=
DXSM_SSCV_KRIG_OEM_UI_Engines_Low,P=Engines low
DXSM_SSCV_KRIG_OEM_UI_Fired_At_Friendly,P=Friendly Target!
DXSM_SSCV_KRIG_OEM_UI_Flare_Launched,P=Decoy Fired
DXSM_SSCV_KRIG_OEM_UI_Flare_Selected,P=Decoy selected
DXSM_SSCV_KRIG_OEM_UI_Flares_Depleted,P=Flares empty
DXSM_SSCV_KRIG_OEM_UI_Flares_Low,P=Flares low
DXSM_SSCV_KRIG_OEM_UI_Flight_Control,P=Avoinics
DXSM_SSCV_KRIG_OEM_UI_Flight_TakeOff_Initiated,P=Begin take-off
DXSM_SSCV_KRIG_OEM_UI_Flight_TakeOff_Request_Approved,P=Request to take off granted
DXSM_SSCV_KRIG_OEM_UI_Flight_TakeOff_Request_Denied,P=Request to take-off denied
DXSM_SSCV_KRIG_OEM_UI_Forwardshields_0_Percent,P=Forward shield depleted
DXSM_SSCV_KRIG_OEM_UI_Forwardshields_25_Percent,P=Forward shield 25%
DXSM_SSCV_KRIG_OEM_UI_Forwardshields_50_Percent,P=Forward shield 50%
DXSM_SSCV_KRIG_OEM_UI_Forwardshields_75_Percent,P=Forward shield at 75%
DXSM_SSCV_KRIG_OEM_UI_Front_Shield_Taking_Damage,P=Forward shield under attack
DXSM_SSCV_KRIG_OEM_UI_G_Safe_Disengaged,P=G-Safe Disengaged
DXSM_SSCV_KRIG_OEM_UI_G_Safe_Engaged,P=G-Safe Activated
DXSM_SSCV_KRIG_OEM_UI_Generic_Abort,P=Abort
DXSM_SSCV_KRIG_OEM_UI_Generic_Offline_A,P=Warning: Unrepsonsive (system)
DXSM_SSCV_KRIG_OEM_UI_Generic_Offline_B,P=(system) is unresponsive
DXSM_SSCV_KRIG_OEM_UI_Generic_Select_A,P=select (system).
DXSM_SSCV_KRIG_OEM_UI_Generic_Select_B,P=(system) selected.
DXSM_SSCV_KRIG_OEM_UI_Get_Ship_Oriented,P=Please align ship
DXSM_SSCV_KRIG_OEM_UI_HUD_Combat_Mode_Active,P=HUD combat mode activated
DXSM_SSCV_KRIG_OEM_UI_HUD_Landing_Mode_Active,P=HUD landing mode activated
DXSM_SSCV_KRIG_OEM_UI_Head_To_Landing_Pad,P=Proceed to Landing Pad
DXSM_SSCV_KRIG_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_KRIG_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_KRIG_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_KRIG_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_KRIG_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_KRIG_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_KRIG_OEM_UI_Incoming_Ramming_Attack,P=Warning: Crash attack
DXSM_SSCV_KRIG_OEM_UI_Landing_Alignment_Off,P=Warning Adjust Landing Alignment
DXSM_SSCV_KRIG_OEM_UI_Landing_Assisted,P=Landing aid activated
DXSM_SSCV_KRIG_OEM_UI_Landing_Automated,P=Auto-land activated
DXSM_SSCV_KRIG_OEM_UI_Landing_Complete,P=Safe Arrival Achieved
DXSM_SSCV_KRIG_OEM_UI_Landing_Gear_Deployed,P=Landing gear deployed
DXSM_SSCV_KRIG_OEM_UI_Landing_Gear_Is_Up,P=Deploy landing gear
DXSM_SSCV_KRIG_OEM_UI_Landing_Gear_Retracted,P=Landing gear raised
DXSM_SSCV_KRIG_OEM_UI_Landing_Manual,P=Manual landing activated
DXSM_SSCV_KRIG_OEM_UI_Landing_Request_Approved,P=Request to land granted
DXSM_SSCV_KRIG_OEM_UI_Landing_Request_Denied,P=Request to land denied
DXSM_SSCV_KRIG_OEM_UI_Launch_Complete,P=Launch successful
DXSM_SSCV_KRIG_OEM_UI_Launch_Initiated,P=Begin launch sequence
DXSM_SSCV_KRIG_OEM_UI_Launch_Request_Approved,P=Request to launch granted
DXSM_SSCV_KRIG_OEM_UI_Launch_Request_Denied,P=Request to launch denied
DXSM_SSCV_KRIG_OEM_UI_Left_Shield_Taking_Damage,P=Left shield under attack
DXSM_SSCV_KRIG_OEM_UI_Life_Support,P=Life support
DXSM_SSCV_KRIG_OEM_UI_Locked_On_To_Landing_Pad,P=Proceed with landing procedure
DXSM_SSCV_KRIG_OEM_UI_Missile_Lock_Succeeds,P=Target lock
DXSM_SSCV_KRIG_OEM_UI_Missiles_Depleted,P=Missiles empty
DXSM_SSCV_KRIG_OEM_UI_Missiles_Low,P=Missiles low
DXSM_SSCV_KRIG_OEM_UI_Nearby_Sensor_Acquisition,P=Contact confirmed
DXSM_SSCV_KRIG_OEM_UI_Objective_Received,P=Objective Obtained
DXSM_SSCV_KRIG_OEM_UI_Overhead_Shields_0_Percent,P=Overhead shield depleted
DXSM_SSCV_KRIG_OEM_UI_Overhead_Shields_25_Percent,P=Overhead shield at 25%
DXSM_SSCV_KRIG_OEM_UI_Overhead_Shields_50_Percent,P=Overhead shield at 50%
DXSM_SSCV_KRIG_OEM_UI_Overhead_Shields_75_Percent,P=Overhead shield at 75%
DXSM_SSCV_KRIG_OEM_UI_Override_Auto_Pilot,P=Manual piloting activated
DXSM_SSCV_KRIG_OEM_UI_Override_Landing_Assist,P=Landing Assist Disengaged
DXSM_SSCV_KRIG_OEM_UI_Portshields_0_Percent,P=Port shield depleted
DXSM_SSCV_KRIG_OEM_UI_Portshields_25_Percent,P=Port shield at 25%
DXSM_SSCV_KRIG_OEM_UI_Portshields_50_Percent,P=Port shield at 50%
DXSM_SSCV_KRIG_OEM_UI_Portshields_75_Percent,P=Port shield at 75%
DXSM_SSCV_KRIG_OEM_UI_Proximity_Aft,P=Warning: rear collision near
DXSM_SSCV_KRIG_OEM_UI_Proximity_Deck,P=Warning: deck collision near
DXSM_SSCV_KRIG_OEM_UI_Proximity_Front,P=Warning: front collision near
DXSM_SSCV_KRIG_OEM_UI_Proximity_Overhead,P=Warning: overhead collision near
DXSM_SSCV_KRIG_OEM_UI_Proximity_Port,P=Warning: port collision near
DXSM_SSCV_KRIG_OEM_UI_Proximity_Starboard,P=Warning: starboard collision near
DXSM_SSCV_KRIG_OEM_UI_QTravel_Disabled=
DXSM_SSCV_KRIG_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_KRIG_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_KRIG_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_KRIG_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_KRIG_OEM_UI_Radar=
DXSM_SSCV_KRIG_OEM_UI_Right_Shield_Taking_Damage,P=Right shield under attack
DXSM_SSCV_KRIG_OEM_UI_Scanning,P=Scan in process
DXSM_SSCV_KRIG_OEM_UI_Self_Destruct_Aborted,P=Self-destruct terminated
DXSM_SSCV_KRIG_OEM_UI_Self_Destruct_Initiated,P=Self-destruct activated
DXSM_SSCV_KRIG_OEM_UI_Sensors=
DXSM_SSCV_KRIG_OEM_UI_Shield_Generator=
DXSM_SSCV_KRIG_OEM_UI_Shields_Charging,P=Shields charging
DXSM_SSCV_KRIG_OEM_UI_Shields_Full,P=Charge of shields complete
DXSM_SSCV_KRIG_OEM_UI_Starboard_Shields_0_Percent,P=Starboard shields depleted
DXSM_SSCV_KRIG_OEM_UI_Starboard_Shields_25_Percent,P=Starboard shields at 25%
DXSM_SSCV_KRIG_OEM_UI_Starboard_Shields_50_Percent,P=Starboard shields at 50%
DXSM_SSCV_KRIG_OEM_UI_Starboard_Shields_75_Percent,P=Starboard shields at 75%
DXSM_SSCV_KRIG_OEM_UI_Status_Radiation_Critical,P=Radiation levels critical
DXSM_SSCV_KRIG_OEM_UI_Status_Radiation_Nominal,P=Light Radiation detected
DXSM_SSCV_KRIG_OEM_UI_System_Activated,P=System activated
DXSM_SSCV_KRIG_OEM_UI_System_Destroyed_During_Use,P=System damaged
DXSM_SSCV_KRIG_OEM_UI_System_Overheating,P=Major system issues
DXSM_SSCV_KRIG_OEM_UI_Systems_Ejection_Offline,P=Ejection System Disengaged
DXSM_SSCV_KRIG_OEM_UI_Systems_Ejection_Online,P=Ejection System Active
DXSM_SSCV_KRIG_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_KRIG_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_KRIG_OEM_UI_Systems_Engines_Online,P=Engine System Active
DXSM_SSCV_KRIG_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_KRIG_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_KRIG_OEM_UI_Systems_Gravity_Offline,P=Gravity disengaged
DXSM_SSCV_KRIG_OEM_UI_Systems_Gravity_Online,P=Gravity activated
DXSM_SSCV_KRIG_OEM_UI_Systems_Landing_Assist_Engaged,P=Landing Assist Activated
DXSM_SSCV_KRIG_OEM_UI_Systems_Maneuvering_Online,P=Maneuvering Thrusters Active
DXSM_SSCV_KRIG_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Warning, PowerCore Radiation levels critical
DXSM_SSCV_KRIG_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_KRIG_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_KRIG_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_KRIG_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_KRIG_OEM_UI_Systems_Systems_Online,P=Systems Active
DXSM_SSCV_KRIG_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_KRIG_OEM_UI_Target_Destroyed,P=Target destroyed
DXSM_SSCV_KRIG_OEM_UI_Top_Shield_Taking_Damage,P=Top shield under attack
DXSM_SSCV_KRIG_OEM_UI_Touch_Down,P=Safe Arrival
DXSM_SSCV_KRIG_OEM_UI_Wait_For_Dock_Arm=Awaiting docking arm.
DXSM_SSCV_KRIG_OEM_UI_Waiting,P=Patience please
DXSM_SSCV_KRIG_OEM_UI_Weapons_Charging,P=Energy Weapons charging
DXSM_SSCV_KRIG_OEM_UI_Weapons_Missiles_Offline,P=Missiles Disengaged
DXSM_SSCV_KRIG_OEM_UI_Weapons_Missiles_Online,P=Missiles Active
DXSM_SSCV_KRIG_OEM_UI_Weapons_Offline,P=Weapons Disengaged
DXSM_SSCV_KRIG_OEM_UI_Weapons_Offline_Missiles_Offline,P=Weapons and Missiles Disengaged
DXSM_SSCV_KRIG_OEM_UI_Weapons_Online,P=Weapons Active
DXSM_SSCV_KRIG_OEM_UI_Weapons_Overheating=
DXSM_SSCV_KRIG_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_KRIG_OEM_UI_Weapons_System,P=Weapons system
DXSM_SSCV_KRIG_OEM_UI_Weapons_Targeting_Online,P=Weapon Targeting Active
DXSM_SSCV_MISC_OEM_UI_Abort_Landing,P=Landing terminated
DXSM_SSCV_MISC_OEM_UI_Aftshields_0_Percent,P=Aft shield depleted
DXSM_SSCV_MISC_OEM_UI_Aftshields_25_Percent,P=Aft shield at 25%
DXSM_SSCV_MISC_OEM_UI_Aftshields_50_Percent,P=Aft shield at 50%
DXSM_SSCV_MISC_OEM_UI_Aftshields_75_Percent,P=Aft shield at 75%
DXSM_SSCV_MISC_OEM_UI_All_Systems_Online,P=All Systems Responsive
DXSM_SSCV_MISC_OEM_UI_Ammunition_Depleted,P=Ammunition Empty
DXSM_SSCV_MISC_OEM_UI_Ammunition_Low,P=Ammunition Low
DXSM_SSCV_MISC_OEM_UI_Approaching_Hanger,P=Continue on path
DXSM_SSCV_MISC_OEM_UI_Autopilot_Disengaged,P=Autopilot Disengaged
DXSM_SSCV_MISC_OEM_UI_Autopilot_Engaged,P=Autopilot Activated
DXSM_SSCV_MISC_OEM_UI_Back_Shield_Taking_Damage,P=Aft shield under attack
DXSM_SSCV_MISC_OEM_UI_Being_Scanned,P=Ship is being scanned
DXSM_SSCV_MISC_OEM_UI_Bitching_Betty_Dead,P=Please... check... system...
DXSM_SSCV_MISC_OEM_UI_Boot_Up=
DXSM_SSCV_MISC_OEM_UI_Bottom_Shield_Taking_Damage,P=Deck shield under attack
DXSM_SSCV_MISC_OEM_UI_Chaff_Depleted,P=Noise Empty
DXSM_SSCV_MISC_OEM_UI_Chaff_Launched,P=Noise Fired
DXSM_SSCV_MISC_OEM_UI_Chaff_Low,P=Noise Low
DXSM_SSCV_MISC_OEM_UI_Chaff_Selected,P=Noise Selected
DXSM_SSCV_MISC_OEM_UI_Collision_Alert,P=Warning: Collision
DXSM_SSCV_MISC_OEM_UI_Comms_Jammed,P=Warning: Comms signal blocked
DXSM_SSCV_MISC_OEM_UI_Communications=
DXSM_SSCV_MISC_OEM_UI_Comstab,P=COMSTAB
DXSM_SSCV_MISC_OEM_UI_Comstab_Disengaged,P=COMSTAB disengaged
DXSM_SSCV_MISC_OEM_UI_Comstab_Engaged,P=COMSTAB engaged
DXSM_SSCV_MISC_OEM_UI_Confirmed_Enemy_Target,P=Bandit
DXSM_SSCV_MISC_OEM_UI_Coolant,P=冷卻系統
DXSM_SSCV_MISC_OEM_UI_Critical_Hit_A=
DXSM_SSCV_MISC_OEM_UI_Critical_Hit_B=
DXSM_SSCV_MISC_OEM_UI_De_Coupled_Mode,P=DE-COUPLED MODE
DXSM_SSCV_MISC_OEM_UI_De_Coupled_Mode_Disengaged,P=DeCoupled Mode Disengaged
DXSM_SSCV_MISC_OEM_UI_De_Coupled_Mode_Engaged,P=Decoupled Mode Activated
DXSM_SSCV_MISC_OEM_UI_Deckshields_0_Percent,P=Deck shield depleted
DXSM_SSCV_MISC_OEM_UI_Deckshields_25_Percent,P=Deck shield 25%
DXSM_SSCV_MISC_OEM_UI_Deckshields_50_Percent,P=Deck shield 50%
DXSM_SSCV_MISC_OEM_UI_Deckshields_75_Percent,P=Deck shield at 75%
DXSM_SSCV_MISC_OEM_UI_Destruction_Imminent,P=Destruction of ship impending
DXSM_SSCV_MISC_OEM_UI_Docking_Complete=Docking concluded.
DXSM_SSCV_MISC_OEM_UI_Docking_Request_Approved=Request to dock granted.
DXSM_SSCV_MISC_OEM_UI_Docking_Request_Denied=Request to dock denied.
DXSM_SSCV_MISC_OEM_UI_Ejection=
DXSM_SSCV_MISC_OEM_UI_Engines=
DXSM_SSCV_MISC_OEM_UI_Engines_Low,P=Engines low
DXSM_SSCV_MISC_OEM_UI_Extraction_Mode=
DXSM_SSCV_MISC_OEM_UI_Fired_At_Friendly,P=Friendly Target!
DXSM_SSCV_MISC_OEM_UI_Flare_Launched,P=Decoy Fired
DXSM_SSCV_MISC_OEM_UI_Flare_Selected,P=Decoy Selected
DXSM_SSCV_MISC_OEM_UI_Flares_Depleted,P=Flares empty
DXSM_SSCV_MISC_OEM_UI_Flares_Low,P=Flares low
DXSM_SSCV_MISC_OEM_UI_Flight_Control,P=Avoinics
DXSM_SSCV_MISC_OEM_UI_Flight_TakeOff_Initiated,P=Take-off initiated
DXSM_SSCV_MISC_OEM_UI_Flight_TakeOff_Request_Approved,P=Take-off request approved
DXSM_SSCV_MISC_OEM_UI_Flight_TakeOff_Request_Denied,P=Request to take-off denied
DXSM_SSCV_MISC_OEM_UI_Forwardshields_0_Percent,P=Forward shield depleted
DXSM_SSCV_MISC_OEM_UI_Forwardshields_25_Percent,P=Forward shield 25%
DXSM_SSCV_MISC_OEM_UI_Forwardshields_50_Percent,P=Forward shield 50%
DXSM_SSCV_MISC_OEM_UI_Forwardshields_75_Percent,P=Forward shield at 75%
DXSM_SSCV_MISC_OEM_UI_Fracturing_Mode=
DXSM_SSCV_MISC_OEM_UI_Front_Shield_Taking_Damage,P=Forward shield under attack
DXSM_SSCV_MISC_OEM_UI_G_Safe_Disengaged,P=G-Safe Disengaged
DXSM_SSCV_MISC_OEM_UI_G_Safe_Engaged,P=G-Safe Activated
DXSM_SSCV_MISC_OEM_UI_Generic_Abort,P=Abort
DXSM_SSCV_MISC_OEM_UI_Generic_Offline_A=
DXSM_SSCV_MISC_OEM_UI_Generic_Offline_B=
DXSM_SSCV_MISC_OEM_UI_Generic_Select_A,P=select (system).
DXSM_SSCV_MISC_OEM_UI_Generic_Select_B,P=(system) selected.
DXSM_SSCV_MISC_OEM_UI_Get_Ship_Oriented,P=Please align ship
DXSM_SSCV_MISC_OEM_UI_HUD_Combat_Mode_Active,P=Weapon mode engaged
DXSM_SSCV_MISC_OEM_UI_HUD_Landing_Mode_Active,P=Landing mode engaged
DXSM_SSCV_MISC_OEM_UI_Head_To_Landing_Pad,P=Proceed to Landing Pad
DXSM_SSCV_MISC_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_MISC_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_MISC_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_MISC_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_MISC_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_MISC_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_MISC_OEM_UI_Incoming_Ramming_Attack,P=Warning: Crash attack
DXSM_SSCV_MISC_OEM_UI_Landing_Alignment_Off,P=Incorrect alignment
DXSM_SSCV_MISC_OEM_UI_Landing_Assisted,P=Assisted
DXSM_SSCV_MISC_OEM_UI_Landing_Automated,P=Automated
DXSM_SSCV_MISC_OEM_UI_Landing_Complete,P=Landing complete
DXSM_SSCV_MISC_OEM_UI_Landing_Gear_Deployed,P=Landing gear deployed
DXSM_SSCV_MISC_OEM_UI_Landing_Gear_Is_Up,P=Deploy landing gear
DXSM_SSCV_MISC_OEM_UI_Landing_Gear_Retracted,P=Landing gear raised
DXSM_SSCV_MISC_OEM_UI_Landing_Manual,P=Manual
DXSM_SSCV_MISC_OEM_UI_Landing_Request_Approved,P=Landing request approved
DXSM_SSCV_MISC_OEM_UI_Landing_Request_Denied,P=Landing request denied
DXSM_SSCV_MISC_OEM_UI_Launch_Complete,P=Take-off complete
DXSM_SSCV_MISC_OEM_UI_Launch_Initiated,P=Take-off initiated
DXSM_SSCV_MISC_OEM_UI_Launch_Request_Approved,P=Take-off request approved
DXSM_SSCV_MISC_OEM_UI_Launch_Request_Denied,P=Take-off request denied
DXSM_SSCV_MISC_OEM_UI_Left_Shield_Taking_Damage,P=Left shield under attack
DXSM_SSCV_MISC_OEM_UI_Life_Support,P=Life support
DXSM_SSCV_MISC_OEM_UI_Locked_On_To_Landing_Pad,P=Proceed with landing procedure
DXSM_SSCV_MISC_OEM_UI_Mining_Mode_Disabled=
DXSM_SSCV_MISC_OEM_UI_Mining_Mode_Enabled=
DXSM_SSCV_MISC_OEM_UI_Missile_Lock_Succeeds,P=Target lock
DXSM_SSCV_MISC_OEM_UI_Missiles_Depleted,P=Missiles empty
DXSM_SSCV_MISC_OEM_UI_Missiles_Low,P=Missiles low
DXSM_SSCV_MISC_OEM_UI_Nearby_Sensor_Acquisition,P=Contact confirmed
DXSM_SSCV_MISC_OEM_UI_Objective_Received,P=Objective Obtained
DXSM_SSCV_MISC_OEM_UI_Overhead_Shields_0_Percent,P=Overhead shield depleted
DXSM_SSCV_MISC_OEM_UI_Overhead_Shields_25_Percent,P=Overhead shield at 25%
DXSM_SSCV_MISC_OEM_UI_Overhead_Shields_50_Percent,P=Overhead shield at 50%
DXSM_SSCV_MISC_OEM_UI_Overhead_Shields_75_Percent,P=Overhead shield at 75%
DXSM_SSCV_MISC_OEM_UI_Override_Auto_Pilot,P=Manual piloting activated
DXSM_SSCV_MISC_OEM_UI_Override_Landing_Assist,P=Manual landing initiated
DXSM_SSCV_MISC_OEM_UI_Portshields_0_Percent,P=Port shield depleted
DXSM_SSCV_MISC_OEM_UI_Portshields_25_Percent,P=Port shield at 25%
DXSM_SSCV_MISC_OEM_UI_Portshields_50_Percent,P=Port shield at 50%
DXSM_SSCV_MISC_OEM_UI_Portshields_75_Percent,P=Port shield at 75%
DXSM_SSCV_MISC_OEM_UI_Proximity_Aft,P=Aft Proximity Alert
DXSM_SSCV_MISC_OEM_UI_Proximity_Deck,P=Deck Proximity Alert
DXSM_SSCV_MISC_OEM_UI_Proximity_Front,P=Forward Proximity Alert
DXSM_SSCV_MISC_OEM_UI_Proximity_Overhead,P=Overhead Proximity Alert
DXSM_SSCV_MISC_OEM_UI_Proximity_Port,P=Port Proximity Alert
DXSM_SSCV_MISC_OEM_UI_Proximity_Starboard,P=Starboard Proximity Alert
DXSM_SSCV_MISC_OEM_UI_QTravel_Disabled=
DXSM_SSCV_MISC_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_MISC_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_MISC_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_MISC_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_MISC_OEM_UI_Radar=
DXSM_SSCV_MISC_OEM_UI_Right_Shield_Taking_Damage,P=Right shield under attack
DXSM_SSCV_MISC_OEM_UI_Scan_Complete=
DXSM_SSCV_MISC_OEM_UI_Scanning,P=Scan in process
DXSM_SSCV_MISC_OEM_UI_Self_Destruct_Aborted,P=Self-Destruct Cancelled
DXSM_SSCV_MISC_OEM_UI_Self_Destruct_Initiated,P=Self-Destruct Protocol Accepted
DXSM_SSCV_MISC_OEM_UI_Sensors=
DXSM_SSCV_MISC_OEM_UI_Shield_Generator=
DXSM_SSCV_MISC_OEM_UI_Shields_Charging=
DXSM_SSCV_MISC_OEM_UI_Shields_Full,P=Shields Full
DXSM_SSCV_MISC_OEM_UI_Starboard_Shields_0_Percent,P=Starboard shields depleted
DXSM_SSCV_MISC_OEM_UI_Starboard_Shields_25_Percent,P=Starboard shields at 25%
DXSM_SSCV_MISC_OEM_UI_Starboard_Shields_50_Percent,P=Starboard shields at 50%
DXSM_SSCV_MISC_OEM_UI_Starboard_Shields_75_Percent,P=Starboard shields at 75%
DXSM_SSCV_MISC_OEM_UI_Status_Radiation_Critical,P=Radiation levels critical
DXSM_SSCV_MISC_OEM_UI_Status_Radiation_Nominal,P=Light Radiation detected
DXSM_SSCV_MISC_OEM_UI_System_Activated,P=System activated
DXSM_SSCV_MISC_OEM_UI_System_Destroyed_During_Use,P=System damaged
DXSM_SSCV_MISC_OEM_UI_System_Overheating,P=Major system issues
DXSM_SSCV_MISC_OEM_UI_Systems_Ejection_Offline,P=Ejection system offline
DXSM_SSCV_MISC_OEM_UI_Systems_Ejection_Online,P=Ejection system online
DXSM_SSCV_MISC_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_MISC_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_MISC_OEM_UI_Systems_Engines_Online,P=Engine
DXSM_SSCV_MISC_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_MISC_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_MISC_OEM_UI_Systems_Gravity_Offline,P=Gravity disengaged
DXSM_SSCV_MISC_OEM_UI_Systems_Gravity_Online,P=Gravity activated
DXSM_SSCV_MISC_OEM_UI_Systems_Maneuvering_Online,P=Manoeuvring systems online
DXSM_SSCV_MISC_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Warning: Power plant compromised. Radiation levels exceed safe parameters.
DXSM_SSCV_MISC_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_MISC_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_MISC_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_MISC_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_MISC_OEM_UI_Systems_Systems_Online=
DXSM_SSCV_MISC_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_MISC_OEM_UI_Target_Destroyed,P=Target destroyed
DXSM_SSCV_MISC_OEM_UI_Top_Shield_Taking_Damage,P=Top shield under attack
DXSM_SSCV_MISC_OEM_UI_Touch_Down,P=Safe Arrival
DXSM_SSCV_MISC_OEM_UI_Wait_For_Dock_Arm=Awaiting docking arm.
DXSM_SSCV_MISC_OEM_UI_Waiting,P=Patience please
DXSM_SSCV_MISC_OEM_UI_Warning_Cargo_Full=
DXSM_SSCV_MISC_OEM_UI_Warning_Deposit_Power_Crit=
DXSM_SSCV_MISC_OEM_UI_Weapons_Charging=
DXSM_SSCV_MISC_OEM_UI_Weapons_Missiles_Offline,P=Missiles offline
DXSM_SSCV_MISC_OEM_UI_Weapons_Missiles_Online,P=Missiles online
DXSM_SSCV_MISC_OEM_UI_Weapons_Offline,P=Weapon offline
DXSM_SSCV_MISC_OEM_UI_Weapons_Offline_Missiles_Offline,P=Missiles offline. Weapons offline.
DXSM_SSCV_MISC_OEM_UI_Weapons_Online,P=Weapons online
DXSM_SSCV_MISC_OEM_UI_Weapons_Overheating=
DXSM_SSCV_MISC_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_MISC_OEM_UI_Weapons_System,P=Weapons system
DXSM_SSCV_MISC_OEM_UI_Weapons_Targeting_Online,P=Targeting systems online
DXSM_SSCV_ORIG_OEM_UI_Ammunition_Depleted=
DXSM_SSCV_ORIG_OEM_UI_Confirmed_Enemy_Target=
DXSM_SSCV_ORIG_OEM_UI_Countermeasure_Chaff_Selected,P=Noise countermeasure active
DXSM_SSCV_ORIG_OEM_UI_Countermeasure_Flare_Selected,P=Decoy countermeasure active
DXSM_SSCV_ORIG_OEM_UI_Critical_Hit_B=
DXSM_SSCV_ORIG_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_ORIG_OEM_UI_Docking_Request_Approved=Docking has been approved.
DXSM_SSCV_ORIG_OEM_UI_Ejection,P=Prepare to Eject
DXSM_SSCV_ORIG_OEM_UI_Engine_Depleted,P=Thrusters depleting rapidly
DXSM_SSCV_ORIG_OEM_UI_Generic_Offline_B=
DXSM_SSCV_ORIG_OEM_UI_HUD_Combat_Mode_Active,P=Weapons mode activate
DXSM_SSCV_ORIG_OEM_UI_HUD_Landing_Mode_Active,P=Landing mode activate
DXSM_SSCV_ORIG_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_ORIG_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_ORIG_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_ORIG_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_ORIG_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_ORIG_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_ORIG_OEM_UI_Landing_Assisted,P=EDL assist initiated
DXSM_SSCV_ORIG_OEM_UI_Landing_Automated,P=Automated landing initiated
DXSM_SSCV_ORIG_OEM_UI_Landing_Complete,P=Landing complete
DXSM_SSCV_ORIG_OEM_UI_Landing_Gear_Deployed,P=Deploying landing gear
DXSM_SSCV_ORIG_OEM_UI_Landing_Gear_Retracted,P=Landing gear retracted
DXSM_SSCV_ORIG_OEM_UI_Landing_Manual,P=Manual landing initiated
DXSM_SSCV_ORIG_OEM_UI_Landing_Request_Approved,P=Landing has been approved
DXSM_SSCV_ORIG_OEM_UI_Launch_Complete,P=Launch complete
DXSM_SSCV_ORIG_OEM_UI_Proximity_Aft,P=Warning Collision Stern
DXSM_SSCV_ORIG_OEM_UI_Proximity_Deck,P=Warning Collision Nadir
DXSM_SSCV_ORIG_OEM_UI_Proximity_Front,P=Warning Collision Fore
DXSM_SSCV_ORIG_OEM_UI_Proximity_Overhead,P=Warning Collision Zenith
DXSM_SSCV_ORIG_OEM_UI_Proximity_Port,P=Warning Collision Port
DXSM_SSCV_ORIG_OEM_UI_Proximity_Starboard,P=Warning Collision Starboard
DXSM_SSCV_ORIG_OEM_UI_QTravel_Disabled=
DXSM_SSCV_ORIG_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_ORIG_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_ORIG_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_ORIG_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_ORIG_OEM_UI_Scanners_Being_Scanned=
DXSM_SSCV_ORIG_OEM_UI_Scanners_Scanning=
DXSM_SSCV_ORIG_OEM_UI_Self_Destruct_Aborted,P=Self-Destruct Deactivated
DXSM_SSCV_ORIG_OEM_UI_Self_Destruct_Initiated,P=Beginning Self-Destruct Procedure
DXSM_SSCV_ORIG_OEM_UI_Sensor_Incoming_Ramming=
DXSM_SSCV_ORIG_OEM_UI_Sensor_Nearby_Acquisition=
DXSM_SSCV_ORIG_OEM_UI_Shields_Back_0_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Back_25_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Back_50_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Back_75_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Bottom_0_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Bottom_25_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Bottom_50_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Bottom_75_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Charging=
DXSM_SSCV_ORIG_OEM_UI_Shields_Collision_Alert=
DXSM_SSCV_ORIG_OEM_UI_Shields_Front_0_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Front_25_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Front_50_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Front_75_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Full,P=Shields at full strength
DXSM_SSCV_ORIG_OEM_UI_Shields_Hit_Back,P=Stern shield under attack
DXSM_SSCV_ORIG_OEM_UI_Shields_Hit_Bottom,P=Nadir shield under attack
DXSM_SSCV_ORIG_OEM_UI_Shields_Hit_Front,P=Fore shield under attack
DXSM_SSCV_ORIG_OEM_UI_Shields_Hit_Left,P=Port shield under attack
DXSM_SSCV_ORIG_OEM_UI_Shields_Hit_Right,P=Starboard shield under attack
DXSM_SSCV_ORIG_OEM_UI_Shields_Hit_Top,P=Zenith shield under attack
DXSM_SSCV_ORIG_OEM_UI_Shields_Left_0_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Left_25_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Left_50_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Left_75_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Right_0_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Right_25_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Right_50_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Right_75_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_System_Activated=
DXSM_SSCV_ORIG_OEM_UI_Shields_Top_0_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Top_25_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Top_50_Percent=
DXSM_SSCV_ORIG_OEM_UI_Shields_Top_75_Percent=
DXSM_SSCV_ORIG_OEM_UI_Systems_Autopilot_Disengaged=
DXSM_SSCV_ORIG_OEM_UI_Systems_Autopilot_Engaged=
DXSM_SSCV_ORIG_OEM_UI_Systems_Bitchingbetty,P=Welcome to ... Origin... I...assist...
DXSM_SSCV_ORIG_OEM_UI_Systems_Bootup=
DXSM_SSCV_ORIG_OEM_UI_Systems_Comms_Jammed=
DXSM_SSCV_ORIG_OEM_UI_Systems_Communications=
DXSM_SSCV_ORIG_OEM_UI_Systems_Coolant=
DXSM_SSCV_ORIG_OEM_UI_Systems_Destruction_Imminent=
DXSM_SSCV_ORIG_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_ORIG_OEM_UI_Systems_Engines=
DXSM_SSCV_ORIG_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_ORIG_OEM_UI_Systems_Engines_Online=
DXSM_SSCV_ORIG_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_ORIG_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_ORIG_OEM_UI_Systems_Flightcontrol=
DXSM_SSCV_ORIG_OEM_UI_Systems_Lifesupport=
DXSM_SSCV_ORIG_OEM_UI_Systems_Objective_Received=
DXSM_SSCV_ORIG_OEM_UI_Systems_Radar=
DXSM_SSCV_ORIG_OEM_UI_Systems_Sensors=
DXSM_SSCV_ORIG_OEM_UI_Systems_Shieldgen=
DXSM_SSCV_ORIG_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_ORIG_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_ORIG_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_ORIG_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_ORIG_OEM_UI_Systems_Systems_Online=
DXSM_SSCV_ORIG_OEM_UI_Systems_Systems_Overheating=
DXSM_SSCV_ORIG_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_ORIG_OEM_UI_Weapons_Ammunition_Low=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Chaff_Depleted=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Chaff_Launched=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Chaff_Low=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Charging=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Fired_At_Friendly,P=CHECK FIRE
DXSM_SSCV_ORIG_OEM_UI_Weapons_Flare_Depleted=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Flare_Launched=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Flare_Low=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Missile_Lock_Succeeds=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Missiles_Depleted,P=MISSILES DEPLETED
DXSM_SSCV_ORIG_OEM_UI_Weapons_Missiles_Low=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Offline=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Online=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Overheating=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_ORIG_OEM_UI_Weapons_System=
DXSM_SSCV_ORIG_OEM_UI_Weapons_Target_Destroyed=
DXSM_SSCV_RSI_OEM_UI_Confirmed_Enemy_Target=
DXSM_SSCV_RSI_OEM_UI_Countermeasure_Chaff_Selected,P=Noise Selected
DXSM_SSCV_RSI_OEM_UI_Countermeasure_Flare_Selected,P=Decoy Selected
DXSM_SSCV_RSI_OEM_UI_Critical_Hit_A=
DXSM_SSCV_RSI_OEM_UI_Critical_Hit_B=
DXSM_SSCV_RSI_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_RSI_OEM_UI_Docking_Request_Approved=Docking approved.
DXSM_SSCV_RSI_OEM_UI_Ejection,P=Ejection Initiated
DXSM_SSCV_RSI_OEM_UI_Engine_Depleted,P=Engines Low
DXSM_SSCV_RSI_OEM_UI_Generic_Offline_B=
DXSM_SSCV_RSI_OEM_UI_HUD_Combat_Mode_Active,P=Engaging weapons mode
DXSM_SSCV_RSI_OEM_UI_HUD_Landing_Mode_Active,P=Engaging landing mode
DXSM_SSCV_RSI_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_RSI_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_RSI_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_RSI_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_RSI_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_RSI_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_RSI_OEM_UI_Landing_Assisted,P=Activating EDL assist
DXSM_SSCV_RSI_OEM_UI_Landing_Automated,P=Activating automated landing
DXSM_SSCV_RSI_OEM_UI_Landing_Complete,P=Landing complete
DXSM_SSCV_RSI_OEM_UI_Landing_Gear_Deployed,P=Landing gear deployed
DXSM_SSCV_RSI_OEM_UI_Landing_Gear_Retracted,P=Landing gear retracted
DXSM_SSCV_RSI_OEM_UI_Landing_Manual,P=Activating manual landing
DXSM_SSCV_RSI_OEM_UI_Landing_Request_Approved,P=Landing approved
DXSM_SSCV_RSI_OEM_UI_Launch_Complete,P=Take-off complete
DXSM_SSCV_RSI_OEM_UI_Proximity_Aft,P=Collision Alert Rear
DXSM_SSCV_RSI_OEM_UI_Proximity_Deck,P=Collision Alert Low
DXSM_SSCV_RSI_OEM_UI_Proximity_Front,P=Collision Alert Front
DXSM_SSCV_RSI_OEM_UI_Proximity_Overhead,P=Collision Alert High
DXSM_SSCV_RSI_OEM_UI_Proximity_Port,P=Collision Alert Port
DXSM_SSCV_RSI_OEM_UI_Proximity_Starboard,P=Collision Alert Starboard
DXSM_SSCV_RSI_OEM_UI_QTravel_Disabled=
DXSM_SSCV_RSI_OEM_UI_QTravel_Disengaged=
DXSM_SSCV_RSI_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_RSI_OEM_UI_QTravel_Engaged=
DXSM_SSCV_RSI_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_RSI_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_RSI_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_RSI_OEM_UI_Scanners_Being_Scanned=
DXSM_SSCV_RSI_OEM_UI_Scanners_Scanning=
DXSM_SSCV_RSI_OEM_UI_Self_Destruct_Aborted,P=Self-Destruct Cancelled
DXSM_SSCV_RSI_OEM_UI_Self_Destruct_Initiated,P=Self-Destruct Activated
DXSM_SSCV_RSI_OEM_UI_Sensor_Incoming_Ramming=
DXSM_SSCV_RSI_OEM_UI_Sensor_Nearby_Acquisition=
DXSM_SSCV_RSI_OEM_UI_Shields_Back_0_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Back_25_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Back_50_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Back_75_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Bottom_0_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Bottom_25_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Bottom_50_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Bottom_75_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Charging,P=Standby for shields
DXSM_SSCV_RSI_OEM_UI_Shields_Collision_Alert=
DXSM_SSCV_RSI_OEM_UI_Shields_Front_0_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Front_25_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Front_50_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Front_75_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Full,P=Shields Max
DXSM_SSCV_RSI_OEM_UI_Shields_Hit_Back,P=Rear shields damaged
DXSM_SSCV_RSI_OEM_UI_Shields_Hit_Bottom,P=Low shields damaged
DXSM_SSCV_RSI_OEM_UI_Shields_Hit_Front,P=Front shields damaged
DXSM_SSCV_RSI_OEM_UI_Shields_Hit_Left,P=Port shields damaged
DXSM_SSCV_RSI_OEM_UI_Shields_Hit_Right,P=Starboard shields damaged
DXSM_SSCV_RSI_OEM_UI_Shields_Hit_Top,P=High shields damaged
DXSM_SSCV_RSI_OEM_UI_Shields_Left_0_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Left_25_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Left_50_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Left_75_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Right_0_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Right_25_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Right_50_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Right_75_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_System_Activated=
DXSM_SSCV_RSI_OEM_UI_Shields_Top_0_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Top_25_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Top_50_Percent=
DXSM_SSCV_RSI_OEM_UI_Shields_Top_75_Percent=
DXSM_SSCV_RSI_OEM_UI_Systems_Autopilot_Disengaged=
DXSM_SSCV_RSI_OEM_UI_Systems_Autopilot_Engaged=
DXSM_SSCV_RSI_OEM_UI_Systems_Bitchingbetty,P=<<>>
DXSM_SSCV_RSI_OEM_UI_Systems_Bootup=
DXSM_SSCV_RSI_OEM_UI_Systems_Comms_Jammed=
DXSM_SSCV_RSI_OEM_UI_Systems_Communications=
DXSM_SSCV_RSI_OEM_UI_Systems_Coolant=
DXSM_SSCV_RSI_OEM_UI_Systems_Destruction_Imminent=
DXSM_SSCV_RSI_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_RSI_OEM_UI_Systems_Engines=
DXSM_SSCV_RSI_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_RSI_OEM_UI_Systems_Engines_Online,P=Engines online
DXSM_SSCV_RSI_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_RSI_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_RSI_OEM_UI_Systems_Flightcontrol=
DXSM_SSCV_RSI_OEM_UI_Systems_Lifesupport=
DXSM_SSCV_RSI_OEM_UI_Systems_Objective_Received=
DXSM_SSCV_RSI_OEM_UI_Systems_Radar=
DXSM_SSCV_RSI_OEM_UI_Systems_Sensors=
DXSM_SSCV_RSI_OEM_UI_Systems_Shieldgen=
DXSM_SSCV_RSI_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_RSI_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_RSI_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_RSI_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_RSI_OEM_UI_Systems_Systems_Online=
DXSM_SSCV_RSI_OEM_UI_Systems_Systems_Overheating=
DXSM_SSCV_RSI_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_RSI_OEM_UI_Systems_Weapons=
DXSM_SSCV_RSI_OEM_UI_Weapons_Ammunition_Depleted=
DXSM_SSCV_RSI_OEM_UI_Weapons_Ammunition_Low=
DXSM_SSCV_RSI_OEM_UI_Weapons_Chaff_Depleted=
DXSM_SSCV_RSI_OEM_UI_Weapons_Chaff_Launched=
DXSM_SSCV_RSI_OEM_UI_Weapons_Chaff_Low=
DXSM_SSCV_RSI_OEM_UI_Weapons_Charging=
DXSM_SSCV_RSI_OEM_UI_Weapons_Fired_At_Friendly,P=CHECK FIRE
DXSM_SSCV_RSI_OEM_UI_Weapons_Flare_Depleted=
DXSM_SSCV_RSI_OEM_UI_Weapons_Flare_Launched=
DXSM_SSCV_RSI_OEM_UI_Weapons_Flare_Low=
DXSM_SSCV_RSI_OEM_UI_Weapons_Missile_Lock_Succeeds=
DXSM_SSCV_RSI_OEM_UI_Weapons_Missiles_Depleted,P=MISSILES EMPTY
DXSM_SSCV_RSI_OEM_UI_Weapons_Missiles_Low=
DXSM_SSCV_RSI_OEM_UI_Weapons_Offline=
DXSM_SSCV_RSI_OEM_UI_Weapons_Online,P=weapons online
DXSM_SSCV_RSI_OEM_UI_Weapons_Overheating=
DXSM_SSCV_RSI_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_RSI_OEM_UI_Weapons_Target_Destroyed=
DXSM_SSCV_TMBL_OEM_UI_Confirmed_Enemy_Target=
DXSM_SSCV_TMBL_OEM_UI_Countermeasure_Chaff_Selected,P=Noise Selected
DXSM_SSCV_TMBL_OEM_UI_Countermeasure_Flare_Selected,P=Decoy Selected
DXSM_SSCV_TMBL_OEM_UI_Critical_Hit_A=
DXSM_SSCV_TMBL_OEM_UI_Critical_Hit_B=
DXSM_SSCV_TMBL_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_TMBL_OEM_UI_Docking_Request_Approved=Docking approved.
DXSM_SSCV_TMBL_OEM_UI_Ejection,P=Ejection Initiated
DXSM_SSCV_TMBL_OEM_UI_Engine_Depleted,P=Engines Low
DXSM_SSCV_TMBL_OEM_UI_Generic_Offline_B=
DXSM_SSCV_TMBL_OEM_UI_HUD_Combat_Mode_Active,P=Engaging weapons mode
DXSM_SSCV_TMBL_OEM_UI_HUD_Landing_Mode_Active,P=Engaging landing mode
DXSM_SSCV_TMBL_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_TMBL_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_TMBL_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_TMBL_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_TMBL_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_TMBL_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_TMBL_OEM_UI_Landing_Assisted,P=Activating EDL assist
DXSM_SSCV_TMBL_OEM_UI_Landing_Automated,P=Activating automated landing
DXSM_SSCV_TMBL_OEM_UI_Landing_Complete,P=Landing complete
DXSM_SSCV_TMBL_OEM_UI_Landing_Gear_Deployed,P=Landing gear deployed
DXSM_SSCV_TMBL_OEM_UI_Landing_Gear_Retracted,P=Landing gear retracted
DXSM_SSCV_TMBL_OEM_UI_Landing_Manual,P=Activating manual landing
DXSM_SSCV_TMBL_OEM_UI_Landing_Request_Approved,P=Landing approved
DXSM_SSCV_TMBL_OEM_UI_Launch_Complete,P=Take-off complete
DXSM_SSCV_TMBL_OEM_UI_Proximity_Aft,P=Collision Alert Rear
DXSM_SSCV_TMBL_OEM_UI_Proximity_Deck,P=Collision Alert Low
DXSM_SSCV_TMBL_OEM_UI_Proximity_Front,P=Collision Alert Front
DXSM_SSCV_TMBL_OEM_UI_Proximity_Overhead,P=Collision Alert High
DXSM_SSCV_TMBL_OEM_UI_Proximity_Port,P=Collision Alert Port
DXSM_SSCV_TMBL_OEM_UI_Proximity_Starboard,P=Collision Alert Starboard
DXSM_SSCV_TMBL_OEM_UI_QTravel_Disabled=
DXSM_SSCV_TMBL_OEM_UI_QTravel_Disengaged=
DXSM_SSCV_TMBL_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_TMBL_OEM_UI_QTravel_Engaged=
DXSM_SSCV_TMBL_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_TMBL_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_TMBL_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_TMBL_OEM_UI_Scanners_Being_Scanned=
DXSM_SSCV_TMBL_OEM_UI_Scanners_Scanning=
DXSM_SSCV_TMBL_OEM_UI_Self_Destruct_Aborted,P=Self-Destruct Cancelled
DXSM_SSCV_TMBL_OEM_UI_Self_Destruct_Initiated,P=Self-Destruct Activated
DXSM_SSCV_TMBL_OEM_UI_Sensor_Incoming_Ramming=
DXSM_SSCV_TMBL_OEM_UI_Sensor_Nearby_Acquisition=
DXSM_SSCV_TMBL_OEM_UI_Shields_Back_0_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Back_25_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Back_50_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Back_75_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Bottom_0_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Bottom_25_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Bottom_50_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Bottom_75_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Charging,P=Standby for shields
DXSM_SSCV_TMBL_OEM_UI_Shields_Collision_Alert=
DXSM_SSCV_TMBL_OEM_UI_Shields_Front_0_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Front_25_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Front_50_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Front_75_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Full,P=Shields Max
DXSM_SSCV_TMBL_OEM_UI_Shields_Hit_Back,P=Rear shields damaged
DXSM_SSCV_TMBL_OEM_UI_Shields_Hit_Bottom,P=Low shields damaged
DXSM_SSCV_TMBL_OEM_UI_Shields_Hit_Front,P=Front shields damaged
DXSM_SSCV_TMBL_OEM_UI_Shields_Hit_Left,P=Port shields damaged
DXSM_SSCV_TMBL_OEM_UI_Shields_Hit_Right,P=Starboard shields damaged
DXSM_SSCV_TMBL_OEM_UI_Shields_Hit_Top,P=High shields damaged
DXSM_SSCV_TMBL_OEM_UI_Shields_Left_0_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Left_25_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Left_50_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Left_75_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Right_0_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Right_25_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Right_50_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Right_75_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_System_Activated=
DXSM_SSCV_TMBL_OEM_UI_Shields_Top_0_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Top_25_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Top_50_Percent=
DXSM_SSCV_TMBL_OEM_UI_Shields_Top_75_Percent=
DXSM_SSCV_TMBL_OEM_UI_Systems_Autopilot_Disengaged=
DXSM_SSCV_TMBL_OEM_UI_Systems_Autopilot_Engaged=
DXSM_SSCV_TMBL_OEM_UI_Systems_Bitchingbetty,P=<<>>
DXSM_SSCV_TMBL_OEM_UI_Systems_Bootup=
DXSM_SSCV_TMBL_OEM_UI_Systems_Comms_Jammed=
DXSM_SSCV_TMBL_OEM_UI_Systems_Communications=
DXSM_SSCV_TMBL_OEM_UI_Systems_Coolant=
DXSM_SSCV_TMBL_OEM_UI_Systems_Destruction_Imminent=
DXSM_SSCV_TMBL_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_TMBL_OEM_UI_Systems_Engines=
DXSM_SSCV_TMBL_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_TMBL_OEM_UI_Systems_Engines_Online,P=Engines online
DXSM_SSCV_TMBL_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_TMBL_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_TMBL_OEM_UI_Systems_Flightcontrol=
DXSM_SSCV_TMBL_OEM_UI_Systems_Lifesupport=
DXSM_SSCV_TMBL_OEM_UI_Systems_Objective_Received=
DXSM_SSCV_TMBL_OEM_UI_Systems_Radar=
DXSM_SSCV_TMBL_OEM_UI_Systems_Sensors=
DXSM_SSCV_TMBL_OEM_UI_Systems_Shieldgen=
DXSM_SSCV_TMBL_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_TMBL_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_TMBL_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_TMBL_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_TMBL_OEM_UI_Systems_Systems_Online=
DXSM_SSCV_TMBL_OEM_UI_Systems_Systems_Overheating=
DXSM_SSCV_TMBL_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_TMBL_OEM_UI_Systems_Weapons=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Ammunition_Depleted=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Ammunition_Low=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Chaff_Depleted=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Chaff_Launched=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Chaff_Low=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Charging=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Fired_At_Friendly,P=CHECK FIRE
DXSM_SSCV_TMBL_OEM_UI_Weapons_Flare_Depleted=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Flare_Launched=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Flare_Low=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Missile_Lock_Succeeds=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Missiles_Depleted,P=MISSILES EMPTY
DXSM_SSCV_TMBL_OEM_UI_Weapons_Missiles_Low=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Offline=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Online,P=weapons online
DXSM_SSCV_TMBL_OEM_UI_Weapons_Overheating=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_TMBL_OEM_UI_Weapons_Target_Destroyed=
DXSM_SSCV_VNCL_OEM_UI_Abort_Landing,P=Landing stopped
DXSM_SSCV_VNCL_OEM_UI_Aftshields_0_Percent,P=Rear shields down
DXSM_SSCV_VNCL_OEM_UI_Aftshields_25_Percent,P=Rear shields: 25%
DXSM_SSCV_VNCL_OEM_UI_Aftshields_50_Percent,P=Rear shields: 50%
DXSM_SSCV_VNCL_OEM_UI_Aftshields_75_Percent,P=Rear shields: 75%
DXSM_SSCV_VNCL_OEM_UI_All_Systems_Online,P=System operational
DXSM_SSCV_VNCL_OEM_UI_Ammunition_Depleted,P=Weapon Empty
DXSM_SSCV_VNCL_OEM_UI_Ammunition_Low,P=Weapon Low
DXSM_SSCV_VNCL_OEM_UI_Approaching_Hanger,P=Maintain course.
DXSM_SSCV_VNCL_OEM_UI_Autopilot_Disengaged,P=Autopilot OFF
DXSM_SSCV_VNCL_OEM_UI_Autopilot_Engaged,P=Autopilot ON
DXSM_SSCV_VNCL_OEM_UI_Back_Shield_Taking_Damage,P=Attack on rear shield
DXSM_SSCV_VNCL_OEM_UI_Being_Scanned,P=Alert: Scan
DXSM_SSCV_VNCL_OEM_UI_Bitching_Betty_Dead,P=
DXSM_SSCV_VNCL_OEM_UI_Boot_Up,P=System's Activating
DXSM_SSCV_VNCL_OEM_UI_Bottom_Shield_Taking_Damage,P=Attack on bottom shield
DXSM_SSCV_VNCL_OEM_UI_Chaff_Depleted,P=Noise Empty
DXSM_SSCV_VNCL_OEM_UI_Chaff_Launched,P=Noise Fired
DXSM_SSCV_VNCL_OEM_UI_Chaff_Low,P=Noise Low
DXSM_SSCV_VNCL_OEM_UI_Chaff_Selected,P=Noise ON
DXSM_SSCV_VNCL_OEM_UI_Collision_Alert,P=Alert: Crash
DXSM_SSCV_VNCL_OEM_UI_Comms_Jammed,P=Alert: Comms Jammed
DXSM_SSCV_VNCL_OEM_UI_Communications=
DXSM_SSCV_VNCL_OEM_UI_Comstab,P=COMSTAB
DXSM_SSCV_VNCL_OEM_UI_Comstab_Disengaged,P=Comstab OFF
DXSM_SSCV_VNCL_OEM_UI_Comstab_Engaged,P=Comstab ON
DXSM_SSCV_VNCL_OEM_UI_Confirmed_Enemy_Target,P=ENEMY
DXSM_SSCV_VNCL_OEM_UI_Coolant,P=冷卻系統
DXSM_SSCV_VNCL_OEM_UI_Critical_Hit_A,P=Major damage to (system)
DXSM_SSCV_VNCL_OEM_UI_Critical_Hit_B,P=(system) suffered major damage
DXSM_SSCV_VNCL_OEM_UI_De_Coupled_Mode,P=DE-COUPLED MODE
DXSM_SSCV_VNCL_OEM_UI_De_Coupled_Mode_Disengaged,P=De-coupled Mode OFF
DXSM_SSCV_VNCL_OEM_UI_De_Coupled_Mode_Engaged,P=De-coupled Mode ON
DXSM_SSCV_VNCL_OEM_UI_Deckshields_0_Percent,P=Deck shields down
DXSM_SSCV_VNCL_OEM_UI_Deckshields_25_Percent,P=Deck shields: 25%
DXSM_SSCV_VNCL_OEM_UI_Deckshields_50_Percent,P=Deck shields: 50%
DXSM_SSCV_VNCL_OEM_UI_Deckshields_75_Percent,P=Deck shields: 75%
DXSM_SSCV_VNCL_OEM_UI_Destruction_Imminent,P=Destruction near
DXSM_SSCV_VNCL_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_VNCL_OEM_UI_Docking_Request_Approved=Docking approved.
DXSM_SSCV_VNCL_OEM_UI_Docking_Request_Denied=Docking denied.
DXSM_SSCV_VNCL_OEM_UI_Ejection=
DXSM_SSCV_VNCL_OEM_UI_Engines=
DXSM_SSCV_VNCL_OEM_UI_Engines_Low,P=Engines low
DXSM_SSCV_VNCL_OEM_UI_Fired_At_Friendly,P=Target FRIENDLY
DXSM_SSCV_VNCL_OEM_UI_Flare_Launched,P=Decoy Fired
DXSM_SSCV_VNCL_OEM_UI_Flare_Selected,P=Decoy on
DXSM_SSCV_VNCL_OEM_UI_Flares_Depleted,P=Decoy Empty
DXSM_SSCV_VNCL_OEM_UI_Flares_Low,P=Flares low
DXSM_SSCV_VNCL_OEM_UI_Flight_Control=
DXSM_SSCV_VNCL_OEM_UI_Flight_TakeOff_Initiated,P=Take-off Initiated
DXSM_SSCV_VNCL_OEM_UI_Flight_TakeOff_Request_Approved,P=Take-off Approved
DXSM_SSCV_VNCL_OEM_UI_Flight_TakeOff_Request_Denied,P=Take-off denied
DXSM_SSCV_VNCL_OEM_UI_Forwardshields_0_Percent,P=Front shields down
DXSM_SSCV_VNCL_OEM_UI_Forwardshields_25_Percent,P=Front shields: 25%
DXSM_SSCV_VNCL_OEM_UI_Forwardshields_50_Percent,P=Front shields: 50%
DXSM_SSCV_VNCL_OEM_UI_Forwardshields_75_Percent,P=Front shields: 75%
DXSM_SSCV_VNCL_OEM_UI_Front_Shield_Taking_Damage,P=Attack on front shield
DXSM_SSCV_VNCL_OEM_UI_G_Safe_Disengaged,P=G-safe OFF
DXSM_SSCV_VNCL_OEM_UI_G_Safe_Engaged,P=G-safe ON
DXSM_SSCV_VNCL_OEM_UI_Generic_Abort,P=Abort
DXSM_SSCV_VNCL_OEM_UI_Generic_Offline_A,P=(system) failure
DXSM_SSCV_VNCL_OEM_UI_Generic_Offline_B,P=Failure of (system)
DXSM_SSCV_VNCL_OEM_UI_Generic_Select_A,P=select (system).
DXSM_SSCV_VNCL_OEM_UI_Generic_Select_B,P=(system) selected.
DXSM_SSCV_VNCL_OEM_UI_Get_Ship_Oriented,P=Align Ship
DXSM_SSCV_VNCL_OEM_UI_HUD_Combat_Mode_Active,P=HUD Combat ON
DXSM_SSCV_VNCL_OEM_UI_HUD_Landing_Mode_Active,P=HUD Landing ON
DXSM_SSCV_VNCL_OEM_UI_Head_To_Landing_Pad,P=Go to Landing Pad.
DXSM_SSCV_VNCL_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_VNCL_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_VNCL_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_VNCL_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_VNCL_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_VNCL_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_VNCL_OEM_UI_Incoming_Ramming_Attack,P=Alert: Enemy ship impact
DXSM_SSCV_VNCL_OEM_UI_Landing_Alignment_Off,P=Alignment wrong
DXSM_SSCV_VNCL_OEM_UI_Landing_Assisted,P=Assist Activated
DXSM_SSCV_VNCL_OEM_UI_Landing_Automated,P=Automated
DXSM_SSCV_VNCL_OEM_UI_Landing_Complete,P=Landing Complete
DXSM_SSCV_VNCL_OEM_UI_Landing_Gear_Deployed,P=Landing gear down
DXSM_SSCV_VNCL_OEM_UI_Landing_Gear_Is_Up,P=Landing Gear is up.
DXSM_SSCV_VNCL_OEM_UI_Landing_Gear_Retracted,P=Landing gear up
DXSM_SSCV_VNCL_OEM_UI_Landing_Manual,P=Manual
DXSM_SSCV_VNCL_OEM_UI_Landing_Request_Approved,P=Landing Approved
DXSM_SSCV_VNCL_OEM_UI_Landing_Request_Denied,P=Landing denied
DXSM_SSCV_VNCL_OEM_UI_Launch_Complete,P=Launch Complete
DXSM_SSCV_VNCL_OEM_UI_Launch_Initiated,P=Launch started
DXSM_SSCV_VNCL_OEM_UI_Launch_Request_Approved,P=Launch Approved
DXSM_SSCV_VNCL_OEM_UI_Launch_Request_Denied,P=Launch Denied
DXSM_SSCV_VNCL_OEM_UI_Left_Shield_Taking_Damage,P=Attack on left shield
DXSM_SSCV_VNCL_OEM_UI_Life_Support=
DXSM_SSCV_VNCL_OEM_UI_Locked_On_To_Landing_Pad,P=Landing Pad Locked
DXSM_SSCV_VNCL_OEM_UI_Missile_Lock_Succeeds,P=Missile LOCKED
DXSM_SSCV_VNCL_OEM_UI_Missiles_Depleted,P=Missiles Empty
DXSM_SSCV_VNCL_OEM_UI_Missiles_Low,P=Missiles low
DXSM_SSCV_VNCL_OEM_UI_Nearby_Sensor_Acquisition,P=Contact.
DXSM_SSCV_VNCL_OEM_UI_Objective_Received,P=Data received
DXSM_SSCV_VNCL_OEM_UI_Overhead_Shields_0_Percent,P=Overhead shield down
DXSM_SSCV_VNCL_OEM_UI_Overhead_Shields_25_Percent,P=Overhead shield: 25%
DXSM_SSCV_VNCL_OEM_UI_Overhead_Shields_50_Percent,P=Overhead shield: 50%
DXSM_SSCV_VNCL_OEM_UI_Overhead_Shields_75_Percent,P=Overhead shield: 75%
DXSM_SSCV_VNCL_OEM_UI_Override_Auto_Pilot,P=Manual Control Activated
DXSM_SSCV_VNCL_OEM_UI_Override_Landing_Assist,P=Manual Landing
DXSM_SSCV_VNCL_OEM_UI_Portshields_0_Percent,P=Port shield down
DXSM_SSCV_VNCL_OEM_UI_Portshields_25_Percent,P=Port shield 25%
DXSM_SSCV_VNCL_OEM_UI_Portshields_50_Percent,P=Port shield: 50%
DXSM_SSCV_VNCL_OEM_UI_Portshields_75_Percent,P=Port shield: 75%
DXSM_SSCV_VNCL_OEM_UI_Proximity_Aft,P=Alert: Rear Crash Close
DXSM_SSCV_VNCL_OEM_UI_Proximity_Deck,P=Alert: Deck Crash Close
DXSM_SSCV_VNCL_OEM_UI_Proximity_Front,P=Alert: Front Crash Close
DXSM_SSCV_VNCL_OEM_UI_Proximity_Overhead,P=Alert: Overhead Crash Close
DXSM_SSCV_VNCL_OEM_UI_Proximity_Port,P=Alert: Port Crash Close
DXSM_SSCV_VNCL_OEM_UI_Proximity_Starboard,P=Alert: Starboard Crash Close
DXSM_SSCV_VNCL_OEM_UI_QTravel_Disabled=
DXSM_SSCV_VNCL_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_VNCL_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_VNCL_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_VNCL_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_VNCL_OEM_UI_Radar=
DXSM_SSCV_VNCL_OEM_UI_Right_Shield_Taking_Damage,P=Attack on right shield
DXSM_SSCV_VNCL_OEM_UI_Scanning=
DXSM_SSCV_VNCL_OEM_UI_Self_Destruct_Aborted,P=Self-destruct Cancel
DXSM_SSCV_VNCL_OEM_UI_Self_Destruct_Initiated,P=Self-destruct ON
DXSM_SSCV_VNCL_OEM_UI_Sensors=
DXSM_SSCV_VNCL_OEM_UI_Shield_Generator=
DXSM_SSCV_VNCL_OEM_UI_Shields_Charging,P=Shields charging
DXSM_SSCV_VNCL_OEM_UI_Shields_Full,P=Shields fully charged
DXSM_SSCV_VNCL_OEM_UI_Starboard_Shields_0_Percent,P=Starboard shields down
DXSM_SSCV_VNCL_OEM_UI_Starboard_Shields_25_Percent,P=Starboard shields: 25%
DXSM_SSCV_VNCL_OEM_UI_Starboard_Shields_50_Percent,P=Starboard shields: 50%
DXSM_SSCV_VNCL_OEM_UI_Starboard_Shields_75_Percent,P=Starboard shields: 75%
DXSM_SSCV_VNCL_OEM_UI_Status_Radiation_Critical,P=Alert: High Radiation
DXSM_SSCV_VNCL_OEM_UI_Status_Radiation_Nominal,P=Low Radiation
DXSM_SSCV_VNCL_OEM_UI_System_Activated,P=(system) ON
DXSM_SSCV_VNCL_OEM_UI_System_Destroyed_During_Use,P=(system) destroyed
DXSM_SSCV_VNCL_OEM_UI_System_Overheating,P=(system) too hot.
DXSM_SSCV_VNCL_OEM_UI_Systems_Ejection_Offline,P=Eject system OFF
DXSM_SSCV_VNCL_OEM_UI_Systems_Ejection_Online,P=Eject system ON
DXSM_SSCV_VNCL_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_VNCL_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_VNCL_OEM_UI_Systems_Engines_Online,P=Engines ON
DXSM_SSCV_VNCL_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_VNCL_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_VNCL_OEM_UI_Systems_Gravity_Offline,P=Gravity OFF
DXSM_SSCV_VNCL_OEM_UI_Systems_Gravity_Online,P=Gravity ON
DXSM_SSCV_VNCL_OEM_UI_Systems_Landing_Assist_Engaged,P=Assisted Landing ON
DXSM_SSCV_VNCL_OEM_UI_Systems_Maneuvering_Online,P=Maneuvering ON
DXSM_SSCV_VNCL_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Alert: Powercore Radiation Critical
DXSM_SSCV_VNCL_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_VNCL_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_VNCL_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_VNCL_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_VNCL_OEM_UI_Systems_Systems_Online,P=Systems ON
DXSM_SSCV_VNCL_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_VNCL_OEM_UI_Target_Destroyed,P=Target DESTROYED
DXSM_SSCV_VNCL_OEM_UI_Top_Shield_Taking_Damage,P=Attack on top shield
DXSM_SSCV_VNCL_OEM_UI_Touch_Down,P=Landed
DXSM_SSCV_VNCL_OEM_UI_Wait_For_Dock_Arm=Hold for dock arm.
DXSM_SSCV_VNCL_OEM_UI_Waiting,P=Hold
DXSM_SSCV_VNCL_OEM_UI_Weapons_Charging,P=Weapons charging
DXSM_SSCV_VNCL_OEM_UI_Weapons_Missiles_Offline,P=Missiles OFF
DXSM_SSCV_VNCL_OEM_UI_Weapons_Missiles_Online,P=Missiles ON
DXSM_SSCV_VNCL_OEM_UI_Weapons_Offline,P=Weapons OFF
DXSM_SSCV_VNCL_OEM_UI_Weapons_Offline_Missiles_Offline,P=Weapons and Missiles OFF
DXSM_SSCV_VNCL_OEM_UI_Weapons_Online,P=Weapons ON
DXSM_SSCV_VNCL_OEM_UI_Weapons_Overheating=
DXSM_SSCV_VNCL_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_VNCL_OEM_UI_Weapons_System,P=Weapons
DXSM_SSCV_VNCL_OEM_UI_Weapons_Targeting_Online,P=Targeting ON
DXSM_SSCV_XIAN_OEM_UI_Abort_Landing,P=Landing stopped
DXSM_SSCV_XIAN_OEM_UI_Aftshields_0_Percent,P=Rear shields down
DXSM_SSCV_XIAN_OEM_UI_Aftshields_25_Percent,P=Rear shields: 25%
DXSM_SSCV_XIAN_OEM_UI_Aftshields_50_Percent,P=Rear shields: 50%
DXSM_SSCV_XIAN_OEM_UI_Aftshields_75_Percent,P=Rear shields: 75%
DXSM_SSCV_XIAN_OEM_UI_All_Systems_Online,P=System operational
DXSM_SSCV_XIAN_OEM_UI_Ammunition_Depleted,P=Weapon Empty
DXSM_SSCV_XIAN_OEM_UI_Ammunition_Low,P=Weapon Low
DXSM_SSCV_XIAN_OEM_UI_Approaching_Hanger,P=Maintain course.
DXSM_SSCV_XIAN_OEM_UI_Autopilot_Disengaged,P=Autopilot OFF
DXSM_SSCV_XIAN_OEM_UI_Autopilot_Engaged,P=Autopilot ON
DXSM_SSCV_XIAN_OEM_UI_Back_Shield_Taking_Damage,P=Attack on rear shield
DXSM_SSCV_XIAN_OEM_UI_Being_Scanned,P=Alert: Scan
DXSM_SSCV_XIAN_OEM_UI_Bitching_Betty_Dead,P=
DXSM_SSCV_XIAN_OEM_UI_Boot_Up,P=System's Activating
DXSM_SSCV_XIAN_OEM_UI_Bottom_Shield_Taking_Damage,P=Attack on bottom shield
DXSM_SSCV_XIAN_OEM_UI_Chaff_Depleted,P=Noise Empty
DXSM_SSCV_XIAN_OEM_UI_Chaff_Launched,P=Noise Fired
DXSM_SSCV_XIAN_OEM_UI_Chaff_Low,P=Noise Low
DXSM_SSCV_XIAN_OEM_UI_Chaff_Selected,P=Noise ON
DXSM_SSCV_XIAN_OEM_UI_Collision_Alert,P=Alert: Crash
DXSM_SSCV_XIAN_OEM_UI_Comms_Jammed,P=Alert: Comms Jammed
DXSM_SSCV_XIAN_OEM_UI_Communications=
DXSM_SSCV_XIAN_OEM_UI_Comstab,P=COMSTAB
DXSM_SSCV_XIAN_OEM_UI_Comstab_Disengaged,P=Comstab OFF
DXSM_SSCV_XIAN_OEM_UI_Comstab_Engaged,P=Comstab ON
DXSM_SSCV_XIAN_OEM_UI_Confirmed_Enemy_Target,P=ENEMY
DXSM_SSCV_XIAN_OEM_UI_Coolant,P=冷卻系統
DXSM_SSCV_XIAN_OEM_UI_Critical_Hit_A,P=Major damage to (system)
DXSM_SSCV_XIAN_OEM_UI_Critical_Hit_B,P=(system) suffered major damage
DXSM_SSCV_XIAN_OEM_UI_De_Coupled_Mode,P=DE-COUPLED MODE
DXSM_SSCV_XIAN_OEM_UI_De_Coupled_Mode_Disengaged,P=De-coupled Mode OFF
DXSM_SSCV_XIAN_OEM_UI_De_Coupled_Mode_Engaged,P=De-coupled Mode ON
DXSM_SSCV_XIAN_OEM_UI_Deckshields_0_Percent,P=Deck shields down
DXSM_SSCV_XIAN_OEM_UI_Deckshields_25_Percent,P=Deck shields: 25%
DXSM_SSCV_XIAN_OEM_UI_Deckshields_50_Percent,P=Deck shields: 50%
DXSM_SSCV_XIAN_OEM_UI_Deckshields_75_Percent,P=Deck shields: 75%
DXSM_SSCV_XIAN_OEM_UI_Destruction_Imminent,P=Destruction near
DXSM_SSCV_XIAN_OEM_UI_Docking_Complete=Docking complete.
DXSM_SSCV_XIAN_OEM_UI_Docking_Request_Approved=Docking approved.
DXSM_SSCV_XIAN_OEM_UI_Docking_Request_Denied=Docking denied.
DXSM_SSCV_XIAN_OEM_UI_Ejection=
DXSM_SSCV_XIAN_OEM_UI_Engines=
DXSM_SSCV_XIAN_OEM_UI_Engines_Low,P=Engines low
DXSM_SSCV_XIAN_OEM_UI_Fired_At_Friendly,P=Target FRIENDLY
DXSM_SSCV_XIAN_OEM_UI_Flare_Launched,P=Decoy Fired
DXSM_SSCV_XIAN_OEM_UI_Flare_Selected,P=Decoy on
DXSM_SSCV_XIAN_OEM_UI_Flares_Depleted,P=Decoy Empty
DXSM_SSCV_XIAN_OEM_UI_Flares_Low,P=Flares low
DXSM_SSCV_XIAN_OEM_UI_Flight_Control=
DXSM_SSCV_XIAN_OEM_UI_Flight_TakeOff_Initiated,P=Take-off Initiated
DXSM_SSCV_XIAN_OEM_UI_Flight_TakeOff_Request_Approved,P=Take-off Approved
DXSM_SSCV_XIAN_OEM_UI_Flight_TakeOff_Request_Denied,P=Take-off denied
DXSM_SSCV_XIAN_OEM_UI_Forwardshields_0_Percent,P=Front shields down
DXSM_SSCV_XIAN_OEM_UI_Forwardshields_25_Percent,P=Front shields: 25%
DXSM_SSCV_XIAN_OEM_UI_Forwardshields_50_Percent,P=Front shields: 50%
DXSM_SSCV_XIAN_OEM_UI_Forwardshields_75_Percent,P=Front shields: 75%
DXSM_SSCV_XIAN_OEM_UI_Front_Shield_Taking_Damage,P=Attack on front shield
DXSM_SSCV_XIAN_OEM_UI_G_Safe_Disengaged,P=G-safe OFF
DXSM_SSCV_XIAN_OEM_UI_G_Safe_Engaged,P=G-safe ON
DXSM_SSCV_XIAN_OEM_UI_Generic_Abort,P=Abort
DXSM_SSCV_XIAN_OEM_UI_Generic_Offline_A,P=(system) failure
DXSM_SSCV_XIAN_OEM_UI_Generic_Offline_B,P=Failure of (system)
DXSM_SSCV_XIAN_OEM_UI_Generic_Select_A,P=select (system).
DXSM_SSCV_XIAN_OEM_UI_Generic_Select_B,P=(system) selected.
DXSM_SSCV_XIAN_OEM_UI_Get_Ship_Oriented,P=Align Ship
DXSM_SSCV_XIAN_OEM_UI_HUD_Combat_Mode_Active,P=HUD Combat ON
DXSM_SSCV_XIAN_OEM_UI_HUD_Landing_Mode_Active,P=HUD Landing ON
DXSM_SSCV_XIAN_OEM_UI_Head_To_Landing_Pad,P=Go to Landing Pad.
DXSM_SSCV_XIAN_OEM_UI_Hydrogen_Fuel_At_025=
DXSM_SSCV_XIAN_OEM_UI_Hydrogen_Fuel_At_050=
DXSM_SSCV_XIAN_OEM_UI_Hydrogen_Fuel_At_075=
DXSM_SSCV_XIAN_OEM_UI_Hydrogen_Fuel_At_100=
DXSM_SSCV_XIAN_OEM_UI_Hydrogen_Fuel_Empty=
DXSM_SSCV_XIAN_OEM_UI_Hydrogen_Fuel_Low=
DXSM_SSCV_XIAN_OEM_UI_Incoming_Ramming_Attack,P=Alert: Enemy ship impact
DXSM_SSCV_XIAN_OEM_UI_Landing_Alignment_Off,P=Alignment wrong
DXSM_SSCV_XIAN_OEM_UI_Landing_Assisted,P=Assist Activated
DXSM_SSCV_XIAN_OEM_UI_Landing_Automated,P=Automated
DXSM_SSCV_XIAN_OEM_UI_Landing_Complete,P=Landing Complete
DXSM_SSCV_XIAN_OEM_UI_Landing_Gear_Deployed,P=Landing gear down
DXSM_SSCV_XIAN_OEM_UI_Landing_Gear_Is_Up,P=Landing Gear is up.
DXSM_SSCV_XIAN_OEM_UI_Landing_Gear_Retracted,P=Landing gear up
DXSM_SSCV_XIAN_OEM_UI_Landing_Manual,P=Manual
DXSM_SSCV_XIAN_OEM_UI_Landing_Request_Approved,P=Landing Approved
DXSM_SSCV_XIAN_OEM_UI_Landing_Request_Denied,P=Landing denied
DXSM_SSCV_XIAN_OEM_UI_Launch_Complete,P=Launch Complete
DXSM_SSCV_XIAN_OEM_UI_Launch_Initiated,P=Launch started
DXSM_SSCV_XIAN_OEM_UI_Launch_Request_Approved,P=Launch Approved
DXSM_SSCV_XIAN_OEM_UI_Launch_Request_Denied,P=Launch Denied
DXSM_SSCV_XIAN_OEM_UI_Left_Shield_Taking_Damage,P=Attack on left shield
DXSM_SSCV_XIAN_OEM_UI_Life_Support=
DXSM_SSCV_XIAN_OEM_UI_Locked_On_To_Landing_Pad,P=Landing Pad Locked
DXSM_SSCV_XIAN_OEM_UI_Missile_Lock_Succeeds,P=Missile LOCKED
DXSM_SSCV_XIAN_OEM_UI_Missiles_Depleted,P=Missiles Empty
DXSM_SSCV_XIAN_OEM_UI_Missiles_Low,P=Missiles low
DXSM_SSCV_XIAN_OEM_UI_Nearby_Sensor_Acquisition,P=Contact.
DXSM_SSCV_XIAN_OEM_UI_Objective_Received,P=Data received
DXSM_SSCV_XIAN_OEM_UI_Overhead_Shields_0_Percent,P=Overhead shield down
DXSM_SSCV_XIAN_OEM_UI_Overhead_Shields_25_Percent,P=Overhead shield: 25%
DXSM_SSCV_XIAN_OEM_UI_Overhead_Shields_50_Percent,P=Overhead shield: 50%
DXSM_SSCV_XIAN_OEM_UI_Overhead_Shields_75_Percent,P=Overhead shield: 75%
DXSM_SSCV_XIAN_OEM_UI_Override_Auto_Pilot,P=Manual Control Activated
DXSM_SSCV_XIAN_OEM_UI_Override_Landing_Assist,P=Manual Landing
DXSM_SSCV_XIAN_OEM_UI_Portshields_0_Percent,P=Port shield down
DXSM_SSCV_XIAN_OEM_UI_Portshields_25_Percent,P=Port shield 25%
DXSM_SSCV_XIAN_OEM_UI_Portshields_50_Percent,P=Port shield: 50%
DXSM_SSCV_XIAN_OEM_UI_Portshields_75_Percent,P=Port shield: 75%
DXSM_SSCV_XIAN_OEM_UI_Proximity_Aft,P=Alert: Rear Crash Close
DXSM_SSCV_XIAN_OEM_UI_Proximity_Deck,P=Alert: Deck Crash Close
DXSM_SSCV_XIAN_OEM_UI_Proximity_Front,P=Alert: Front Crash Close
DXSM_SSCV_XIAN_OEM_UI_Proximity_Overhead,P=Alert: Overhead Crash Close
DXSM_SSCV_XIAN_OEM_UI_Proximity_Port,P=Alert: Port Crash Close
DXSM_SSCV_XIAN_OEM_UI_Proximity_Starboard,P=Alert: Starboard Crash Close
DXSM_SSCV_XIAN_OEM_UI_QTravel_Disabled=
DXSM_SSCV_XIAN_OEM_UI_QTravel_Emergency_Exit=
DXSM_SSCV_XIAN_OEM_UI_QTravel_Insufficient_Fuel=
DXSM_SSCV_XIAN_OEM_UI_QTravel_Insufficient_Power=
DXSM_SSCV_XIAN_OEM_UI_QTravel_Power_Low=
DXSM_SSCV_XIAN_OEM_UI_Radar=
DXSM_SSCV_XIAN_OEM_UI_Right_Shield_Taking_Damage,P=Attack on right shield
DXSM_SSCV_XIAN_OEM_UI_Scanning=
DXSM_SSCV_XIAN_OEM_UI_Self_Destruct_Aborted,P=Self-destruct Cancel
DXSM_SSCV_XIAN_OEM_UI_Self_Destruct_Initiated,P=Self-destruct ON
DXSM_SSCV_XIAN_OEM_UI_Sensors=
DXSM_SSCV_XIAN_OEM_UI_Shield_Generator=
DXSM_SSCV_XIAN_OEM_UI_Shields_Charging,P=Shields charging
DXSM_SSCV_XIAN_OEM_UI_Shields_Full,P=Shields fully charged
DXSM_SSCV_XIAN_OEM_UI_Starboard_Shields_0_Percent,P=Starboard shields down
DXSM_SSCV_XIAN_OEM_UI_Starboard_Shields_25_Percent,P=Starboard shields: 25%
DXSM_SSCV_XIAN_OEM_UI_Starboard_Shields_50_Percent,P=Starboard shields: 50%
DXSM_SSCV_XIAN_OEM_UI_Starboard_Shields_75_Percent,P=Starboard shields: 75%
DXSM_SSCV_XIAN_OEM_UI_Status_Radiation_Critical,P=Alert: High Radiation
DXSM_SSCV_XIAN_OEM_UI_Status_Radiation_Nominal,P=Low Radiation
DXSM_SSCV_XIAN_OEM_UI_System_Activated,P=(system) ON
DXSM_SSCV_XIAN_OEM_UI_System_Destroyed_During_Use,P=(system) destroyed
DXSM_SSCV_XIAN_OEM_UI_System_Overheating,P=(system) too hot.
DXSM_SSCV_XIAN_OEM_UI_Systems_Ejection_Offline,P=Eject system OFF
DXSM_SSCV_XIAN_OEM_UI_Systems_Ejection_Online,P=Eject system ON
DXSM_SSCV_XIAN_OEM_UI_Systems_Engine_Destroyed,P=Engine destroyed
DXSM_SSCV_XIAN_OEM_UI_Systems_Engines_Offline,P=Engines offline
DXSM_SSCV_XIAN_OEM_UI_Systems_Engines_Online,P=Engines ON
DXSM_SSCV_XIAN_OEM_UI_Systems_Engines_Overheating=
DXSM_SSCV_XIAN_OEM_UI_Systems_Engines_Power_Low=
DXSM_SSCV_XIAN_OEM_UI_Systems_Gravity_Offline,P=Gravity OFF
DXSM_SSCV_XIAN_OEM_UI_Systems_Gravity_Online,P=Gravity ON
DXSM_SSCV_XIAN_OEM_UI_Systems_Landing_Assist_Engaged,P=Assisted Landing ON
DXSM_SSCV_XIAN_OEM_UI_Systems_Maneuvering_Online,P=Maneuvering ON
DXSM_SSCV_XIAN_OEM_UI_Systems_PowerCore_Radiation_Critical,P=Alert: Powercore Radiation Critical
DXSM_SSCV_XIAN_OEM_UI_Systems_Shields_Offline,P=Shields offline
DXSM_SSCV_XIAN_OEM_UI_Systems_Shields_Online,P=Shields online
DXSM_SSCV_XIAN_OEM_UI_Systems_Shields_Overheating=
DXSM_SSCV_XIAN_OEM_UI_Systems_Shields_Power_Low=
DXSM_SSCV_XIAN_OEM_UI_Systems_Systems_Online,P=Systems ON
DXSM_SSCV_XIAN_OEM_UI_Systems_Weapon_Destroyed,P=Weapon destroyed
DXSM_SSCV_XIAN_OEM_UI_Target_Destroyed,P=Target DESTROYED
DXSM_SSCV_XIAN_OEM_UI_Top_Shield_Taking_Damage,P=Attack on top shield
DXSM_SSCV_XIAN_OEM_UI_Touch_Down,P=Landed
DXSM_SSCV_XIAN_OEM_UI_Wait_For_Dock_Arm=Hold for dock arm.
DXSM_SSCV_XIAN_OEM_UI_Waiting,P=Hold
DXSM_SSCV_XIAN_OEM_UI_Weapons_Charging,P=Weapons charging
DXSM_SSCV_XIAN_OEM_UI_Weapons_Missiles_Offline,P=Missiles OFF
DXSM_SSCV_XIAN_OEM_UI_Weapons_Missiles_Online,P=Missiles ON
DXSM_SSCV_XIAN_OEM_UI_Weapons_Offline,P=Weapons OFF
DXSM_SSCV_XIAN_OEM_UI_Weapons_Offline_Missiles_Offline,P=Weapons and Missiles OFF
DXSM_SSCV_XIAN_OEM_UI_Weapons_Online,P=Weapons ON
DXSM_SSCV_XIAN_OEM_UI_Weapons_Overheating=
DXSM_SSCV_XIAN_OEM_UI_Weapons_Power_Low=
DXSM_SSCV_XIAN_OEM_UI_Weapons_System,P=Weapons
DXSM_SSCV_XIAN_OEM_UI_Weapons_Targeting_Online,P=Targeting ON
Darneely_Allies=N/A
Darneely_Convo_Mission=我在找工作。
Darneely_Convo_Scrap=I've got some scrap to sell.
Darneely_Rivals=N/A
DataDownload_From=~mission(Contractor)
DataDownload_Mission_Waypoint=進行中 – 仿冒站點。
DataDownload_Mobi_Description=WIP I have heard you are the right person for this job, so I will cut to the chase. We have located a UEC counterfeiting station at an old wreck site. If you get to the counterfeiting station quickly, you will be able to download the UEC for yourself. They have got some guards defending the wreck site, but I'm sure you'll be able to handle it. Oh and a final heads up. I am not the only person with this information, so expect a fight.
DataDownload_Mobi_Title=進行中 – 仿冒站點。
DataDownload_Obj_LongDescription=Defeat the guards and steal from the counterfeit stations.
DataDownload_Obj_Pool=29900 / 29900
DataDownload_Obj_ShortDescription=Steal from the counterfeit stations.
DataDownload_Screen_Shutdown=Shutdown
DataDownload_Screen_Status_01=Generating
DataDownload_Screen_Status_02=Downloading
DataDownload_Screen_Withdraw=Withdraw
DataHeist_ServerName_001,P=S-594
DataHeist_ServerName_002,P=S-667
DataHeist_ServerName_003,P=S-317
DataHeist_ServerName_004,P=S-694
DataHeist_ServerName_005,P=S-817
DataHeist_ServerName_006,P=S-156
DataHeist_ServerName_007,P=S-756
DataHeist_ServerName_008,P=S-944
DataHeist_ServerName_009,P=S-445
DataHeist_ServerRackName_001,P=SR-A
DataHeist_ServerRackName_002,P=SR-B
DataHeist_ServerRackName_003,P=SR-C
DataHeist_ServerRackName_004,P=SR-D
DataHeist_ServerRackName_005,P=SR-E
DataHeist_SvR_Cooling_Disable,P=Disable
DataHeist_SvR_Cooling_Disabled,P=Cooling Disabled
DataHeist_SvR_Cooling_Enable,P=Enable
DataHeist_SvR_Cooling_Enabled,P=Cooling Enabled
DataHeist_SvR_Cooling_Status_Off,P=Disabled
DataHeist_SvR_Cooling_Status_On,P=Enabled
DataHeist_SvR_DataTransfer,P=Data Transfer
DataHeist_SvR_Temperature,P=溫度
DataHeist_SvR_Terminal_TopInfo,P=Server Cluster Systems
Datapad_TextTest=Dont...\nLeak...\nThis...\nMission...\nPlz...
Datapad_general_01_msg=Dear All,\n\nWe would like to remind you that the break room is meant to be enjoyed, but its upkeep falls to all of us. Please dispose of trash in the proper receptacles and wash any dishes or utensils that you use. Also, when warming meals containing fish or other strong smelling foods, please turn on the exhaust fan. Finally, protocol requires that weapons either be kept on your person or stored in your locker and not left lying about common areas. \n\nThanks for your understanding and compliance in the matters above. Only together can we make this workplace better for all!
Datapad_general_01_recipient=To: All Personnel
Datapad_general_01_subject=Subject: Break Room Etiquette
Datapad_general_02_msg=Hi All, \n\nPlease welcome the newest member of our security team, Shoji Cunniff. Before joining us, Shoji worked as an independent security professional with over 15 years of experience in volatile systems, including Charon, Magnus, and Pyro. Shoji spent the past five years exclusively in Nexus providing protection services and running escort missions.\n \nShoji Cunniff is our new Security Professional I, and will be focused on upholding security protocols and defending the site against hostile actors. Shoji looks forward to the comradery that comes with being a part of a team, updating and expanding his skills as a security professional, and getting to know the Stanton system better. \n\nPlease join us in welcoming Shoji to the team!
Datapad_general_02_recipient=To: All Personnel
Datapad_general_02_subject=Subject: Welcome Our Newest Team Member!
Datapad_general_03_msg=Fellow Cass-fanatic, \n\nThe rumors are true! Ellroy Cass is back to deliver the most memorable and intimate experience of his genre-defying career. The legendary multi-hyphenate artist and performer has commandeered an 890 Jump and turned it into the ultimate venue that’s part performance space, part art gallery, and a complete sensory experience.\n\nAs a certified Cass-fanatic, Ellroy is offering you the opportunity to purchase a ticket to this exclusive experience. Explore the ship to see some of his most famous and controversial art installations, hop into a simpod to be transported into scenes from some of Ellroy’s most legendary vid performances, and then dance the day away to an intimate and career-spanning music set. It’s guaranteed to be a once-in-a-lifetime event unlike anything you’ve ever experienced. \n\nIf you are interested in spending a day with Ellroy Cass and a ship full of fellow fanatics, reply to the comm for price and location details. Due to the intimate nature of the event, tickets are extremely limited and cannot be resold or transferred. Don’t miss your chance to see the latest masterpiece from this enigmatic, incendiary, and boundary-pushing performer!
Datapad_general_03_recipient=To: CassaNovaKid08
Datapad_general_03_subject=Subject: Ellroy Cass Fan Club: Exclusive Pre-sale!
Datapad_general_04_msg=Happy birthday!! \n\nHoping you had a great day and took some time off to celebrate. You deserve it with how hard you work. Wanted to let you know I’m thinking of you, and hope your next year is filled with health, happiness, and a whole lot of luck. \n\nLet me know next time you’re in Area18 and I’ll buy you dinner to celebrate. \n\nCheers!\nHarrison
Datapad_general_04_recipient=To: Reggie
Datapad_general_04_subject=Subject: Happy Birthday!
Datapad_general_05_msg=Consider this a friendly reminder, since I saw you didn’t write any of this down:\n\nRothman’s Ginger Elixir (6 pack)\nRecor & Son Firedbrand Extra Spiced Rhum (Please NOT the Original)\nSmoltz (12 pack)\nLiberty Lake (12 pack)\n- Aero Liberty, if possible. Otherwise Pike Liberty works.\nTwo bottles of Miner’s Gap (One red, one white)\nBottle of Nightingale 12\nBunch of Pips\nRingalings (For Kara)\nHandful of Snaggle Sticks\nMa’s Ready to Eat (Variety pack)\nCorvium Plus\nZaranex MAX\n\nComm me if you have any questions!\n\nKP\n
Datapad_general_05_recipient=To: Junius
Datapad_general_05_subject=Subject: Shopping List
Debug_Text_Bounty_Intro_Desc=*WIP* Bounty Intro Description
Debug_Text_Bounty_Intro_Title=*WIP* Bounty Intro Title
Debug_Text_Collect=*WIP* Collect
Debug_Text_Destroy=*WIP* Destroy
Debug_Text_DestroyCargo_Description=*WIP* Destroy Cargo Description
Debug_Text_DestroyCargo_Objective_01_Long=*WIP* Go to the location where the communication device was spotted
Debug_Text_DestroyCargo_Objective_01_Short=*WIP* Go to Location
Debug_Text_DestroyCargo_Objective_02_Long=*WIP* Destroy the communication device to prevent any more encoded messages to pass through
Debug_Text_DestroyCargo_Objective_02_Marker=*WIP* Communication Device
Debug_Text_DestroyCargo_Objective_02_Short=*WIP* Destroy the device
Debug_Text_DestroyCargo_Title=*WIP* Destroy Cargo Title
Debug_Text_DropOff=*WIP* Drop off
Debug_Text_EnterVehicle=*WIP* Enter Vehicle
Debug_Text_GoTo=*WIP* Go to
Debug_Text_Interact=*WIP* Interact
Debug_Text_Investigate=*WIP* Investigate
Debug_Text_Mission_Title_001=*WIP* Retrieve Stolen Cargo
Debug_Text_Mission_Title_002=*WIP* Find Missing Rover
Debug_Text_PickUp=*WIP* Pick up
Debug_Text_PlantExplosives_Desc=*WIP* Plant Explosives Description
Debug_Text_PlantExplosives_Obj_01_Long=*WIP* Head over to the outpost and collect the explosive devices
Debug_Text_PlantExplosives_Obj_01_Marker=*WIP* Collect Explosive
Debug_Text_PlantExplosives_Obj_01_Short=*WIP* Head to Outpost
Debug_Text_PlantExplosives_Obj_02_Long=*WIP* Take the explosives to Covalex Shipping Hub to plant them inside.
Debug_Text_PlantExplosives_Obj_02_Short=*WIP* Go To Covalex
Debug_Text_PlantExplosives_Obj_03_Long=*WIP* Place the explosive at the location marked in the station
Debug_Text_PlantExplosives_Obj_03_Short=*WIP* Place Explosive
Debug_Text_PlantExplosives_Title=*WIP* Plant Explosives Title
Debug_Text_Protect=*WIP* Protect
Debug_Text_RemoveExplosives_Desc=*WIP* Remove Explosives Description
Debug_Text_RemoveExplosives_Obj_01_Long=*WIP* Head over to Covalex where there has been reports of explosives planted within the cargo
Debug_Text_RemoveExplosives_Obj_01_Short=*WIP* Head to Covalex
Debug_Text_RemoveExplosives_Obj_02_Long=*WIP* Locate and remove all cargo that appears to be explosive. Listen out for anything different when inspecting the cargo
Debug_Text_RemoveExplosives_Obj_02_Short=*WIP* Locate and remove explosive cargo
Debug_Text_RemoveExplosives_Title=*WIP* Remove Explosives Title
Debug_Text_Talk=*WIP* Talk
Delamar=德拉瑪 [Delamar]
Delamar_Desc=A moon-sized asteroid hidden deep within a thick cluster. Anti-UEE activists, political radicals and criminals now occupy Levski, a deserted mining facility built inside this asteroid.
Delamar_Levski=列夫斯基 [Levski]
Delamar_Levski_Desc=This mining facility was abandoned for years before UEE refugees took up residence. Dedicated to creating an egalitarian society, this group of activists wanted to build the kind of community that the Messers had taken away. Levski has evolved into a self-sustaining port of political activists and those wishing to escape the eye of the Empire.
DelantyWIP_024=~mission(TitleDescription|Title)
DelantyWIP_025=~mission(TitleDescription|Description)
Delivery_DeepSpace=Deep Space Delivery
Delivery_Interplanetary=Interplanetary Delivery
Delivery_Interstellar=Interstellar Delivery
Delivery_Local=Local Delivery
Delivery_Tag_Courier=快遞
Delivery_Tag_Data=資料
Delivery_Tag_Haulage=運輸
Delivery_Tag_LightGoods=輕型貨物
Derelict_CleanUp_Marker=Derelict
Derelict_CleanUp_Objective_01=Get to the derelict
Derelict_CleanUp_Objective_02=Neutralize threats
Derelict_CleanUp_desc=Our company offers authentic scavenger experiences for the whole family to feel like a genuine scavenger. \nHowever, one of our derelicts seems to have been taken over by _actual_ scavengers and needs to be cleaned up before our next tour. \nCare to have a look at it?
Derelict_CleanUp_from=史坦頓體驗旅遊有限公司
Derelict_CleanUp_title=Derelict "preparation" required
DestroyDebris_Desc_001=Reports of a satellite are falling to the planet's surface! We need you to break this satellite up into smaller debris pieces to lower the amount of damage
DestroyDebris_From_001=Some Guy
DestroyDebris_Objective_Long_001=Go to the known location of the satellite falling to the planet
DestroyDebris_Objective_Long_002=Destroy the satellite before it hits the surface
DestroyDebris_Objective_Short_001=Go to Satellite location
DestroyDebris_Objective_Short_002=Destroy Satellite
DestroyDebris_Title_001=Destroy Satellite Debris
DestroyEvidence_MissionFail_LostEvidence=The evidence was not destroyed.
DestroyEvidence_MissionSuccess=The evidence was destroyed.
DestroyEvidence_desc=~mission(Contractor|DestroyEvidenceDescription)
DestroyEvidence_from=~mission(Contractor|DestroyEvidenceFrom)
DestroyEvidence_obj_long_01=Destroy evidence that is currently stored at ~mission(location|address).
DestroyEvidence_obj_marker_01=Destroy Evidence
DestroyEvidence_obj_short_01=Destroy Evidence
DestroyEvidence_title=~mission(Contractor|DestroyEvidenceTitle)
DestroyObj_Text_Long=前往奧莉莎港會合
DestroyObj_Text_Marker=Rendevouz
DestroyObj_Text_Short=於奧莉莎會合
Dlg_SC_Tutorial_2nd_half_introTraining_1050_2nd_Half_Intro=Topped off. Let's get back out there.
Dlg_SC_Tutorial_2nd_half_launchTraining_1060_2nd_Half_Launch=Take off when you're ready.
Dlg_SC_Tutorial_adjust_backTraining_0250_Take_Off_Player_Adjust_Back=Back a bit.
Dlg_SC_Tutorial_adjust_forwardTraining_0240_Take_Off_Player_Adjust_Forward=A little forward.
Dlg_SC_Tutorial_adjust_leftTraining_0260_Take_Off_Player_Adjust_Left=Left a bit.
Dlg_SC_Tutorial_adjust_rightTraining_0270_Take_Off_Player_Adjust_Right=Right a touch.
Dlg_SC_Tutorial_approach_landing_padTraining_0850_Landing_Gentle_Encouragement=Set her down gently.
Dlg_SC_Tutorial_auto_or_manualTraining_0960_Landing_Auto_Or_Manual_Landing=You can use the automatic EDL landing procedure or do the whole thing manually.
Dlg_SC_Tutorial_average_landingTraining_1000_Landing_Average_Landing=Not bad. You'll get the hang of it.
Dlg_SC_Tutorial_back_to_baseTraining_1460_Training_Complete_Return_To_Base=Let's get you back to base. First round's on me.
Dlg_SC_Tutorial_bad_landingTraining_1010_Landing_Bad_Landing= That needs a lot of work.
Dlg_SC_Tutorial_barrel_roll_executedTraining_0440_Flight_Barrel_Roll_Gilly_Executed=Ah... so much fun.
Dlg_SC_Tutorial_barrel_roll_explanationTraining_0450_Flight_Barrel_Roll_Explanation=Rolling is a great way to orient your ship to fit through tight gaps or evade incoming fire. Now you give it a go.
Dlg_SC_Tutorial_barrel_roll_introTraining_0430_Flight_Barrel_Roll_Intro=Moving on. Now this is my favorite part of training: the barrel roll.
Dlg_SC_Tutorial_beckoning_playerTraining_0010_Player_Report_To_Leader=Hey there. Hustle on over.
Dlg_SC_Tutorial_boost_alt_useTraining_1090_Flight_Boost_Alt_Use=You can also use it to overpower you manoeuvring thrusters in order to take tighter corners.
Dlg_SC_Tutorial_boost_introTraining_1080_Flight_Boost_Explanation=If you need to get up to top speed in a hurry, try boosting.
Dlg_SC_Tutorial_boost_rechargeTraining_1100_Flight_Boost_Recharge=You do have a limited amount that takes time to replenish, so don't go nuts with it.
Dlg_SC_Tutorial_chaff_difficultyTraining_0800_Combat_CM_Chaff_Difficulty=Deploying Noise takes more skill than Decoys. To be successful, you need to put it between you and the missile.
Dlg_SC_Tutorial_chaff_explanationTraining_0790_Combat_CM_Chaff_Explanation=Good. Now, a Noise creates a cloud of electromagnetic interference to mask your signature from the missile.
Dlg_SC_Tutorial_chase_player_dawdles_1Training_0580_Combat_Chase_Player_Dawdles_01=What are you waiting for? Go finish it off.
Dlg_SC_Tutorial_chase_player_dawdles_2Training_0580_Combat_Chase_Player_Dawdles_02=Let's go. You're on the clock, rookie.
Dlg_SC_Tutorial_chase_player_dawdles_3Training_0580_Combat_Chase_Player_Dawdles_03=Get a move on.
Dlg_SC_Tutorial_complete_barrel_rollTraining_0460_Flight_Player_Compliment_01=Nice one.
Dlg_SC_Tutorial_comstab_explanationTraining_1170_Flight_Comstab_Explanation=You also have COMSTAB which adjusts your forward velocity so you can make controlled turns. Disabling COMSTAB will allow you maintain your velocity in turns, but you will drift wider..
Dlg_SC_Tutorial_cycleTraining_0780_Combat_CM_Cycle_Countermeasure=He's switched to EM tracking missiles. Cycle to Noise.
Dlg_SC_Tutorial_decoupled_autoTraining_0150_Landing_Mode_Auto_Engage_Decoupled=Activating landing mode restricts you to decoupled mode, meaning only your manoeuvring thrusters fire, which is handy for precise movement in tight areas.
Dlg_SC_Tutorial_decoupled_manualTraining_0150_Landing_Mode_Manual_Engage_Decoupled=I've gone ahead and restricted you to decoupled mode, which makes it much easier to position yourself for a launch. In Decoupled Mode, your main engine is disengaged, allowing you to move more precisely using your manoeuvring thrusters.
Dlg_SC_Tutorial_decoupled_modeTraining_0820_Combat_Decoupled_Mode_Intro_01=Remember Decoupled Mode from taking off? If the Drone gets behind you, enter Decoupled mode to disengage your main engines and allow you to spin your ship around while retaining your original vector.
Dlg_SC_Tutorial_decoupled_player_tryTraining_0820_Combat_Decoupled_Mode_Intro_03=Give it a try, just remember to disengage it when you're done.
Dlg_SC_Tutorial_decoupled_reminder_autoTraining_0880_Landing_Mode_Auto_Engage_Decoupled=Remember, entering Landing Mode will automatically Decouple your ship, so don't activate it too far away from the landing pad as it cuts down your speed.
Dlg_SC_Tutorial_decoupled_reminder_manualTraining_0890_Landing_Mode_Manual_Engage_Decoupled=The flight system automatically cuts down on your speed when you deploy the landing gear, so don't activate it too far away from the landing pad.
Dlg_SC_Tutorial_decoupled_warningTraining_0820_Combat_Decoupled_Mode_Intro_02=It's a great way to dissuade a pursuer, but make sure you've checked your path ahead first.
Dlg_SC_Tutorial_deviate_from_landingTraining_0950_Landing_Deviate_From_Landing=If you raise you landing gear or stray too far from the pad, you'll have to request it again.
Dlg_SC_Tutorial_disabled_controlsTraining_0070_Cockpit_Intro_02=You'll notice the majority of your systems are disabled. I'll be controlling when they are on and offline to simulate potential scenarios in combat situations.
Dlg_SC_Tutorial_doors_openTraining_0110_Take_Off_Doors_Open=Once you're aligned, the tower will open the doors.
Dlg_SC_Tutorial_drone_1_introTraining_0470_Combat_Intro_03=Don't worry - it's just a training drone. It handles just like the real thing, but it's weapons are less lethal. Saying that - they still pack a punch so try not to take any hits you don't have to.
Dlg_SC_Tutorial_drone_2_killedTraining_0840_Combat_Decoupled_Mode_Player_Kill_Drone=Good kill. We're heading back to the landing pad to restock and refuel for the final part of your training.
Dlg_SC_Tutorial_drone_deadTraining_0700_Combat_Drone_Dead=Good kill.
Dlg_SC_Tutorial_drone_fleesTraining_0570_Combat_Fire_Drone_Flees=Yeah, it didn't like that.
Dlg_SC_Tutorial_drone_missileTraining_0720_Combat_Missiles_Incoming=He's got lock. Missiles incoming.
Dlg_SC_Tutorial_drone_shields_downTraining_0650_Combat_Drone_Shields_Down=Its shields are down. Finish it off with a missile.
Dlg_SC_Tutorial_eject_player_dawdles_1Training_1450_Self-Destruct_Eject_Player_Dawdles_01=Come on, bail out.
Dlg_SC_Tutorial_eject_player_dawdles_2Training_1450_Self-Destruct_Eject_Player_Dawdles_02=Get out of there!
Dlg_SC_Tutorial_ejects_before_warning_1Training_1410_Self-Destruct_Player_Hit_Eject_Before_Warning=I can't let you eject without initiating self-destruct.
Dlg_SC_Tutorial_ejects_before_warning_2Training_1420_Self-Destruct_Player_Eject_Prompt_01=It's the only thing I can't do it remotely, kid. You have to initiate. Hurry.
Dlg_SC_Tutorial_ejects_before_warning_3Training_1420_Self-Destruct_Player_Eject_Prompt_02=Your plant's leaking radiation. You need to self-destruct now.
Dlg_SC_Tutorial_ejects_before_warning_4Training_1420_Self-Destruct_Player_Eject_Prompt_03=Hit self-destruct, now!
Dlg_SC_Tutorial_engines_checkTraining_0070_Cockpit_Intro_05=Engines, check.
Dlg_SC_Tutorial_enter_landing_modeTraining_0870_Landing_Entering_Landing_Mode=To enter landing mode you need to lower your landing gear.
Dlg_SC_Tutorial_fails_to_mark_targetTraining_1270_Combat_Player_Did_Not_Mark_Target=You gotta mark a target, kid.
Dlg_SC_Tutorial_fire_player_dawdles_1Training_0550_Combat_Fire_Player_Dawdles_01=This kind of hesitation can get you killed. Fire.
Dlg_SC_Tutorial_fire_player_dawdles_2Training_0550_Combat_Fire_Player_Dawdles_02=Shoot the drone.
Dlg_SC_Tutorial_fire_player_dawdles_3Training_0550_Combat_Fire_Player_Dawdles_03=Let's go. Fire
Dlg_SC_Tutorial_fire_player_doesnt_fireTraining_0540_Combat_Target_Fire_When_Ready_02=Go ahead, shoot. The drone isn't going to mind.
Dlg_SC_Tutorial_flare_durationTraining_0760_Combat_CM_Flare_Duration=Flares have a short lifetime, don't be too quick to fire them.
Dlg_SC_Tutorial_flare_explanationTraining_0740_Combat_CM_Flare_Explanation=Last missile was heat-seeking so equip your flares. Helpful tip, don't boost after dropping a flare. Boosted thrusters are much hotter than a flare.
Dlg_SC_Tutorial_flare_launch_successTraining_0770_Combat_CM_Flare_Launch_Good=Good.
Dlg_SC_Tutorial_free_lookTraining_0070_Cockpit_Intro_01=All right. First thing's first: take a look around your cockpit and familiarize yourself with the layout. It's imperative to quickly find and access specific controls. Last thing you want to be doing in a scrap is bringing up the instructions.
Dlg_SC_Tutorial_glaive_defeatedTraining_1360_Combat_Vanduul_Glaive_Defeated=Good kill. Glaive's down.
Dlg_SC_Tutorial_glaive_idTraining_1330_Combat_Vanduul_Id_Glaive=That Glaive's a recognised Ace, enemy designation is Tank. We're gonna have to work together to take it down.
Dlg_SC_Tutorial_glaive_id_short_0001=We got more hostiles inbound. Looks like there's a a recognised Ace in the mix.
Dlg_SC_Tutorial_good_alignment_1Training_0230_Take_Off_Player_Good_Alignment_01=Alignment's looking solid.
Dlg_SC_Tutorial_good_alignment_2Training_0230_Take_Off_Player_Good_Alignment_02=That's a good line, pilot.
Dlg_SC_Tutorial_good_distanceTraining_0900_Landing_Good_Deploy_Distance=This should be close enough. Deploy your landing gear.
Dlg_SC_Tutorial_good_landingTraining_0990_Landing_Good_Landing=Touchdown. Great work.
Dlg_SC_Tutorial_gsafe_explanationTraining_1130_Flight_G-Safe_Explanation_01=Still with me, kid? Good job. Now one thing you need to understand, every ship's outfitted with systems to look out for you.
Dlg_SC_Tutorial_gsafe_explanation_2Training_1130_Flight_G-Safe_Explanation_02=That last sharp turn you probably felt your ship clamp down on the turn. That's your G-Safe system kicking in, making sure that you aren't taking too many G-forces and blacking out.
Dlg_SC_Tutorial_gsafe_explanation_3Training_1130_Flight_G-Safe_Explanation_03=If you need to get that extra edge in turning, you can disable G-Safe, but be warned. An unconscious pilot turns into a dead one pretty quick.
Dlg_SC_Tutorial_guns_backTraining_0810_Combat_Guns_Up_Missles_Later=You got your guns back, but I'll need more time to get your missiles up.
Dlg_SC_Tutorial_heavy_damageTraining_0300_Take_Off_Heavy_Damage=Ah, don't sweat it, everybody tags their ship the first time. Your ship is still spaceworthy so I we'll just press on.
Dlg_SC_Tutorial_hudTraining_0140_Take_Off_Hud_Mode_Active=Take note that you're in take-off and landing mode..
Dlg_SC_Tutorial_initiate_self_destructTraining_1430_Self-Destruct_Player_Finally_Initiates=Cutting it close there, kid.
Dlg_SC_Tutorial_introductionTraining_0030_Introduction_01=I'm Lucas Baramsco, but everyone knows me as Gilly. I've served in six squadrons and qualified on almost a dozen ships, so if you put in the time, I'll get you on the path to dogfighting with the best of them.
Dlg_SC_Tutorial_introductionTraining_0030_Introduction_03=Let's get started.
Dlg_SC_Tutorial_introductionTraining_0040_Player_Report_To_Pod=We're gonna set you up in the F7C on the landing pad over there. Hustle over and let's get going.
Dlg_SC_Tutorial_keep_shootingTraining_0630_Combat_Chase_Keep_Shooting=There you go. Keep on the pressure.
Dlg_SC_Tutorial_landing_mode_infoTraining_0910_Landing_Hud_Landing_Specific_Info=Once Landing Mode's active, your HUD's going to swap out your combat systems for landing specific functionality..
Dlg_SC_Tutorial_landing_pad_idTraining_0860_Landing_Id_Landing_Pad=Free landing pads will appear on your HUD.
Dlg_SC_Tutorial_landing_radarTraining_0970_Landing_Landing_Radar=Now that you're on approach, your radar is replaced by the landing system. It'll guide you to your landing pad and help you perform a safe landing.
Dlg_SC_Tutorial_landing_radar_helpTraining_0980_Landing_Landing_Radar_Help=Make sure your ship stays within the bounds of the pad and keep your eye on your pitch and roll.
Dlg_SC_Tutorial_lead_targetTraining_0600_Combat_Hud_Pip_Lead_Target=Okay, try targetting the ship with the PIPs.
Dlg_SC_Tutorial_leader_exitsTraining_0120_Take_Off_Gilly_Exits=That's it. Once I clear out, it'll be your turn.
Dlg_SC_Tutorial_leader_player_dawdles_1Training_0050_Player_Dawdles_01=What are you, on break? Let's move it, rook.
Dlg_SC_Tutorial_leader_player_dawdles_2Training_0050_Player_Dawdles_02=Let's go.
Dlg_SC_Tutorial_leader_player_dawdles_3Training_0050_Player_Dawdles_03=Move it, move it, move it.
Dlg_SC_Tutorial_leader_targetedTraining_0320_Targeting_Intro_02=Good
Dlg_SC_Tutorial_mark_targetTraining_1260_Combat_Player_Mark_Target=Mark your target.
Dlg_SC_Tutorial_marks_targetTraining_1280_Combat_Player_Did_Mark_Target=Copy that. I got the other. Good luck.
Dlg_SC_Tutorial_match_speed_explainTraining_0320_Targeting_Intro_03=When pursuing a target, you'll want to keep your speed as close to their as possible. Give it a shot. Make sure I’m targeted and hit Match Speed.
Dlg_SC_Tutorial_match_speed_fast_brakeTraining_0420_Flight_Match_Speed_Fast_Brake=Or stop fast.
Dlg_SC_Tutorial_match_speed_target_speedTraining_0410_Flight_Match_Speed_Target_Speed_Change=Remember, this isn't autopilot, so you still have to steer, but you'll notice that once you're locked, your computer will continue to monitor my speed and adjust. It doesn't matter if I speed up slowly…
Dlg_SC_Tutorial_missile_launchTraining_0680_Combat_Missile_Fire=Launch. Launch.
Dlg_SC_Tutorial_missile_lock_explanationTraining_0660_Combat_Missile_Lock_Explanation=Missile locking sensors are on the nose so keep your target in front of you long enough to lock on.
Dlg_SC_Tutorial_missile_lock_holdTraining_0670_Combat_Missile_Hold_For_Lock=Hold… hold…
Dlg_SC_Tutorial_missile_player_dawdles_1Training_0690_Combat_Missile_Player_Dawdles_01=You have lock. Fire.
Dlg_SC_Tutorial_missiles_backTraining_0830_Combat_Decoupled_Mode_Player_Rotates=Great. You got your missiles back. Take it out.
Dlg_SC_Tutorial_move_it_rookieTraining_0020_Player_Dawdles_06=Let's move it, rookie. You aren't getting paid by the hour.
Dlg_SC_Tutorial_multiple_missilesTraining_1310_Combat_Multiple_Missile=You can lock multiple missiles at once, just don't get too trigger happy.
Dlg_SC_Tutorial_multiple_pipTraining_0590_Combat_Hud_Pip_Multiple_Reticles=Notice you have multiple PIPs with varying lag? Each of those indicates a weapon on your ship. The computer's trying to compensate for the varying speeds between your ballistic and energy projectiles.
Dlg_SC_Tutorial_new_drone_targetTraining_0710_Combat_New_Drone_Target=Let's move on - uh-oh! Looks like he had a friend. Take a look in your rear-view camera.
Dlg_SC_Tutorial_on_the_clockTraining_0020_Player_Dawdles_05=We're on a clock here, let's go.
Dlg_SC_Tutorial_outroTraining_0470_Combat_Intro_01=Well, you seem to be able handle your ship, so let's see if you can handle a bit of combat.
Dlg_SC_Tutorial_performance_averageTraining_1030_1st_Half_Performance_Average=You could use some extra hours in the sim, but you weren't too bad back there.
Dlg_SC_Tutorial_performance_goodTraining_1020_1st_Half_Performance_Good=You did good back there, kid. Let me guess - you're an Arena Commander fan?
Dlg_SC_Tutorial_performance_poorTraining_1040_1st_Half_Performance_Poor=I know it's your first time out there, but you're going to have to try harder if you want your wings.
Dlg_SC_Tutorial_permissionTraining_0940_Landing_Call_For_Permission=Once you've targeted a landing pad, request permission to land.
Dlg_SC_Tutorial_permission_for_launchTraining_0070_Cockpit_Intro_06=Tower, permission for launch
Dlg_SC_Tutorial_pip_explanationTraining_0530_Combat_Target_Pip_Intro=Now you have a target, you will have extra aim reticules. Those are Predicted-Impact-Points or PIPs. They'll show you where to shoot to hit a moving target.
Dlg_SC_Tutorial_pitch_rollTraining_0160_Take_Off_Pitch_Roll_Warning=Make sure you don't pitch or roll. It'll be tough to get back into proper alignment.
Dlg_SC_Tutorial_player_alignedTraining_0210_Take_Off_Player_Aligned_Doors_Open=The tower will open the doors once you're lined up.
Dlg_SC_Tutorial_player_boards_gilly_ship_1Training_0060_Player_Wrong_Pod_01=Easy there, rookie. That's my ride.
Dlg_SC_Tutorial_player_boards_gilly_ship_2Training_0060_Player_Wrong_Pod_02=What are you doing? You're over there.
Dlg_SC_Tutorial_player_causes_damage_1Training_0390_Flight_Player_Causes_Damage_01=Watch it, rookie.
Dlg_SC_Tutorial_player_causes_damage_2Training_0390_Flight_Player_Causes_Damage_02=Careful! These ships aren't cheap.
Dlg_SC_Tutorial_player_causes_damage_3Training_0390_Flight_Player_Causes_Damage_03=What the hell's wrong with you?
Dlg_SC_Tutorial_player_completes_1Training_1160_Race_Player_Completes_01=Nice job.
Dlg_SC_Tutorial_player_completes_2Training_1210_Race_Player_Completes_02=Still with me? All right, I'm a little impressed.
Dlg_SC_Tutorial_player_damageTraining_0290_Take_Off_No_Damage=Great job. I haven't seen many pull one off on the first try.
Dlg_SC_Tutorial_player_dawdlesTraining_1350_Combat_Vanduul_Player_Dawdles_Target_Glaive=Stop screwing around and target the Glaive.
Dlg_SC_Tutorial_player_dawdles_1Training_0020_Player_Dawdles_01=I'm waiting, rook.
Dlg_SC_Tutorial_player_dawdles_2Training_0020_Player_Dawdles_02=On me. Let's go.
Dlg_SC_Tutorial_player_dawdles_3Training_0020_Player_Dawdles_03=Still waiting…
Dlg_SC_Tutorial_player_fail_line_1Training_0360_Flight_Player_Fail_Line_01=Playtime's over, kid.
Dlg_SC_Tutorial_player_fail_line_2Training_0360_Flight_Player_Fail_Line_02=Shut it down. You're done.
Dlg_SC_Tutorial_player_fail_line_3Training_0360_Flight_Player_Fail_Line_03=I don't have time for this.
Dlg_SC_Tutorial_player_failsTraining_1200_Race_Player_Fails=Okay, that's enough. I don't think you're ready yet.
Dlg_SC_Tutorial_player_falls_behind_1Training_1150_Race_Player_Falls_Behind_01=Come on. You can do better than that.
Dlg_SC_Tutorial_player_falls_behind_2Training_1180_Race_Player_Falls_Behind_02=Let's go, let's go. I'm falling asleep up here.
Dlg_SC_Tutorial_player_falls_behind_warning_1Training_1190_Race_Player_Falls_Behind_Warning_01=Keep up, kid, you're blowing it.
Dlg_SC_Tutorial_player_falls_behind_warning_2Training_1190_Race_Player_Falls_Behind_Warning_02=You gonna give up now? Come on, push yourself.
Dlg_SC_Tutorial_player_falls_off_trailTraining_0620_Combat_Chase_Player_Falls_Off_Trail=Don't lose it. Stay on its tail.
Dlg_SC_Tutorial_player_final_warningTraining_0380_Flight_Player_Final_Warning_01=Last chance.
Dlg_SC_Tutorial_player_flies_away_1Training_0340_Flight_Player_Flies_Away_01=Where are you going?
Dlg_SC_Tutorial_player_flies_away_2Training_0340_Flight_Player_Flies_Away_02=On me, rookie.
Dlg_SC_Tutorial_player_flies_away_3Training_0340_Flight_Player_Flies_Away_03=Get back here.
Dlg_SC_Tutorial_player_flies_away_last_warning_Training_0350_Flight_Player_Flies_Away_Last_Warning=Turn around. I won't say it again.
Dlg_SC_Tutorial_player_general_warning_1Training_0370_Flight_Player_General_Warning_01=Stay focused. Let's get through this.
Dlg_SC_Tutorial_player_general_warning_2Training_0370_Flight_Player_General_Warning_02=Let's get back on track. We got a lot to cover.
Dlg_SC_Tutorial_player_general_warning_3Training_0370_Flight_Player_General_Warning_03=Just so we're clear, kid: you will follow orders or you will fail this training exercise.
Dlg_SC_Tutorial_player_general_warning_4Training_0370_Flight_Player_General_Warning_04=Stay on track, kid.
Dlg_SC_Tutorial_player_general_warning_5Training_0370_Flight_Player_General_Warning_05=Sharpen up, rookie. This isn't going to cut it.
Dlg_SC_Tutorial_player_gets_hitTraining_0640_Combat_Drone_Player_Gets_Hit=You're taking hits. Check your HUD for shield and damage status.
Dlg_SC_Tutorial_player_hits_droneTraining_0560_Combat_Fire_Player_Hits_Shields=Good shot. See its shields weakening on your HUD?
Dlg_SC_Tutorial_player_lags_1Training_0330_Flight_Player_Lags_01=Come on. Keep up
Dlg_SC_Tutorial_player_lags_2Training_0330_Flight_Player_Lags_02=You're lagging, kid. Hurry up.
Dlg_SC_Tutorial_player_lags_3Training_0330_Flight_Player_Lags_03=You reading me? What the hell's wrong with you?
Dlg_SC_Tutorial_player_lags_4Training_0330_Flight_Player_Lags_04=Waiting on you, kid.
Dlg_SC_Tutorial_player_lags_5Training_0330_Flight_Player_Lags_05=Any time.
Dlg_SC_Tutorial_player_lags_6Training_0330_Flight_Player_Lags_06=Stop wasting my time, rook.
Dlg_SC_Tutorial_player_lined_upTraining_0220_Take_Off_Player_In_Correct_Position=You're lined up.
Dlg_SC_Tutorial_player_match_speedTraining_0400_Flight_Player_Has_Matched_Speed=Great, you're locked on.
Dlg_SC_Tutorial_player_no_weaponsTraining_0730_Combat_No_Weapons=That hit took out your weapons. You'll have to hold out until they come back online. Countermeasures are still online. Use them.
Dlg_SC_Tutorial_player_off_centreTraining_0200_Take_Off_Player_Off-Centre=Don't align yourself with the middle of the doors. You'd be surprised how many 'cruits forget that the cockpit is not the centre of the ship.
Dlg_SC_Tutorial_player_strafe_forwardTraining_0180_Take_Off_Player_Move_Forward=Okay. Now strafe forward onto the taxiway. If you need it, the tower should have lit up your path.
Dlg_SC_Tutorial_player_take_offTraining_0170_Take_Off_Player_Dust_Off=Nice, you're clear of the pad.
Dlg_SC_Tutorial_player_testTraining_1120_Race_Challenge_01=Think you can put all this together? Let's see.
Dlg_SC_Tutorial_player_turningTraining_0190_Take_Off_Player_Turning=Don't turn too much. You don't want to fall out of alignment.
Dlg_SC_Tutorial_players_turnTraining_0130_Take_Off_Players_Turn=Ready? I'm enabling your systems and will monitor your progress from up here.
Dlg_SC_Tutorial_power_plant_warningTraining_1390_Power_Plant_Warning=I'm getting erratic power spikes from your ship. They must have hit your power plant!
Dlg_SC_Tutorial_race_introTraining_1220_Race_Challenge_02=Race you to the Spire.
Dlg_SC_Tutorial_race_intro_2Training_1070_Race_Intro=Think you can stay on my tail?
Dlg_SC_Tutorial_radar_checkTraining_0470_Combat_Intro_02=Check your radar. You should have a contact.
Dlg_SC_Tutorial_select_landing_padTraining_0930_Landing_Select_Landing_Pad=Go ahead and pick a landing pad.
Dlg_SC_Tutorial_selecting_landing_padTraining_0920_Landing_Hud_Selecting_Landing_Pad=You can cycle through available landing pads the same as cycling through targets.
Dlg_SC_Tutorial_self_destruct_introTraining_1400_Self-Destruct_Intro=Your ship's loaded with military intel, so we can't let it fall into enemy hands. You'll have to initiate self-destruct before you eject.
Dlg_SC_Tutorial_ship_checkTraining_0070_Cockpit_Intro_03=Let's get ready for takeoff. I'll do this step by step to show you how it's done. Systems, check. Engines, check. Tower, permission for launch.
Dlg_SC_Tutorial_ship_menu_groupsTraining_1490_Ship_Config_Menu_Intro_02=In there you'll see your weapon groups, shield configuration and power distribution.
Dlg_SC_Tutorial_ship_menu_introTraining_1480_Ship_Config_Menu_Intro_01=While we're waiting, feel free to take a look at your ship's setup.
Dlg_SC_Tutorial_ship_menu_warningsTraining_1500_Ship_Config_Menu_Intro_03=I wouldn't mess around with them during training.
Dlg_SC_Tutorial_ship_positionTraining_0750_Combat_CM_Ship_Position=Another pro tip: countermeasures are fired backward so never fly at a missile head-on, launch a countermeasure and expect it to work.
Dlg_SC_Tutorial_shortcutTraining_1140_Race_Shortcut=Think fast.
Dlg_SC_Tutorial_somedamageTraining_0280_Take_Off_Some_Damage=A little shaky, but vertical take-offs take some practice.
Dlg_SC_Tutorial_space_brake_introTraining_1110_Flight_Space_Brake_Explanation=If you need to cut speed in a hurry, use your space brake - it's much quicker than dialing back your engines and the moment you let go of it you'll automatically accelerate back up to your previous speed.
Dlg_SC_Tutorial_spire_fillerTraining_1470_Filler_And_Foreshadow_The_Spire=That, my friend, is the Spire. Isn't she a beauty?
Dlg_SC_Tutorial_strafe_forwardTraining_0090_Take_Off_Move_Forward=Now that I'm clear I can strafe forward onto the taxiway.
Dlg_SC_Tutorial_strafe_sidewaysTraining_0100_Take_Off_Center_Under_Doors=Now I square my ship up with the ceiling doors ready for a vertical take-off.
Dlg_SC_Tutorial_successful_targetTraining_0520_Combat_Target_Weapons_Online=Good. Now your weapons are online.
Dlg_SC_Tutorial_system_checkTraining_0070_Cockpit_Intro_04=Systems, check.
Dlg_SC_Tutorial_takes_damageTraining_1290_Combat_Player_Hull_Damage=You're taking a lot of hull damage. Try and keep a shield between you and the enemy.
Dlg_SC_Tutorial_target_closestTraining_0480_Combat_Target_Enemy_01=Use your targeting system to quickly target the closest enemy.
Dlg_SC_Tutorial_target_glaiveTraining_1340_Combat_Vanduul_Target_Glaive=Target the Glaive.
Dlg_SC_Tutorial_target_hitTraining_0610_Combat_Hud_Pip_Fire_On_Target=Good hit. Keep firing.
Dlg_SC_Tutorial_target_hudTraining_0480_Combat_Target_Enemy_02=Use your targeting system to target the closest enemy.
Dlg_SC_Tutorial_target_hud_explanationTraining_0490_Combat_Target_Enemy_Hud_Explanation_01=Okay, now look at the top right of your HUD. You should see you target displayed. This will show realtime damage, shield status and a few other things.
Dlg_SC_Tutorial_target_hud_explanation_2Training_0490_Combat_Target_Enemy_Hud_Explanation_02=Shields are drawn as panels floating around the ship. They'll shrink as they weaken until they disappear completely. At that point, your shots will hit the hull and cause lasting damage.
Dlg_SC_Tutorial_target_leaderTraining_0320_Targeting_Intro_01=I've just enabled your targeting system. Use it to target me.
Dlg_SC_Tutorial_target_lines_upTraining_0540_Combat_Target_Fire_When_Ready_01=Line up your target and fire when you're ready.
Dlg_SC_Tutorial_target_player_dawdles_1Training_0500_Combat_Target_Player_Dawdles_01=Come on, select nearest target.
Dlg_SC_Tutorial_target_player_dawdles_2Training_0500_Combat_Target_Player_Dawdles_02=Target the drone.
Dlg_SC_Tutorial_target_player_failTraining_0510_Combat_Target_Player_Fail_01=Let's head back. Guess you need more time in the sims.
Dlg_SC_Tutorial_told_to_eject_0001=Eject!
Dlg_SC_Tutorial_too_much_damageTraining_0310_Take_Off_Too_Much_Damage=Yeah, I don't think your ship can take any more. I think we'll need to get it patched up and try again.
Dlg_SC_Tutorial_tower_permissionTraining_0070_Cockpit_Intro_07=Copy that, tower.
Dlg_SC_Tutorial_vanduul_all_deadTraining_1380_Combat_Vanduul_All_Dead=We're clear. Hell of a training session, huh.
Dlg_SC_Tutorial_vanduul_freefireTraining_1370_Combat_Vanduul_Freefire=You're cleared to engage the rest. Good luck.
Dlg_SC_Tutorial_vanduul_intro_1Training_1230_Combat_Intro=Hold on, I've got contacts inbound…
Dlg_SC_Tutorial_vanduul_intro_2Training_1240_Combat_Vanduul_Contact=Contact! Vanduul fighter, dead ahead.
Dlg_SC_Tutorial_vanduul_intro_3Training_1250_Combat_All_Weapon_Systems_Active=This is not a drill. I repeat, this is not a drill. All your systems are active. This is a live-fire encounter.
Dlg_SC_Tutorial_vanduul_wave_2Training_1320_Combat_Vanduul_Wave_Two=Stay sharp. We got more hostiles inbound. Looks like there's a Glaive in the mix.
Dlg_SC_Tutorial_vertical_lift_offTraining_0080_Take_Off_Dust_Off=All right, first I want to lift vertically until I'm just clear of the landing pad.
Dlg_SC_Tutorial_waitingTraining_0020_Player_Dawdles_04=What are you waiting for?
Dlg_SC_Tutorial_warningTraining_0030_Introduction_02=Don't think you can slink your way through this. You need to focus and execute my commands because there is zero room for error in the black. We clear?
Dlg_SC_Tutorial_weapons_hotTraining_1300_Combat_Player_Weapons_Overheating_01=Ease up. Your weapons are getting hot.
Dlg_SC_Tutorial_weapons_overheat_adviceTraining_1300_Combat_Player_Weapons_Overheating_02=Fire in controlled bursts and give your weapons time to cool or they'll overheat.
Dlg_SC_ac_bludgeon_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=My zone is contested
Dlg_SC_ac_bludgeon_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=I need help over here
Dlg_SC_ac_bludgeon_conquest_in_contested_zone_call_for_assistance_0550=My zone is contested
Dlg_SC_ac_bludgeon_conquest_in_contested_zone_call_for_assistance_0551=I need help over here
Dlg_SC_ac_bludgeon_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Lost the zone
Dlg_SC_ac_bludgeon_conquest_lost_control_of_a_zone_0570=Lost the zone
Dlg_SC_ac_bludgeon_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
Dlg_SC_ac_bludgeon_conquest_taken_control_of_a_zone_0560=Zone taken
Dlg_SC_ac_bludgeon_ctc_allies_score_pointCTC_Allies_Score_Point_01=Point to us
Dlg_SC_ac_bludgeon_ctc_allies_score_pointCTC_Allies_Score_Point_02=Good job everyone.
Dlg_SC_ac_bludgeon_ctc_allies_score_point_0540=Point to us
Dlg_SC_ac_bludgeon_ctc_allies_score_point_0541=Good job everyone.
Dlg_SC_ac_bludgeon_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have the core
Dlg_SC_ac_bludgeon_ctc_enemy_has_core_0510=They have the core
Dlg_SC_ac_bludgeon_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Point to them
Dlg_SC_ac_bludgeon_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=I can do better.
Dlg_SC_ac_bludgeon_ctc_enemy_scores_point_0530=Point to them
Dlg_SC_ac_bludgeon_ctc_enemy_scores_point_0531=I can do better.
Dlg_SC_ac_bludgeon_ctc_player_has_coreCTC_Player_Has_Core=Nice one. Get the core back
Dlg_SC_ac_bludgeon_ctc_player_has_core_0500=Nice one. Get the core back
Dlg_SC_ac_bludgeon_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core
Dlg_SC_ac_bludgeon_ctc_this_ai_has_core_0520=I have the core
Dlg_SC_ac_bludgeon_generic_response_noGeneric_Response_No_01=No, sir.
Dlg_SC_ac_bludgeon_generic_response_noGeneric_Response_No_02=Negative.
Dlg_SC_ac_bludgeon_generic_response_no_0310=No, sir.
Dlg_SC_ac_bludgeon_generic_response_no_0311=Negative.
Dlg_SC_ac_bludgeon_generic_response_yesGeneric_Response_Yes_01=Copy
Dlg_SC_ac_bludgeon_generic_response_yesGeneric_Response_Yes_02=Roger that
Dlg_SC_ac_bludgeon_generic_response_yes_0300=Copy
Dlg_SC_ac_bludgeon_generic_response_yes_0301=Roger that
Dlg_SC_ac_bludgeon_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I'll cover you
Dlg_SC_ac_bludgeon_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Standby, Flying in.
Dlg_SC_ac_bludgeon_player_order_assistance_required_0120=I'll cover you
Dlg_SC_ac_bludgeon_player_order_assistance_required_0121=Stand by. Flying in.
Dlg_SC_ac_bludgeon_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Target confirmed
Dlg_SC_ac_bludgeon_player_order_attack_my_target_0100=Target confirmed
Dlg_SC_ac_bludgeon_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run initiated
Dlg_SC_ac_bludgeon_player_order_bomb_my_target_0230=Bombing run initiated
Dlg_SC_ac_bludgeon_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking and engaging
Dlg_SC_ac_bludgeon_player_order_break_and_engage_0210=Breaking and engaging
Dlg_SC_ac_bludgeon_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Understood, Defending target
Dlg_SC_ac_bludgeon_player_order_defend_my_target_0110=Understood, Defending target
Dlg_SC_ac_bludgeon_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting your target
Dlg_SC_ac_bludgeon_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Copy. Moving to escort.
Dlg_SC_ac_bludgeon_player_order_escort_my_target_0220=Escorting your target
Dlg_SC_ac_bludgeon_player_order_escort_my_target_0221=Copy. Moving to escort.
Dlg_SC_ac_bludgeon_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Copy. Instituting 'don't get shot' parameters.
Dlg_SC_ac_bludgeon_player_order_evasive_manoeuvers_0200=Copy. Instituting 'don't get shot' parameters.
Dlg_SC_ac_bludgeon_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Falling in on your position.
Dlg_SC_ac_bludgeon_player_order_form_up_on_me_0130=Falling in on your position.
Dlg_SC_ac_bludgeon_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading home
Dlg_SC_ac_bludgeon_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back
Dlg_SC_ac_bludgeon_player_order_return_to_base_0240=Heading home
Dlg_SC_ac_bludgeon_player_order_return_to_base_0241=Heading back
Dlg_SC_ac_bludgeon_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01=Formation 1 confirmed
Dlg_SC_ac_bludgeon_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02=Formation 2 confirmed
Dlg_SC_ac_bludgeon_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03=Formation 3 confirmed
Dlg_SC_ac_bludgeon_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04=Formation 4 confirmed
Dlg_SC_ac_bludgeon_player_order_witch_to_formation_0251=Formation 1 confirmed
Dlg_SC_ac_bludgeon_player_order_witch_to_formation_0252=Formation 2 confirmed
Dlg_SC_ac_bludgeon_player_order_witch_to_formation_0253=Formation 3 confirmed
Dlg_SC_ac_bludgeon_player_order_witch_to_formation_0254=Formation 4 confirmed
Dlg_SC_ac_bludgeon_reaction_Gets_a_killReaction_Gets_A_Kill_01=Bogey's down
Dlg_SC_ac_bludgeon_reaction_Gets_a_killReaction_Gets_A_Kill_02=Hostile destroyed
Dlg_SC_ac_bludgeon_reaction_Gets_a_kill_0400=Bogey's down
Dlg_SC_ac_bludgeon_reaction_Gets_a_kill_0401=Hostile destroyed
Dlg_SC_ac_bludgeon_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Check your targets
Dlg_SC_ac_bludgeon_reaction_being_hit_by_friendly_fire_0480=Check your targets
Dlg_SC_ac_bludgeon_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=My fault. Rookie mistake.
Dlg_SC_ac_bludgeon_reaction_commiting_friendly_fire_0490=My fault. Rookie mistake.
Dlg_SC_ac_bludgeon_reaction_ejectReaction_Eject=I'm sorry, it won't happen again.
Dlg_SC_ac_bludgeon_reaction_eject_0470=I'm sorry, it won't happen again.
Dlg_SC_ac_bludgeon_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly unit lost
Dlg_SC_ac_bludgeon_reaction_friendly_gets_killed_0450=Friendly unit lost
Dlg_SC_ac_bludgeon_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Hostiles inbound
Dlg_SC_ac_bludgeon_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Hostiles approaching
Dlg_SC_ac_bludgeon_reaction_incoming_enemies_0420=Hostiles inbound
Dlg_SC_ac_bludgeon_reaction_incoming_enemies_0421=Hostiles approaching
Dlg_SC_ac_bludgeon_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Falling back. I'm sorry.
Dlg_SC_ac_bludgeon_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Sorry, I'm too damaged.
Dlg_SC_ac_bludgeon_reaction_leaving_battle_retreating_0440=Falling back. I'm sorry.
Dlg_SC_ac_bludgeon_reaction_leaving_battle_retreating_0441=Sorry, I'm too damaged.
Dlg_SC_ac_bludgeon_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice kill
Dlg_SC_ac_bludgeon_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Good shot
Dlg_SC_ac_bludgeon_reaction_player_gets_a_kill_0410=Nice kill
Dlg_SC_ac_bludgeon_reaction_player_gets_a_kill_0411=Good shot
Dlg_SC_ac_bludgeon_reaction_rejoining_battleReaction_Rejoining_Battle=Back on the line.
Dlg_SC_ac_bludgeon_reaction_rejoining_battle_0430=Back on the line.
Dlg_SC_ac_bludgeon_reaction_taking_damageReaction_Taking_Damage_01=Need support.
Dlg_SC_ac_bludgeon_reaction_taking_damageReaction_Taking_Damage_02=Maybe my callsign should be Bullet Sponge.
Dlg_SC_ac_bludgeon_reaction_taking_damage_0460=Need support.
Dlg_SC_ac_bludgeon_reaction_taking_damage_0461=Maybe my callsign should be Bullet Sponge.
Dlg_SC_ac_bullseye_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Ral chawin, bring alls. (People are messing with us. Bring everybody)
Dlg_SC_ac_bullseye_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Come ons, alls, where bein (Come on, people, where are you?)
Dlg_SC_ac_bullseye_conquest_in_contested_zone_call_for_assistance_0550=Ral chawin, bring alls. (People are messing with us. Bring everybody)
Dlg_SC_ac_bullseye_conquest_in_contested_zone_call_for_assistance_0551=Come ons, alls, where bein (Come on, people, where are you?)
Dlg_SC_ac_bullseye_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=All slick, is loss (Nice job, [we] lost it)
Dlg_SC_ac_bullseye_conquest_lost_control_of_a_zone_0570=All slick, is loss (Nice job, [we] lost it)
Dlg_SC_ac_bullseye_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Gras it. (Grabbed it)
Dlg_SC_ac_bullseye_conquest_taken_control_of_a_zone_0560=Gras it. (Grabbed it)
Dlg_SC_ac_bullseye_ctc_allies_score_pointCTC_Allies_Score_Point=Shan, peeps. (Shiny, people)
Dlg_SC_ac_bullseye_ctc_allies_score_point_0540=Shan, peeps. (Shiny, people)
Dlg_SC_ac_bullseye_ctc_enemy_has_coreCTC_Enemy_Has_Core=Skrum bassad willin billaball (Scum bastards took the core)
Dlg_SC_ac_bullseye_ctc_enemy_has_core_0510=Skrum bassad willin billaball (Scum bastards took the core)
Dlg_SC_ac_bullseye_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Kuiza, man. Dez winn. (%$*&, man. They're winning)
Dlg_SC_ac_bullseye_ctc_enemy_scores_point_0530=Kuiza, man. Dez winn. (%$*&, man. They're winning)
Dlg_SC_ac_bullseye_ctc_player_has_coreCTC_Player_Has_Core=You wit billaball (You have the core)
Dlg_SC_ac_bullseye_ctc_player_has_core_0500=You wit billaball (You have the core)
Dlg_SC_ac_bullseye_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I wit billaball (I have the core)
Dlg_SC_ac_bullseye_ctc_this_ai_has_core_0520=I wit billaball (I have the core)
Dlg_SC_ac_bullseye_generic_response_noGeneric_Response_No_01=Nah
Dlg_SC_ac_bullseye_generic_response_no_0310=Nah
Dlg_SC_ac_bullseye_generic_response_yesGeneric_Response_Yes_01=Yeah
Dlg_SC_ac_bullseye_generic_response_yesGeneric_Response_Yes_02=Keen
Dlg_SC_ac_bullseye_generic_response_yes_0300=Yeah
Dlg_SC_ac_bullseye_generic_response_yes_0301=Keen
Dlg_SC_ac_bullseye_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=On 'em.
Dlg_SC_ac_bullseye_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Yeah.
Dlg_SC_ac_bullseye_player_order_assistance_required_0120=On 'em.
Dlg_SC_ac_bullseye_player_order_assistance_required_0121=Yeah.
Dlg_SC_ac_bullseye_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=I's on 'em (I'm on them)
Dlg_SC_ac_bullseye_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Skrum's mah. (Scum's mine)
Dlg_SC_ac_bullseye_player_order_attack_my_target_0100=I's on 'em (I'm on them)
Dlg_SC_ac_bullseye_player_order_attack_my_target_0101=Skrum's mah. (Scum's mine)
Dlg_SC_ac_bullseye_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Leverin' the bi kill. (Delivering the big kill)
Dlg_SC_ac_bullseye_player_order_bomb_my_target_0230=Leverin' the bi kill. (Delivering the big kill)
Dlg_SC_ac_bullseye_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Lesen all dem to beddewan. (Leave them to us)
Dlg_SC_ac_bullseye_player_order_break_and_engage_0210=Lesen all dem to beddewan. (Leave them to us)
Dlg_SC_ac_bullseye_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Em laz is mah laz. (Their lasers are my lasers)
Dlg_SC_ac_bullseye_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Scoddi don' wa. (Covering them)
Dlg_SC_ac_bullseye_player_order_escort_my_target_0220=Em laz is mah laz. (Their lasers are my lasers)
Dlg_SC_ac_bullseye_player_order_escort_my_target_0221=Scoddi don' wa. (Covering them)
Dlg_SC_ac_bullseye_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Tazen on them waggle. (Taking them on a ride)
Dlg_SC_ac_bullseye_player_order_evasive_manoeuvers_0200=Tazen on them waggle. (Taking them on a ride)
Dlg_SC_ac_bullseye_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Flyin on.
Dlg_SC_ac_bullseye_player_order_form_up_on_me_0130=Flyin on.
Dlg_SC_ac_bullseye_player_order_return_to_basePlayer_Order_Return_To_Base_01=Seatin' offa the collapsin (Heading back to crash)
Dlg_SC_ac_bullseye_player_order_return_to_basePlayer_Order_Return_To_Base_02=Hearin' an' backin (Copy. Heading back)
Dlg_SC_ac_bullseye_player_order_return_to_base_0240=Seatin' offa the collapsin (Heading back to crash)
Dlg_SC_ac_bullseye_player_order_return_to_base_0241=Hearin' an' backin (Copy. Heading back)
Dlg_SC_ac_bullseye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01= confirmed
Dlg_SC_ac_bullseye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02= confirmed
Dlg_SC_ac_bullseye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03= confirmed
Dlg_SC_ac_bullseye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04= confirmed
Dlg_SC_ac_bullseye_player_order_witch_to_formation_0251= confirmed
Dlg_SC_ac_bullseye_player_order_witch_to_formation_0252= confirmed
Dlg_SC_ac_bullseye_player_order_witch_to_formation_0253= confirmed
Dlg_SC_ac_bullseye_player_order_witch_to_formation_0254= confirmed
Dlg_SC_ac_bullseye_reaction_Gets_a_killReaction_Gets_A_Kill_01=Got yas! (Got you)
Dlg_SC_ac_bullseye_reaction_Gets_a_killReaction_Gets_A_Kill_02=Spattered 'em.
Dlg_SC_ac_bullseye_reaction_Gets_a_kill_0400=Got yas! (Got you)
Dlg_SC_ac_bullseye_reaction_Gets_a_kill_0401=Spattered 'em.
Dlg_SC_ac_bullseye_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Ay! Seem wan keesher (Hey! Watch yourself)
Dlg_SC_ac_bullseye_reaction_being_hit_by_friendly_fire_0480=Ay! Seem wan keesher (Hey! Watch yourself)
Dlg_SC_ac_bullseye_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Haha. Don ge agro (Don't get mad)
Dlg_SC_ac_bullseye_reaction_commiting_friendly_fire_0490=Haha. Don ge agro (Don't get mad)
Dlg_SC_ac_bullseye_reaction_ejectReaction_Eject=Fallin ou' (Bailing out)
Dlg_SC_ac_bullseye_reaction_eject_0470=Fallin ou' (Bailing out)
Dlg_SC_ac_bullseye_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Loss em (Lost one)
Dlg_SC_ac_bullseye_reaction_friendly_gets_killed_0450=Loss em (Lost one)
Dlg_SC_ac_bullseye_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Blots on scren (Contacts on my screen)
Dlg_SC_ac_bullseye_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Whole buncha comin nah (Whole lot [of people] coming in.
Dlg_SC_ac_bullseye_reaction_incoming_enemies_0420=Blots on scren (Contacts on my screen)
Dlg_SC_ac_bullseye_reaction_incoming_enemies_0421=Whole buncha comin nah (Whole lot [of people] coming in.)
Dlg_SC_ac_bullseye_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating=Outta (I'm out of here)
Dlg_SC_ac_bullseye_reaction_leaving_battle_retreating_0440=Outta (I'm out of here)
Dlg_SC_ac_bullseye_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Real devil. (A phrase of endearment)
Dlg_SC_ac_bullseye_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Frizza nice (Exploded real nice)
Dlg_SC_ac_bullseye_reaction_player_gets_a_kill_0410=Real devil. (A phrase of endearment)
Dlg_SC_ac_bullseye_reaction_player_gets_a_kill_0411=Frizza nice (Exploded real nice)
Dlg_SC_ac_bullseye_reaction_rejoining_battleReaction_Rejoining_Battle=YAAAAAAA. (Battle Charge)
Dlg_SC_ac_bullseye_reaction_rejoining_battle_0430=YAAAAAAA. (Battle Charge)
Dlg_SC_ac_bullseye_reaction_taking_damageReaction_Taking_Damage_01=Skrums follin' mah dingo. (Scumbags right on my ass)
Dlg_SC_ac_bullseye_reaction_taking_damageReaction_Taking_Damage_02=Bucho mat (Son of a bitch)
Dlg_SC_ac_bullseye_reaction_taking_damage_0460=Skrums follin' mah dingo. (Scumbags right on my ass)
Dlg_SC_ac_bullseye_reaction_taking_damage_0461=Bucho mat (Son of a bitch)
Dlg_SC_ac_deadeye_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Zone critical.
Dlg_SC_ac_deadeye_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Need help
Dlg_SC_ac_deadeye_conquest_in_contested_zone_call_for_assistance_0550=Zone critical.
Dlg_SC_ac_deadeye_conquest_in_contested_zone_call_for_assistance_0551=Need help
Dlg_SC_ac_deadeye_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
Dlg_SC_ac_deadeye_conquest_lost_control_of_a_zone_0570=Zone lost
Dlg_SC_ac_deadeye_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone is ours
Dlg_SC_ac_deadeye_conquest_taken_control_of_a_zone_0560=Zone is ours
Dlg_SC_ac_deadeye_ctc_allies_score_pointCTC_Allies_Score_Point=Point to us
Dlg_SC_ac_deadeye_ctc_allies_score_point_0540=Point to us
Dlg_SC_ac_deadeye_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got the core
Dlg_SC_ac_deadeye_ctc_enemy_has_core_0510=They got the core
Dlg_SC_ac_deadeye_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=They score
Dlg_SC_ac_deadeye_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Point to them
Dlg_SC_ac_deadeye_ctc_enemy_scores_point_0530=They score
Dlg_SC_ac_deadeye_ctc_enemy_scores_point_0531=Point to them
Dlg_SC_ac_deadeye_ctc_player_has_coreCTC_Player_Has_Core=You have the core
Dlg_SC_ac_deadeye_ctc_player_has_core_0500=You have the core
Dlg_SC_ac_deadeye_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Core acquired, on me.
Dlg_SC_ac_deadeye_ctc_this_ai_has_core_0520=Core acquired, on me.
Dlg_SC_ac_deadeye_generic_response_noGeneric_Response_No_01=No
Dlg_SC_ac_deadeye_generic_response_noGeneric_Response_No_02=Nyet
Dlg_SC_ac_deadeye_generic_response_no_0310=No
Dlg_SC_ac_deadeye_generic_response_no_0311=Nyet
Dlg_SC_ac_deadeye_generic_response_yesGeneric_Response_Yes_01=Yes….sir
Dlg_SC_ac_deadeye_generic_response_yesGeneric_Response_Yes_02=Da
Dlg_SC_ac_deadeye_generic_response_yes_0300=Yes….sir
Dlg_SC_ac_deadeye_generic_response_yes_0301=Da
Dlg_SC_ac_deadeye_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=On my way.
Dlg_SC_ac_deadeye_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I will help you
Dlg_SC_ac_deadeye_player_order_assistance_required_0120=On my way.
Dlg_SC_ac_deadeye_player_order_assistance_required_0121=I will help you
Dlg_SC_ac_deadeye_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=With pleasure.
Dlg_SC_ac_deadeye_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=I have them in sight
Dlg_SC_ac_deadeye_player_order_attack_my_target_0100=With pleasure.
Dlg_SC_ac_deadeye_player_order_attack_my_target_0101=I have them in sight
Dlg_SC_ac_deadeye_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Heavy weapons cleared.
Dlg_SC_ac_deadeye_player_order_bomb_my_target_0230=Heavy weapons cleared.
Dlg_SC_ac_deadeye_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Heavy weapons cleared.
Dlg_SC_ac_deadeye_player_order_break_and_engage_0210=Heavy weapons cleared.
Dlg_SC_ac_deadeye_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=I'll think about it.
Dlg_SC_ac_deadeye_player_order_defend_my_target_0110=I'll think about it.
Dlg_SC_ac_deadeye_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=…copy that.
Dlg_SC_ac_deadeye_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
Dlg_SC_ac_deadeye_player_order_escort_my_target_0220=…copy that.
Dlg_SC_ac_deadeye_player_order_escort_my_target_0221=Escorting target now
Dlg_SC_ac_deadeye_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evading now
Dlg_SC_ac_deadeye_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Evasive action
Dlg_SC_ac_deadeye_player_order_evasive_manoeuvers_0200=Evading now
Dlg_SC_ac_deadeye_player_order_evasive_manoeuvers_0201=Evasive action
Dlg_SC_ac_deadeye_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Moving to formation now
Dlg_SC_ac_deadeye_player_order_form_up_on_me_0130=Moving to formation now
Dlg_SC_ac_deadeye_player_order_return_to_basePlayer_Order_Return_To_Base_01=Scope's clear. Return to base
Dlg_SC_ac_deadeye_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back
Dlg_SC_ac_deadeye_player_order_return_to_base_0240=Scope's clear. Return to base
Dlg_SC_ac_deadeye_player_order_return_to_base_0241=Heading back
Dlg_SC_ac_deadeye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01= confirmed
Dlg_SC_ac_deadeye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02= confirmed
Dlg_SC_ac_deadeye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03= confirmed
Dlg_SC_ac_deadeye_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04= confirmed
Dlg_SC_ac_deadeye_player_order_witch_to_formation_0251= confirmed
Dlg_SC_ac_deadeye_player_order_witch_to_formation_0252= confirmed
Dlg_SC_ac_deadeye_player_order_witch_to_formation_0253= confirmed
Dlg_SC_ac_deadeye_player_order_witch_to_formation_0254= confirmed
Dlg_SC_ac_deadeye_reaction_Gets_a_killReaction_Gets_A_Kill_01=Dead.
Dlg_SC_ac_deadeye_reaction_Gets_a_killReaction_Gets_A_Kill_02=Ghosted
Dlg_SC_ac_deadeye_reaction_Gets_a_kill_0400=Dead.
Dlg_SC_ac_deadeye_reaction_Gets_a_kill_0401=Ghosted
Dlg_SC_ac_deadeye_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=I am a friendly! Idiots
Dlg_SC_ac_deadeye_reaction_being_hit_by_friendly_fire_0480=I am a friendly! Idiots
Dlg_SC_ac_deadeye_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=I apologise
Dlg_SC_ac_deadeye_reaction_commiting_friendly_fire_0490=I apologise
Dlg_SC_ac_deadeye_reaction_ejectReaction_Eject=Going down.
Dlg_SC_ac_deadeye_reaction_eject_0470=Going down.
Dlg_SC_ac_deadeye_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Ally destroyed
Dlg_SC_ac_deadeye_reaction_friendly_gets_killed_0450=Ally destroyed
Dlg_SC_ac_deadeye_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Target inbound
Dlg_SC_ac_deadeye_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Hostile approaching
Dlg_SC_ac_deadeye_reaction_incoming_enemies_0420=Target inbound
Dlg_SC_ac_deadeye_reaction_incoming_enemies_0421=Hostile approaching
Dlg_SC_ac_deadeye_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Regrouping.
Dlg_SC_ac_deadeye_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Sustained too much damage.
Dlg_SC_ac_deadeye_reaction_leaving_battle_retreating_0440=Regrouping.
Dlg_SC_ac_deadeye_reaction_leaving_battle_retreating_0441=Sustained too much damage.
Dlg_SC_ac_deadeye_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Good kill
Dlg_SC_ac_deadeye_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Nice killing
Dlg_SC_ac_deadeye_reaction_player_gets_a_kill_0410=Good kill
Dlg_SC_ac_deadeye_reaction_player_gets_a_kill_0411=Nice killing
Dlg_SC_ac_deadeye_reaction_rejoining_battleReaction_Rejoining_Battle=I'm back
Dlg_SC_ac_deadeye_reaction_rejoining_battle_0430=I'm back
Dlg_SC_ac_deadeye_reaction_taking_damageReaction_Taking_Damage_01=Taking fire.
Dlg_SC_ac_deadeye_reaction_taking_damageReaction_Taking_Damage_02=Getting chewed up.
Dlg_SC_ac_deadeye_reaction_taking_damage_0460=Taking fire.
Dlg_SC_ac_deadeye_reaction_taking_damage_0461=Getting chewed up.
Dlg_SC_ac_dodger_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=You gonna help me take this zone or what?
Dlg_SC_ac_dodger_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Pull your finger out you lot, help me!
Dlg_SC_ac_dodger_conquest_in_contested_zone_call_for_assistance_0550=You gonna help me take this zone or what?
Dlg_SC_ac_dodger_conquest_in_contested_zone_call_for_assistance_0551=Pull your finger out you lot, help me!
Dlg_SC_ac_dodger_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Lost the zone
Dlg_SC_ac_dodger_conquest_lost_control_of_a_zone_0570=Lost the zone
Dlg_SC_ac_dodger_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Got the zone
Dlg_SC_ac_dodger_conquest_taken_control_of_a_zone_0560=Got the zone
Dlg_SC_ac_dodger_ctc_allies_score_pointCTC_Allies_Score_Point=Up yours! We scored!
Dlg_SC_ac_dodger_ctc_allies_score_point_0540=Up yours! We scored!
Dlg_SC_ac_dodger_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got our sodding core!
Dlg_SC_ac_dodger_ctc_enemy_has_core_0510=They got our sodding core!
Dlg_SC_ac_dodger_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Bugger. They scored
Dlg_SC_ac_dodger_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Point to them
Dlg_SC_ac_dodger_ctc_enemy_scores_point_0530=Bugger. They scored
Dlg_SC_ac_dodger_ctc_enemy_scores_point_0531=Point to them
Dlg_SC_ac_dodger_ctc_player_has_coreCTC_Player_Has_Core=Core is yours, take her home
Dlg_SC_ac_dodger_ctc_player_has_core_0500=Core is yours, take her home
Dlg_SC_ac_dodger_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I got the core. Watch me back fellas
Dlg_SC_ac_dodger_ctc_this_ai_has_core_0520=I got the core. Watch me back fellas
Dlg_SC_ac_dodger_generic_response_noGeneric_Response_No_01=No
Dlg_SC_ac_dodger_generic_response_noGeneric_Response_No_02=Are you kidding? Nah
Dlg_SC_ac_dodger_generic_response_no_0310=No
Dlg_SC_ac_dodger_generic_response_no_0311=Are you kidding? Nah
Dlg_SC_ac_dodger_generic_response_yesGeneric_Response_Yes_01=Roger
Dlg_SC_ac_dodger_generic_response_yesGeneric_Response_Yes_02=Yeah, Yeah
Dlg_SC_ac_dodger_generic_response_yes_0300=Roger
Dlg_SC_ac_dodger_generic_response_yes_0301=Yeah, Yeah
Dlg_SC_ac_dodger_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Here to save your arse
Dlg_SC_ac_dodger_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I'll help ya
Dlg_SC_ac_dodger_player_order_assistance_required_0120=Here to save your arse
Dlg_SC_ac_dodger_player_order_assistance_required_0121=I'll help ya
Dlg_SC_ac_dodger_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=He's mine.
Dlg_SC_ac_dodger_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Coming in loud and proud
Dlg_SC_ac_dodger_player_order_attack_my_targetPlayer_Order_Attack_My_Target_03=Target locked in,
Dlg_SC_ac_dodger_player_order_attack_my_target_0100=He's mine.
Dlg_SC_ac_dodger_player_order_attack_my_target_0101=Coming in loud and proud
Dlg_SC_ac_dodger_player_order_attack_my_target_0102=Target locked in,
Dlg_SC_ac_dodger_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run
Dlg_SC_ac_dodger_player_order_bomb_my_target_0230=Bombing run
Dlg_SC_ac_dodger_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking formation to engage
Dlg_SC_ac_dodger_player_order_break_and_engage_0210=Breaking formation to engage
Dlg_SC_ac_dodger_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=I'm a nanny, good job mate
Dlg_SC_ac_dodger_player_order_defend_my_target_0110=I'm a nanny, good job mate
Dlg_SC_ac_dodger_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
Dlg_SC_ac_dodger_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=I'll get them where they're going.
Dlg_SC_ac_dodger_player_order_escort_my_target_0220=Escorting
Dlg_SC_ac_dodger_player_order_escort_my_target_0221=I'll get them where they're going.
Dlg_SC_ac_dodger_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Consider 'em lost.
Dlg_SC_ac_dodger_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Evasive maneouvers
Dlg_SC_ac_dodger_player_order_evasive_manoeuvers_0200=Consider 'em lost.
Dlg_SC_ac_dodger_player_order_evasive_manoeuvers_0201=Evasive maneouvers
Dlg_SC_ac_dodger_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=On my way.
Dlg_SC_ac_dodger_player_order_form_up_on_me_0130=On my way.
Dlg_SC_ac_dodger_player_order_return_to_basePlayer_Order_Return_To_Base_01=I'll head back and repair
Dlg_SC_ac_dodger_player_order_return_to_basePlayer_Order_Return_To_Base_02=Going back to base
Dlg_SC_ac_dodger_player_order_return_to_base_0240=I'll head back and repair
Dlg_SC_ac_dodger_player_order_return_to_base_0241=Going back to base
Dlg_SC_ac_dodger_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01= confirmed
Dlg_SC_ac_dodger_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02= confirmed
Dlg_SC_ac_dodger_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03= confirmed
Dlg_SC_ac_dodger_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04= confirmed
Dlg_SC_ac_dodger_player_order_witch_to_formation_0251= confirmed
Dlg_SC_ac_dodger_player_order_witch_to_formation_0252= confirmed
Dlg_SC_ac_dodger_player_order_witch_to_formation_0253= confirmed
Dlg_SC_ac_dodger_player_order_witch_to_formation_0254= confirmed
Dlg_SC_ac_dodger_reaction_Gets_a_killReaction_Gets_A_Kill_01=Ghosted.
Dlg_SC_ac_dodger_reaction_Gets_a_killReaction_Gets_A_Kill_02=Merked 'em, boss.
Dlg_SC_ac_dodger_reaction_Gets_a_kill_0400=Ghosted.
Dlg_SC_ac_dodger_reaction_Gets_a_kill_0401=Merked 'em, boss.
Dlg_SC_ac_dodger_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Bloody hell, you muppet.
Dlg_SC_ac_dodger_reaction_being_hit_by_friendly_fire_0480=Bloody hell, you muppet.
Dlg_SC_ac_dodger_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Damn it, sorry
Dlg_SC_ac_dodger_reaction_commiting_friendly_fire_0490=Damn it, sorry
Dlg_SC_ac_dodger_reaction_ejectReaction_Eject=Spent up. Ejecting.
Dlg_SC_ac_dodger_reaction_eject_0470=Spent up. Ejecting.
Dlg_SC_ac_dodger_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly in smoke
Dlg_SC_ac_dodger_reaction_friendly_gets_killed_0450=Friendly in smoke
Dlg_SC_ac_dodger_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Multiple contacts, coming in fast
Dlg_SC_ac_dodger_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Bogeys inbound
Dlg_SC_ac_dodger_reaction_incoming_enemies_0420=Multiple contacts, coming in fast
Dlg_SC_ac_dodger_reaction_incoming_enemies_0421=Bogeys inbound
Dlg_SC_ac_dodger_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Gotta bug out a minute
Dlg_SC_ac_dodger_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Keep the fight warm. I'll be back.
Dlg_SC_ac_dodger_reaction_leaving_battle_retreating_0440=Gotta bug out a minute
Dlg_SC_ac_dodger_reaction_leaving_battle_retreating_0441=Keep the fight warm. I'll be back.
Dlg_SC_ac_dodger_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Good shooting.
Dlg_SC_ac_dodger_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Nice one.
Dlg_SC_ac_dodger_reaction_player_gets_a_kill_0410=Good shooting.
Dlg_SC_ac_dodger_reaction_player_gets_a_kill_0411=Nice one.
Dlg_SC_ac_dodger_reaction_rejoining_battleReaction_Rejoining_Battle=Dodger's here, don't worry
Dlg_SC_ac_dodger_reaction_rejoining_battle_0430=Dodger's here, don't worry
Dlg_SC_ac_dodger_reaction_taking_damageReaction_Taking_Damage_01=They're smacking the shit outta me here!
Dlg_SC_ac_dodger_reaction_taking_damageReaction_Taking_Damage_02=How 'bout lending a hand?!
Dlg_SC_ac_dodger_reaction_taking_damage_0460=They're smacking the shit outta me here!
Dlg_SC_ac_dodger_reaction_taking_damage_0461=How 'bout lending a hand?!
Dlg_SC_ac_grudge_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Enemies in my zone, need immediate assistance
Dlg_SC_ac_grudge_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Zone contested, help please.
Dlg_SC_ac_grudge_conquest_in_contested_zone_call_for_assistance_0550=Enemies in my zone, need immediate assistance
Dlg_SC_ac_grudge_conquest_in_contested_zone_call_for_assistance_0551=Zone contested, help please.
Dlg_SC_ac_grudge_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone.
Dlg_SC_ac_grudge_conquest_lost_control_of_a_zone_0570=We lost the zone.
Dlg_SC_ac_grudge_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=We took the zone
Dlg_SC_ac_grudge_conquest_taken_control_of_a_zone_0560=We took the zone
Dlg_SC_ac_grudge_ctc_allies_score_pointCTC_Allies_Score_Point=Scored!
Dlg_SC_ac_grudge_ctc_allies_score_point_0540=Scored!
Dlg_SC_ac_grudge_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got our core
Dlg_SC_ac_grudge_ctc_enemy_has_core_0510=They got our core
Dlg_SC_ac_grudge_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Surprise, surprise.
Dlg_SC_ac_grudge_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Whatever, they got a point
Dlg_SC_ac_grudge_ctc_enemy_scores_point_0530=Surprise, surprise.
Dlg_SC_ac_grudge_ctc_enemy_scores_point_0531=Whatever, they got a point
Dlg_SC_ac_grudge_ctc_player_has_coreCTC_Player_Has_Core=Nice snag, sir, get the core back
Dlg_SC_ac_grudge_ctc_player_has_core_0500=Nice snag, sir, get the core back
Dlg_SC_ac_grudge_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Help! Help! I got the core!
Dlg_SC_ac_grudge_ctc_this_ai_has_core_0520=Help! Help! I got the core!
Dlg_SC_ac_grudge_generic_response_noGeneric_Response_No_01=Nah, sorry
Dlg_SC_ac_grudge_generic_response_noGeneric_Response_No_02=There's no point doing that
Dlg_SC_ac_grudge_generic_response_no_0310=Nah, sorry
Dlg_SC_ac_grudge_generic_response_no_0311=There's no point doing that
Dlg_SC_ac_grudge_generic_response_yesGeneric_Response_Yes_01=Copy
Dlg_SC_ac_grudge_generic_response_yesGeneric_Response_Yes_02=I guess.
Dlg_SC_ac_grudge_generic_response_yes_0300=Copy
Dlg_SC_ac_grudge_generic_response_yes_0301=I guess.
Dlg_SC_ac_grudge_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I'm coming
Dlg_SC_ac_grudge_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Moving to assist you
Dlg_SC_ac_grudge_player_order_assistance_required_0120=I'm coming
Dlg_SC_ac_grudge_player_order_assistance_required_0121=Moving to assist you
Dlg_SC_ac_grudge_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=I see them.
Dlg_SC_ac_grudge_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Engaging.
Dlg_SC_ac_grudge_player_order_attack_my_target_0100=I see them.
Dlg_SC_ac_grudge_player_order_attack_my_target_0101=Engaging.
Dlg_SC_ac_grudge_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Stand by. Bomb run initialised
Dlg_SC_ac_grudge_player_order_bomb_my_target_0230=Stand by. Bomb run initialised
Dlg_SC_ac_grudge_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking to engage
Dlg_SC_ac_grudge_player_order_break_and_engage_0210=Breaking to engage
Dlg_SC_ac_grudge_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Sure.
Dlg_SC_ac_grudge_player_order_defend_my_target_0110=Sure.
Dlg_SC_ac_grudge_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escort confirmed
Dlg_SC_ac_grudge_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
Dlg_SC_ac_grudge_player_order_escort_my_target_0220=Escort confirmed
Dlg_SC_ac_grudge_player_order_escort_my_target_0221=Escorting target now
Dlg_SC_ac_grudge_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=I can't shake them.
Dlg_SC_ac_grudge_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Evading now
Dlg_SC_ac_grudge_player_order_evasive_manoeuvers_0200=I can't shake them.
Dlg_SC_ac_grudge_player_order_evasive_manoeuvers_0201=Evading now
Dlg_SC_ac_grudge_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01_01=Falling in line.
Dlg_SC_ac_grudge_player_order_form_up_on_me_0130=Falling in line.
Dlg_SC_ac_grudge_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading back to base
Dlg_SC_ac_grudge_player_order_return_to_basePlayer_Order_Return_To_Base_02=I'm out.
Dlg_SC_ac_grudge_player_order_return_to_base_0240=Heading back to base
Dlg_SC_ac_grudge_player_order_return_to_base_0241=I'm out.
Dlg_SC_ac_grudge_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01= confirmed
Dlg_SC_ac_grudge_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02= confirmed
Dlg_SC_ac_grudge_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03= confirmed
Dlg_SC_ac_grudge_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04= confirmed
Dlg_SC_ac_grudge_player_order_witch_to_formation_0251= confirmed
Dlg_SC_ac_grudge_player_order_witch_to_formation_0252= confirmed
Dlg_SC_ac_grudge_player_order_witch_to_formation_0253= confirmed
Dlg_SC_ac_grudge_player_order_witch_to_formation_0254= confirmed
Dlg_SC_ac_grudge_reaction_Gets_a_killReaction_Gets_A_Kill_01=Splash one bogey
Dlg_SC_ac_grudge_reaction_Gets_a_killReaction_Gets_A_Kill_02=Got one.
Dlg_SC_ac_grudge_reaction_Gets_a_kill_0400=Splash one bogey
Dlg_SC_ac_grudge_reaction_Gets_a_kill_0401=Got one.
Dlg_SC_ac_grudge_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=All right, which one of you idiots hit me?
Dlg_SC_ac_grudge_reaction_being_hit_by_friendly_fire_0480=All right, which one of you idiots hit me?
Dlg_SC_ac_grudge_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Whoops, sorry.
Dlg_SC_ac_grudge_reaction_commiting_friendly_fire_0490=Whoops, sorry.
Dlg_SC_ac_grudge_reaction_ejectReaction_Eject_01=Ejecting
Dlg_SC_ac_grudge_reaction_ejectReaction_Eject_02=Bailing out.
Dlg_SC_ac_grudge_reaction_eject_0470=Ejecting
Dlg_SC_ac_grudge_reaction_eject_0471=Bailing out.
Dlg_SC_ac_grudge_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly down
Dlg_SC_ac_grudge_reaction_friendly_gets_killed_0450=Friendly down
Dlg_SC_ac_grudge_reaction_incoming_enemiesReaction_Incoming_Enemies_01=We got company
Dlg_SC_ac_grudge_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Scope's full.
Dlg_SC_ac_grudge_reaction_incoming_enemies_0420=We got company
Dlg_SC_ac_grudge_reaction_incoming_enemies_0421=Scope's full.
Dlg_SC_ac_grudge_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Retreating
Dlg_SC_ac_grudge_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Copy that. Falling back.
Dlg_SC_ac_grudge_reaction_leaving_battle_retreating_0440=Retreating
Dlg_SC_ac_grudge_reaction_leaving_battle_retreating_0441=Copy that. Falling back.
Dlg_SC_ac_grudge_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Not a bad kill
Dlg_SC_ac_grudge_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Nice
Dlg_SC_ac_grudge_reaction_player_gets_a_kill_0410=Not a bad kill
Dlg_SC_ac_grudge_reaction_player_gets_a_kill_0411=Nice
Dlg_SC_ac_grudge_reaction_rejoining_battleReaction_Rejoining_Battle=I'm back
Dlg_SC_ac_grudge_reaction_rejoining_battle_0430=I'm back
Dlg_SC_ac_grudge_reaction_taking_damageReaction_Taking_Damage_01=Where's my back-up?
Dlg_SC_ac_grudge_reaction_taking_damageReaction_Taking_Damage_02=Shields holding, but I'm taking fire
Dlg_SC_ac_grudge_reaction_taking_damage_0460=Where's my back-up?
Dlg_SC_ac_grudge_reaction_taking_damage_0461=Shields holding, but I'm taking fire
Dlg_SC_ac_hitman_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist=Zone contested. All ships converge.
Dlg_SC_ac_hitman_conquest_in_contested_zone_call_for_assistance_0550=Zone contested. All ships converge.
Dlg_SC_ac_hitman_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
Dlg_SC_ac_hitman_conquest_lost_control_of_a_zone_0570=Zone lost
Dlg_SC_ac_hitman_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
Dlg_SC_ac_hitman_conquest_taken_control_of_a_zone_0560=Zone taken
Dlg_SC_ac_hitman_ctc_allies_score_pointCTC_Allies_Score_Point=Point to us
Dlg_SC_ac_hitman_ctc_allies_score_point_0540=Point to us
Dlg_SC_ac_hitman_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got our core. Get it back
Dlg_SC_ac_hitman_ctc_enemy_has_core_0510=They got our core. Get it back
Dlg_SC_ac_hitman_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Point to them
Dlg_SC_ac_hitman_ctc_enemy_scores_point_0530=Point to them
Dlg_SC_ac_hitman_ctc_player_has_coreCTC_Player_Has_Core=Get the core back to base
Dlg_SC_ac_hitman_ctc_player_has_core_0500=Get the core back to base
Dlg_SC_ac_hitman_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core. Assist me
Dlg_SC_ac_hitman_ctc_this_ai_has_core_0520=I have the core. Assist me
Dlg_SC_ac_hitman_generic_response_noGeneric_Response_No_01=Negative
Dlg_SC_ac_hitman_generic_response_no_0310=Negative
Dlg_SC_ac_hitman_generic_response_yesGeneric_Response_Yes_01=Copy
Dlg_SC_ac_hitman_generic_response_yes_0300=Copy
Dlg_SC_ac_hitman_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Hang tight
Dlg_SC_ac_hitman_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Incoming.
Dlg_SC_ac_hitman_player_order_assistance_required_0120=Hang tight
Dlg_SC_ac_hitman_player_order_assistance_required_0121=Incoming.
Dlg_SC_ac_hitman_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Attack. Right
Dlg_SC_ac_hitman_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=You got it.
Dlg_SC_ac_hitman_player_order_attack_my_target_0100=Attack. Right
Dlg_SC_ac_hitman_player_order_attack_my_target_0101=You got it.
Dlg_SC_ac_hitman_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bomb run locked in
Dlg_SC_ac_hitman_player_order_bomb_my_target_0230=Bomb run locked in
Dlg_SC_ac_hitman_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking now.
Dlg_SC_ac_hitman_player_order_break_and_engage_0210=Breaking now.
Dlg_SC_ac_hitman_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending
Dlg_SC_ac_hitman_player_order_defend_my_target_0110=Defending
Dlg_SC_ac_hitman_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
Dlg_SC_ac_hitman_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target
Dlg_SC_ac_hitman_player_order_escort_my_target_0220=Escorting
Dlg_SC_ac_hitman_player_order_escort_my_target_0221=Escorting target
Dlg_SC_ac_hitman_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evading
Dlg_SC_ac_hitman_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Evasive maneouvers
Dlg_SC_ac_hitman_player_order_evasive_manoeuvers_0200=Evading
Dlg_SC_ac_hitman_player_order_evasive_manoeuvers_0201=Evasive maneouvers
Dlg_SC_ac_hitman_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Copy that. En route to you.
Dlg_SC_ac_hitman_player_order_form_up_on_me_0130=Copy that. En route to you.
Dlg_SC_ac_hitman_player_order_return_to_basePlayer_Order_Return_To_Base_01=Going back
Dlg_SC_ac_hitman_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back
Dlg_SC_ac_hitman_player_order_return_to_base_0240=Going back
Dlg_SC_ac_hitman_player_order_return_to_base_0241=Heading back
Dlg_SC_ac_hitman_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01= confirmed
Dlg_SC_ac_hitman_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02= confirmed
Dlg_SC_ac_hitman_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03= confirmed
Dlg_SC_ac_hitman_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04= confirmed
Dlg_SC_ac_hitman_player_order_witch_to_formation_0251= confirmed
Dlg_SC_ac_hitman_player_order_witch_to_formation_0252= confirmed
Dlg_SC_ac_hitman_player_order_witch_to_formation_0253= confirmed
Dlg_SC_ac_hitman_player_order_witch_to_formation_0254= confirmed
Dlg_SC_ac_hitman_reaction_Gets_a_killReaction_Gets_A_Kill=Hostile destroyed
Dlg_SC_ac_hitman_reaction_Gets_a_kill_0400=Hostile destroyed
Dlg_SC_ac_hitman_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Check your fire. Friendly.
Dlg_SC_ac_hitman_reaction_being_hit_by_friendly_fire_0480=Check your fire. Friendly.
Dlg_SC_ac_hitman_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Sorry. My fault.
Dlg_SC_ac_hitman_reaction_commiting_friendly_fire_0490=Sorry. My fault.
Dlg_SC_ac_hitman_reaction_ejectReaction_Eject=Ejecting, good luck
Dlg_SC_ac_hitman_reaction_eject_0470=Ejecting, good luck
Dlg_SC_ac_hitman_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly down
Dlg_SC_ac_hitman_reaction_friendly_gets_killed_0450=Friendly down
Dlg_SC_ac_hitman_reaction_incoming_enemiesReaction_Incoming_Enemies=Hostiles inbound
Dlg_SC_ac_hitman_reaction_incoming_enemies_0420=Hostiles inbound
Dlg_SC_ac_hitman_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating=Retreating
Dlg_SC_ac_hitman_reaction_leaving_battle_retreating_0440=Retreating
Dlg_SC_ac_hitman_reaction_player_gets_a_killReaction_Player_Gets_A_Kill=Good kill
Dlg_SC_ac_hitman_reaction_player_gets_a_kill_0410=Good kill
Dlg_SC_ac_hitman_reaction_rejoining_battleReaction_Rejoining_Battle=Hitman, back in the battle
Dlg_SC_ac_hitman_reaction_rejoining_battle_0430=Hitman, back in the battle
Dlg_SC_ac_hitman_reaction_taking_damageReaction_Taking_Damage=Under fire. Repeat. Under fire.
Dlg_SC_ac_hitman_reaction_taking_damage_0460=Under fire. Repeat. Under fire.
Dlg_SC_ac_outback_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=We're getting swarmed here.
Dlg_SC_ac_outback_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Converge on zone. Now!
Dlg_SC_ac_outback_conquest_in_contested_zone_call_for_assistance_0550=We're getting swarmed here.
Dlg_SC_ac_outback_conquest_in_contested_zone_call_for_assistance_0551=Converge on zone. Now!
Dlg_SC_ac_outback_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone
Dlg_SC_ac_outback_conquest_lost_control_of_a_zone_0570=We lost the zone
Dlg_SC_ac_outback_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=We took the zone
Dlg_SC_ac_outback_conquest_taken_control_of_a_zone_0560=We took the zone
Dlg_SC_ac_outback_ctc_allies_score_pointCTC_Allies_Score_Point=Hell yeah, people.
Dlg_SC_ac_outback_ctc_allies_score_point_0540=Hell yeah, people.
Dlg_SC_ac_outback_ctc_enemy_has_coreCTC_Enemy_Has_Core=Enemy has the core!
Dlg_SC_ac_outback_ctc_enemy_has_core_0510=Enemy has the core!
Dlg_SC_ac_outback_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Come on, people, they scored.
Dlg_SC_ac_outback_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Enemy have a point.
Dlg_SC_ac_outback_ctc_enemy_scores_point_0510=Enemy have a point.
Dlg_SC_ac_outback_ctc_enemy_scores_point_0511=Come on, people, they scored.
Dlg_SC_ac_outback_ctc_player_has_coreCTC_Player_Has_Core=Take the core back to base
Dlg_SC_ac_outback_ctc_player_has_core_0500=Take the core back to base
Dlg_SC_ac_outback_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I've got the core, sir
Dlg_SC_ac_outback_ctc_this_ai_has_core_0520=I've got the core, sir
Dlg_SC_ac_outback_generic_response_noGeneric_Response_No_01=No
Dlg_SC_ac_outback_generic_response_noGeneric_Response_No_02=Think I'll pass.
Dlg_SC_ac_outback_generic_response_no_0310=No
Dlg_SC_ac_outback_generic_response_no_0311=Think I'll pass.
Dlg_SC_ac_outback_generic_response_yesGeneric_Response_Yes_01=Yeah. No problem.
Dlg_SC_ac_outback_generic_response_yesGeneric_Response_Yes_02=All right
Dlg_SC_ac_outback_generic_response_yes_0300=Yeah. No problem.
Dlg_SC_ac_outback_generic_response_yes_0301=All right
Dlg_SC_ac_outback_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Since you asked so nice...
Dlg_SC_ac_outback_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=All right. Stop whining.
Dlg_SC_ac_outback_player_order_assistance_required_0120=Since you asked so nice...
Dlg_SC_ac_outback_player_order_assistance_required_0121=All right. Stop whining.
Dlg_SC_ac_outback_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Not yet.
Dlg_SC_ac_outback_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Target acquired.
Dlg_SC_ac_outback_player_order_attack_my_target_0100=Not yet.
Dlg_SC_ac_outback_player_order_attack_my_target_0101=Target acquired.
Dlg_SC_ac_outback_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Crunching firing solution, sir
Dlg_SC_ac_outback_player_order_bomb_my_target_0230=Crunching firing solution, sir
Dlg_SC_ac_outback_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=I got this.
Dlg_SC_ac_outback_player_order_break_and_engage_0210=I got this.
Dlg_SC_ac_outback_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending your target
Dlg_SC_ac_outback_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=I got 'em covered.
Dlg_SC_ac_outback_player_order_defend_my_target_0110=Defending your target
Dlg_SC_ac_outback_player_order_defend_my_target_0111=I got 'em covered.
Dlg_SC_ac_outback_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
Dlg_SC_ac_outback_player_order_escort_my_target_0220=Escorting
Dlg_SC_ac_outback_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evading now
Dlg_SC_ac_outback_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=I'll dump 'em easy.
Dlg_SC_ac_outback_player_order_evasive_manoeuvers_0200=Evading now
Dlg_SC_ac_outback_player_order_evasive_manoeuvers_0201=I'll dump 'em easy.
Dlg_SC_ac_outback_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Usually I'm in the lead.
Dlg_SC_ac_outback_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Moving into formation.
Dlg_SC_ac_outback_player_order_form_up_on_me_0130=Usually I'm in the lead.
Dlg_SC_ac_outback_player_order_form_up_on_me_0131=Moving into formation.
Dlg_SC_ac_outback_player_order_return_to_basePlayer_Order_Return_To_Base_01=Copy. Zeroing home.
Dlg_SC_ac_outback_player_order_return_to_basePlayer_Order_Return_To_Base_02=I'm out.
Dlg_SC_ac_outback_player_order_return_to_base_0240=Copy. Zeroing home.
Dlg_SC_ac_outback_player_order_return_to_base_0241=I'm out.
Dlg_SC_ac_outback_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01= confirmed
Dlg_SC_ac_outback_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02= confirmed
Dlg_SC_ac_outback_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03= confirmed
Dlg_SC_ac_outback_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04= confirmed
Dlg_SC_ac_outback_player_order_witch_to_formation_0251= confirmed
Dlg_SC_ac_outback_player_order_witch_to_formation_0252= confirmed
Dlg_SC_ac_outback_player_order_witch_to_formation_0253= confirmed
Dlg_SC_ac_outback_player_order_witch_to_formation_0254= confirmed
Dlg_SC_ac_outback_reaction_Gets_a_killReaction_Gets_A_Kill_01=Target eliminated.
Dlg_SC_ac_outback_reaction_Gets_a_killReaction_Gets_A_Kill_02=I got one.
Dlg_SC_ac_outback_reaction_Gets_a_kill_0400=Target eliminated.
Dlg_SC_ac_outback_reaction_Gets_a_kill_0401=I got one.
Dlg_SC_ac_outback_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Hey, ya bloody idiot, watch your aim
Dlg_SC_ac_outback_reaction_being_hit_by_friendly_fire_0480=Hey, ya bloody idiot, watch your aim
Dlg_SC_ac_outback_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Clear my line of fire.
Dlg_SC_ac_outback_reaction_commiting_friendly_fire_0490=Clear my line of fire.
Dlg_SC_ac_outback_reaction_ejectReaction_Eject_01=I gotta bail
Dlg_SC_ac_outback_reaction_ejectReaction_Eject_02=Ejecting!
Dlg_SC_ac_outback_reaction_eject_0470=I gotta bail
Dlg_SC_ac_outback_reaction_eject_0471=Ejecting!
Dlg_SC_ac_outback_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=We're down one.
Dlg_SC_ac_outback_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=That's on you.
Dlg_SC_ac_outback_reaction_friendly_gets_killed_0450=We're down one.
Dlg_SC_ac_outback_reaction_friendly_gets_killed_0451=That's on you.
Dlg_SC_ac_outback_reaction_incoming_enemiesReaction_Incoming_Enemies_01=We got company!
Dlg_SC_ac_outback_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Incoming!
Dlg_SC_ac_outback_reaction_incoming_enemies_0420=We got company!
Dlg_SC_ac_outback_reaction_incoming_enemies_0421=Incoming!
Dlg_SC_ac_outback_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=I'm pulling out
Dlg_SC_ac_outback_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Bugging out.
Dlg_SC_ac_outback_reaction_leaving_battle_retreating_0440=I'm pulling out
Dlg_SC_ac_outback_reaction_leaving_battle_retreating_0441=Bugging out.
Dlg_SC_ac_outback_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Beaut. Good kill
Dlg_SC_ac_outback_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Nice one mate.
Dlg_SC_ac_outback_reaction_player_gets_a_kill_0410=Beaut. Good kill
Dlg_SC_ac_outback_reaction_player_gets_a_kill_0411=Nice one mate.
Dlg_SC_ac_outback_reaction_rejoining_battleReaction_Rejoining_Battle=Re-engaging,
Dlg_SC_ac_outback_reaction_rejoining_battle_0430=Re-engaging,
Dlg_SC_ac_outback_reaction_taking_damageReaction_Taking_Damage_01=Taking fire
Dlg_SC_ac_outback_reaction_taking_damageReaction_Taking_Damage_02=Shit, I'm taking damage.
Dlg_SC_ac_outback_reaction_taking_damage_0460=Taking fire
Dlg_SC_ac_outback_reaction_taking_damage_0461=Shit, I'm taking damage.
Dlg_SC_ac_powpow_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=I need help over here!
Dlg_SC_ac_powpow_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Assistance required in this zone!
Dlg_SC_ac_powpow_conquest_in_contested_zone_call_for_assistance_0550=I need help over here!
Dlg_SC_ac_powpow_conquest_in_contested_zone_call_for_assistance_0551=Assistance required in this zone!
Dlg_SC_ac_powpow_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone, sir!
Dlg_SC_ac_powpow_conquest_lost_control_of_a_zone_0570=We lost the zone, sir!
Dlg_SC_ac_powpow_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone secured, sir
Dlg_SC_ac_powpow_conquest_taken_control_of_a_zone_0560=Zone secured, sir
Dlg_SC_ac_powpow_ctc_allies_score_pointCTC_Allies_Score_Point_01=Yeah! Way to go guys. One point to us!
Dlg_SC_ac_powpow_ctc_allies_score_pointCTC_Allies_Score_Point_02=Score one for us…
Dlg_SC_ac_powpow_ctc_allies_score_point_0540=Yeah! Way to go guys. One point to us!
Dlg_SC_ac_powpow_ctc_allies_score_point_0541=Score one for us…
Dlg_SC_ac_powpow_ctc_enemy_has_coreCTC_Enemy_Has_Core=Enemy have the core, sir!
Dlg_SC_ac_powpow_ctc_enemy_has_core_0510=Enemy have the core, sir!
Dlg_SC_ac_powpow_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Damn, they got the core home
Dlg_SC_ac_powpow_ctc_enemy_scores_point_0530=Damn, they got the core home
Dlg_SC_ac_powpow_ctc_player_has_coreCTC_Player_Has_Core_01=Take her home, sir
Dlg_SC_ac_powpow_ctc_player_has_coreCTC_Player_Has_Core_02=You got it. Go!
Dlg_SC_ac_powpow_ctc_player_has_core_0500=Take her home, sir
Dlg_SC_ac_powpow_ctc_player_has_core_0501=You got it. Go!
Dlg_SC_ac_powpow_ctc_this_ai_has_coreCTC_This_Ai_Has_Core_01=I…I…got the core, protect me!
Dlg_SC_ac_powpow_ctc_this_ai_has_coreCTC_This_Ai_Has_Core_02=Core retreived, help me
Dlg_SC_ac_powpow_ctc_this_ai_has_core_0520=I…I…got the core, protect me!
Dlg_SC_ac_powpow_ctc_this_ai_has_core_0521=Core retreived, help me
Dlg_SC_ac_powpow_generic_response_noGeneric_Response_No_01=Sorry sir, I can't
Dlg_SC_ac_powpow_generic_response_noGeneric_Response_No_02=I can't do that right now, sir
Dlg_SC_ac_powpow_generic_response_noGeneric_Response_No_03=Really sorry sir, no can do!
Dlg_SC_ac_powpow_generic_response_no_0310=Sorry sir, I can't
Dlg_SC_ac_powpow_generic_response_no_0311=I can't do that right now, sir
Dlg_SC_ac_powpow_generic_response_no_0312=Really sorry sir, no can do!
Dlg_SC_ac_powpow_generic_response_yesGeneric_Response_Yes_01=Yes, sir!
Dlg_SC_ac_powpow_generic_response_yesGeneric_Response_Yes_02=Will do.
Dlg_SC_ac_powpow_generic_response_yesGeneric_Response_Yes_03=All copy.
Dlg_SC_ac_powpow_generic_response_yes_0300=Yes, sir!
Dlg_SC_ac_powpow_generic_response_yes_0301=Will do.
Dlg_SC_ac_powpow_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I’ll try and help out, sir
Dlg_SC_ac_powpow_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Hang in there sir, I’m coming!
Dlg_SC_ac_powpow_player_order_assistance_requiredPlayer_Order_Assistance_Required_03=Copy. Copy! On my way!
Dlg_SC_ac_powpow_player_order_assistance_required_0120=I’ll try and help out, sir
Dlg_SC_ac_powpow_player_order_assistance_required_0121=Hang in there sir, I’m coming!
Dlg_SC_ac_powpow_player_order_assistance_required_0122=Copy. Copy! On my way!
Dlg_SC_ac_powpow_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Copy. Acquiring target, sir...
Dlg_SC_ac_powpow_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Yes, sir
Dlg_SC_ac_powpow_player_order_attack_my_targetPlayer_Order_Attack_My_Target_03=I'll…I'll engage, sir
Dlg_SC_ac_powpow_player_order_attack_my_target_0100=Copy. Acquiring target, sir...
Dlg_SC_ac_powpow_player_order_attack_my_target_0101=Yes, sir
Dlg_SC_ac_powpow_player_order_attack_my_target_0102=I'll…I'll engage, sir
Dlg_SC_ac_powpow_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Prepping bomb run on your target, sir
Dlg_SC_ac_powpow_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_02=Bombing run engaged on your target, sir
Dlg_SC_ac_powpow_player_order_bomb_my_target_0230=Prepping bomb run on your target, sir
Dlg_SC_ac_powpow_player_order_bomb_my_target_0231=Bombing run engaged on your target, sir
Dlg_SC_ac_powpow_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking now, sir
Dlg_SC_ac_powpow_player_order_break_and_engage_0210=Breaking now, sir
Dlg_SC_ac_powpow_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending your target, sir
Dlg_SC_ac_powpow_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=Course locked for defend, sir
Dlg_SC_ac_powpow_player_order_defend_my_target_0110=Defending your target, sir
Dlg_SC_ac_powpow_player_order_defend_my_target_0111=Course locked for defend, sir
Dlg_SC_ac_powpow_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Moving to escort your target, sir
Dlg_SC_ac_powpow_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Confirmed escort to your target, sir
Dlg_SC_ac_powpow_player_order_escort_my_target_0220=Moving to escort your target, sir
Dlg_SC_ac_powpow_player_order_escort_my_target_0221=Confirmed escort to your target, sir
Dlg_SC_ac_powpow_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Copy that. Evasive manoeuvres, sir
Dlg_SC_ac_powpow_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Evasion pattern... Delta... initialised, sir
Dlg_SC_ac_powpow_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_03=Evasive manoeuvres confirmed, sir
Dlg_SC_ac_powpow_player_order_evasive_manoeuvers_0200=Copy that. Evasive manoeuvres, sir
Dlg_SC_ac_powpow_player_order_evasive_manoeuvers_0201=Evasive manoeuvres confirmed, sir
Dlg_SC_ac_powpow_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Forming up on you, sir
Dlg_SC_ac_powpow_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Moving into formation, sir
Dlg_SC_ac_powpow_player_order_form_up_on_me_0130=Forming up on you, sir
Dlg_SC_ac_powpow_player_order_form_up_on_me_0131=Moving into formation, sir
Dlg_SC_ac_powpow_player_order_return_to_basePlayer_Order_Return_To_Base_01=Return and Repair confirmed, sir
Dlg_SC_ac_powpow_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back for Repair, sir
Dlg_SC_ac_powpow_player_order_return_to_base_0240=Return and Repair confirmed, sir
Dlg_SC_ac_powpow_player_order_return_to_base_0241=Heading back for Repair, sir
Dlg_SC_ac_powpow_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01= confirmed
Dlg_SC_ac_powpow_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02= confirmed
Dlg_SC_ac_powpow_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03= confirmed
Dlg_SC_ac_powpow_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04= confirmed
Dlg_SC_ac_powpow_player_order_witch_to_formation_0251= confirmed
Dlg_SC_ac_powpow_player_order_witch_to_formation_0252= confirmed
Dlg_SC_ac_powpow_player_order_witch_to_formation_0253= confirmed
Dlg_SC_ac_powpow_player_order_witch_to_formation_0254= confirmed
Dlg_SC_ac_powpow_reaction_Gets_a_killReaction_Gets_A_Kill_01=Got one!
Dlg_SC_ac_powpow_reaction_Gets_a_killReaction_Gets_A_Kill_02=Yeah!
Dlg_SC_ac_powpow_reaction_Gets_a_killReaction_Gets_A_Kill_03=Scratch one bogie!
Dlg_SC_ac_powpow_reaction_Gets_a_kill_0400=Got one!
Dlg_SC_ac_powpow_reaction_Gets_a_kill_0401=Yeah!
Dlg_SC_ac_powpow_reaction_Gets_a_kill_0402=Scratch one bogie!
Dlg_SC_ac_powpow_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Hey! Watch your aim
Dlg_SC_ac_powpow_reaction_being_hit_by_friendly_fire_0480=Hey! Watch your aim
Dlg_SC_ac_powpow_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Shit. Sorry. It won't happen again.
Dlg_SC_ac_powpow_reaction_commiting_friendly_fire_0490=Shit. Sorry. It won't happen again.
Dlg_SC_ac_powpow_reaction_ejectReaction_Eject_01=Help!
Dlg_SC_ac_powpow_reaction_ejectReaction_Eject_02=I'm bailing out, sir!
Dlg_SC_ac_powpow_reaction_eject_0470=Help!
Dlg_SC_ac_powpow_reaction_eject_0471=I'm bailing out, sir!
Dlg_SC_ac_powpow_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=NO!
Dlg_SC_ac_powpow_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Damn it, we're losing people
Dlg_SC_ac_powpow_reaction_friendly_gets_killed_0450=NO!
Dlg_SC_ac_powpow_reaction_friendly_gets_killed_0451=Damn it, we're losing people
Dlg_SC_ac_powpow_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Enemies inbound, sir
Dlg_SC_ac_powpow_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Multiple contacts!
Dlg_SC_ac_powpow_reaction_incoming_enemies_0420=Enemies inbound, sir
Dlg_SC_ac_powpow_reaction_incoming_enemies_0421=Multiple contacts!
Dlg_SC_ac_powpow_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Combat ineffective, sir.
Dlg_SC_ac_powpow_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating, sir
Dlg_SC_ac_powpow_reaction_leaving_battle_retreating_0440=Combat ineffective, sir.
Dlg_SC_ac_powpow_reaction_leaving_battle_retreating_0441=Retreating, sir
Dlg_SC_ac_powpow_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice shooting, sir
Dlg_SC_ac_powpow_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Wooh! You got him, sir
Dlg_SC_ac_powpow_reaction_player_gets_a_kill_0410=Nice shooting, sir
Dlg_SC_ac_powpow_reaction_player_gets_a_kill_0411=Wooh! You got him, sir
Dlg_SC_ac_powpow_reaction_rejoining_battleReaction_Rejoining_Battle=Re-engaging, sir
Dlg_SC_ac_powpow_reaction_rejoining_battle_0430=Re-engaging, sir
Dlg_SC_ac_powpow_reaction_taking_damageReaction_Taking_Damage_01=I'm under fire, sir!
Dlg_SC_ac_powpow_reaction_taking_damageReaction_Taking_Damage_02=Getting hit, sir
Dlg_SC_ac_powpow_reaction_taking_damage_0460=I'm under fire, sir!
Dlg_SC_ac_powpow_reaction_taking_damage_0461=Getting hit, sir
Dlg_SC_ac_pro_conquest_in_contested_zone_call_for_assistance_0550=Requesting help securing zone
Dlg_SC_ac_pro_conquest_in_contested_zone_call_for_assistance_0551=Assistance needed over here
Dlg_SC_ac_pro_conquest_lost_control_of_a_zone_0570=Zone lost, sir.!
Dlg_SC_ac_pro_conquest_taken_control_of_a_zone_0560=Zone taken, sir
Dlg_SC_ac_pro_ctc_allies_score_point_0540=Well done people, we scored.
Dlg_SC_ac_pro_ctc_allies_score_point_0541=One point to us.
Dlg_SC_ac_pro_ctc_enemy_has_core_0510=Hostile has the mark.
Dlg_SC_ac_pro_ctc_enemy_scores_point_0530=Damn it, they got it back
Dlg_SC_ac_pro_ctc_player_has_core_0500=Get it back safely, sir
Dlg_SC_ac_pro_ctc_this_ai_has_core_0520=I have the mark, sir
Dlg_SC_ac_pro_ctc_this_ai_has_core_0521=Mark retrieved. On me.
Dlg_SC_ac_pro_generic_response_no_0310=Cannot comply, sir.
Dlg_SC_ac_pro_generic_response_no_0311=No, sir.
Dlg_SC_ac_pro_generic_response_yes_0300=Roger that
Dlg_SC_ac_pro_generic_response_yes_0301=Copy
Dlg_SC_ac_pro_generic_response_yes_0302=Copy that.
Dlg_SC_ac_pro_player_order_assistance_required_0120=On my way.
Dlg_SC_ac_pro_player_order_assistance_required_0121=Hold tight, I'll help out.
Dlg_SC_ac_pro_player_order_attack_my_target_0100=Yeah, on it.
Dlg_SC_ac_pro_player_order_attack_my_target_0101=Target engaged.
Dlg_SC_ac_pro_player_order_bomb_my_target_0230=Bombing run locked in.
Dlg_SC_ac_pro_player_order_break_and_engage_0210=Breaking formation.
Dlg_SC_ac_pro_player_order_break_and_engage_0211=Break, break.
Dlg_SC_ac_pro_player_order_defend_my_target_0110=Defending the target
Dlg_SC_ac_pro_player_order_defend_my_target_0111=I'll keep him safe
Dlg_SC_ac_pro_player_order_escort_my_target_0220=Escorting, sir
Dlg_SC_ac_pro_player_order_escort_my_target_0221=I'll protect it
Dlg_SC_ac_pro_player_order_evasive_manoeuvers_0200=Evasive manoeuvres...
Dlg_SC_ac_pro_player_order_evasive_manoeuvers_0201=Confirm evasive action, sir
Dlg_SC_ac_pro_player_order_form_up_on_me_0130=Moving to formation.
Dlg_SC_ac_pro_player_order_form_up_on_me_0131=Moving to your wing.
Dlg_SC_ac_pro_player_order_return_to_base_0240=Returning to base
Dlg_SC_ac_pro_player_order_return_to_base_0241=Heading back to base
Dlg_SC_ac_pro_player_order_witch_to_formation_0251= confirmed
Dlg_SC_ac_pro_player_order_witch_to_formation_0252= confirmed
Dlg_SC_ac_pro_player_order_witch_to_formation_0253= confirmed
Dlg_SC_ac_pro_player_order_witch_to_formation_0254= confirmed
Dlg_SC_ac_pro_reaction_Gets_a_kill_0400=Contact eliminated.
Dlg_SC_ac_pro_reaction_Gets_a_kill_0401=Enemy down
Dlg_SC_ac_pro_reaction_Gets_a_kill_0402=Threat neutralised.
Dlg_SC_ac_pro_reaction_being_hit_by_friendly_fire_0480=Oy. Watch your fire
Dlg_SC_ac_pro_reaction_commiting_friendly_fire_0490=Damn it. Sorry.
Dlg_SC_ac_pro_reaction_eject_0470=What the hell?!.
Dlg_SC_ac_pro_reaction_eject_0471=Ejecting!
Dlg_SC_ac_pro_reaction_friendly_gets_killed_0450=Damn it.
Dlg_SC_ac_pro_reaction_friendly_gets_killed_0451=Friendly down, sir!
Dlg_SC_ac_pro_reaction_incoming_enemies_0420=Threat sighted, sir
Dlg_SC_ac_pro_reaction_incoming_enemies_0421=Enemies incoming
Dlg_SC_ac_pro_reaction_leaving_battle_retreating_0440=Moving to safe distance, sir
Dlg_SC_ac_pro_reaction_leaving_battle_retreating_0441=Retreating, sir
Dlg_SC_ac_pro_reaction_player_gets_a_kill_0410=Nice move, sir
Dlg_SC_ac_pro_reaction_player_gets_a_kill_0411=Good shooting, sir
Dlg_SC_ac_pro_reaction_rejoining_battle_0430=Back in it, sir.
Dlg_SC_ac_pro_reaction_taking_damage_0460=Help! Help!
Dlg_SC_ac_pro_reaction_taking_damage_0461=Hostile on my six.
Dlg_SC_ac_rocksteady_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=I need help over here guys
Dlg_SC_ac_rocksteady_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Help. Zone contested
Dlg_SC_ac_rocksteady_conquest_in_contested_zone_call_for_assistance_0550=I need help over here guys
Dlg_SC_ac_rocksteady_conquest_in_contested_zone_call_for_assistance_0551=Help. Zone contested
Dlg_SC_ac_rocksteady_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
Dlg_SC_ac_rocksteady_conquest_lost_control_of_a_zone_0570=Zone lost
Dlg_SC_ac_rocksteady_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=We took this zone
Dlg_SC_ac_rocksteady_conquest_taken_control_of_a_zone_0560=We took this zone
Dlg_SC_ac_rocksteady_ctc_allies_score_pointCTC_Allies_Score_Point=Yeah! We got a point!
Dlg_SC_ac_rocksteady_ctc_allies_score_point_0540=Yeah! We got a point!
Dlg_SC_ac_rocksteady_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have the core
Dlg_SC_ac_rocksteady_ctc_enemy_has_core_0510=They have the core
Dlg_SC_ac_rocksteady_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=They scored
Dlg_SC_ac_rocksteady_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Point to them
Dlg_SC_ac_rocksteady_ctc_enemy_scores_point_0530=They scored
Dlg_SC_ac_rocksteady_ctc_enemy_scores_point_0531=Point to them
Dlg_SC_ac_rocksteady_ctc_player_has_coreCTC_Player_Has_Core=You have the core
Dlg_SC_ac_rocksteady_ctc_player_has_core_0500=You have the core
Dlg_SC_ac_rocksteady_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Core retreived
Dlg_SC_ac_rocksteady_ctc_this_ai_has_core_0520=Core retreived
Dlg_SC_ac_rocksteady_generic_response_noGeneric_Response_No_01=No, sir.
Dlg_SC_ac_rocksteady_generic_response_noGeneric_Response_No_02=I can't do that, sir.
Dlg_SC_ac_rocksteady_generic_response_no_0310=No, sir.
Dlg_SC_ac_rocksteady_generic_response_no_0311=I can't do that, sir.
Dlg_SC_ac_rocksteady_generic_response_yesGeneric_Response_Yes_01=Copy that
Dlg_SC_ac_rocksteady_generic_response_yesGeneric_Response_Yes_02=You got it.
Dlg_SC_ac_rocksteady_generic_response_yes_0300=Copy that
Dlg_SC_ac_rocksteady_generic_response_yes_0301=You got it.
Dlg_SC_ac_rocksteady_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Keep twisting. I'm on my way.
Dlg_SC_ac_rocksteady_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I'll help you out
Dlg_SC_ac_rocksteady_player_order_assistance_required_0120=Keep twisting. I'm on my way.
Dlg_SC_ac_rocksteady_player_order_assistance_required_0121=I'll help you out
Dlg_SC_ac_rocksteady_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Stand by. Confirming attack.
Dlg_SC_ac_rocksteady_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Engaging your mark
Dlg_SC_ac_rocksteady_player_order_attack_my_target_0100=Stand by. Confirming attack.
Dlg_SC_ac_rocksteady_player_order_attack_my_target_0101=Engaging your mark
Dlg_SC_ac_rocksteady_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run initiated
Dlg_SC_ac_rocksteady_player_order_bomb_my_target_0230=Bombing run initiated
Dlg_SC_ac_rocksteady_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=B&E, confirm.
Dlg_SC_ac_rocksteady_player_order_break_and_engage_0210=B&E, confirm.
Dlg_SC_ac_rocksteady_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending your target
Dlg_SC_ac_rocksteady_player_order_defend_my_target_0110=Defending your target
Dlg_SC_ac_rocksteady_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=I got 'em, sir.
Dlg_SC_ac_rocksteady_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Copy, moving to escort.
Dlg_SC_ac_rocksteady_player_order_escort_my_target_0220=I got 'em, sir.
Dlg_SC_ac_rocksteady_player_order_escort_my_target_0221=Copy, moving to escort.
Dlg_SC_ac_rocksteady_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evading
Dlg_SC_ac_rocksteady_player_order_evasive_manoeuvers_0200=Evading
Dlg_SC_ac_rocksteady_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Moving into formation
Dlg_SC_ac_rocksteady_player_order_form_up_on_me_0130=Moving into formation
Dlg_SC_ac_rocksteady_player_order_return_to_basePlayer_Order_Return_To_Base_01=Copy, RTB.
Dlg_SC_ac_rocksteady_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back, sir.
Dlg_SC_ac_rocksteady_player_order_return_to_base_0240=Copy, RTB.
Dlg_SC_ac_rocksteady_player_order_return_to_base_0241=Heading back, sir.
Dlg_SC_ac_rocksteady_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01= confirmed
Dlg_SC_ac_rocksteady_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02= confirmed
Dlg_SC_ac_rocksteady_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03= confirmed
Dlg_SC_ac_rocksteady_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04= confirmed
Dlg_SC_ac_rocksteady_player_order_witch_to_formation_0251= confirmed
Dlg_SC_ac_rocksteady_player_order_witch_to_formation_0252= confirmed
Dlg_SC_ac_rocksteady_player_order_witch_to_formation_0253= confirmed
Dlg_SC_ac_rocksteady_player_order_witch_to_formation_0254= confirmed
Dlg_SC_ac_rocksteady_pro_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Requesting help securing zone
Dlg_SC_ac_rocksteady_pro_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Assistance needed over here
Dlg_SC_ac_rocksteady_pro_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost, sir.!
Dlg_SC_ac_rocksteady_pro_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken, sir
Dlg_SC_ac_rocksteady_pro_ctc_allies_score_pointCTC_Allies_Score_Point_01=Well done people, we scored.
Dlg_SC_ac_rocksteady_pro_ctc_allies_score_pointCTC_Allies_Score_Point_02=One point to us.
Dlg_SC_ac_rocksteady_pro_ctc_enemy_has_coreCTC_Enemy_Has_Core=Hostile has the mark.
Dlg_SC_ac_rocksteady_pro_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Damn it, they got it back
Dlg_SC_ac_rocksteady_pro_ctc_player_has_coreCTC_Player_Has_Core=Get it back safely, sir
Dlg_SC_ac_rocksteady_pro_ctc_this_ai_has_coreCTC_This_Ai_Has_Core_01=I have the mark, sir
Dlg_SC_ac_rocksteady_pro_ctc_this_ai_has_coreCTC_This_Ai_Has_Core_02=Mark retrieved. On me.
Dlg_SC_ac_rocksteady_pro_generic_response_noGeneric_Response_No_01=Cannot comply, sir.
Dlg_SC_ac_rocksteady_pro_generic_response_noGeneric_Response_No_02=No, sir.
Dlg_SC_ac_rocksteady_pro_generic_response_yesGeneric_Response_Yes_01=Roger that
Dlg_SC_ac_rocksteady_pro_generic_response_yesGeneric_Response_Yes_02=Copy
Dlg_SC_ac_rocksteady_pro_generic_response_yesGeneric_Response_Yes_03=Copy that.
Dlg_SC_ac_rocksteady_pro_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=On my way.
Dlg_SC_ac_rocksteady_pro_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Hold tight, I'll help out.
Dlg_SC_ac_rocksteady_pro_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Yeah, on it.
Dlg_SC_ac_rocksteady_pro_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Target engaged.
Dlg_SC_ac_rocksteady_pro_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run locked in.
Dlg_SC_ac_rocksteady_pro_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking formation.
Dlg_SC_ac_rocksteady_pro_player_order_break_and_engagePlayer_Order_Break_And_Engage_02=Break, break.
Dlg_SC_ac_rocksteady_pro_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending the target
Dlg_SC_ac_rocksteady_pro_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=I'll keep him safe
Dlg_SC_ac_rocksteady_pro_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting, sir
Dlg_SC_ac_rocksteady_pro_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=I'll protect it
Dlg_SC_ac_rocksteady_pro_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evasive manoeuvres...
Dlg_SC_ac_rocksteady_pro_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Confirm evasive action, sir
Dlg_SC_ac_rocksteady_pro_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Moving to formation.
Dlg_SC_ac_rocksteady_pro_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Moving to your wing.
Dlg_SC_ac_rocksteady_pro_player_order_return_to_basePlayer_Order_Return_To_Base_01=Returning to base
Dlg_SC_ac_rocksteady_pro_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back to base
Dlg_SC_ac_rocksteady_pro_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01= confirmed
Dlg_SC_ac_rocksteady_pro_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02= confirmed
Dlg_SC_ac_rocksteady_pro_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03= confirmed
Dlg_SC_ac_rocksteady_pro_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04= confirmed
Dlg_SC_ac_rocksteady_pro_reaction_Gets_a_killReaction_Gets_A_Kill_01=Contact eliminated.
Dlg_SC_ac_rocksteady_pro_reaction_Gets_a_killReaction_Gets_A_Kill_02=Enemy down
Dlg_SC_ac_rocksteady_pro_reaction_Gets_a_killReaction_Gets_A_Kill_03=Threat neutralised.
Dlg_SC_ac_rocksteady_pro_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Oy. Watch your fire
Dlg_SC_ac_rocksteady_pro_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Damn it. Sorry.
Dlg_SC_ac_rocksteady_pro_reaction_ejectReaction_Eject_01=What the hell?!.
Dlg_SC_ac_rocksteady_pro_reaction_ejectReaction_Eject_02=Ejecting!
Dlg_SC_ac_rocksteady_pro_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=Damn it.
Dlg_SC_ac_rocksteady_pro_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Friendly down, sir!
Dlg_SC_ac_rocksteady_pro_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Threat sighted, sir
Dlg_SC_ac_rocksteady_pro_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Enemies incoming
Dlg_SC_ac_rocksteady_pro_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Moving to safe distance, sir
Dlg_SC_ac_rocksteady_pro_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating, sir
Dlg_SC_ac_rocksteady_pro_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice move, sir
Dlg_SC_ac_rocksteady_pro_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Good shooting, sir
Dlg_SC_ac_rocksteady_pro_reaction_rejoining_battleReaction_Rejoining_Battle=Back in it, sir.
Dlg_SC_ac_rocksteady_pro_reaction_taking_damageReaction_Taking_Damage_01=Help! Help!
Dlg_SC_ac_rocksteady_pro_reaction_taking_damageReaction_Taking_Damage_02=Hostile on my six.
Dlg_SC_ac_rocksteady_reaction_Gets_a_killReaction_Gets_A_Kill_01=Bagged one
Dlg_SC_ac_rocksteady_reaction_Gets_a_killReaction_Gets_A_Kill_02=Enemy down
Dlg_SC_ac_rocksteady_reaction_Gets_a_kill_0400=Bagged one
Dlg_SC_ac_rocksteady_reaction_Gets_a_kill_0401=Enemy down
Dlg_SC_ac_rocksteady_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Stop shooting at me
Dlg_SC_ac_rocksteady_reaction_being_hit_by_friendly_fire_0480=Stop shooting at me
Dlg_SC_ac_rocksteady_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Damn, sorry.
Dlg_SC_ac_rocksteady_reaction_commiting_friendly_fire_0490=Damn, sorry.
Dlg_SC_ac_rocksteady_reaction_ejectReaction_Eject=Ejecting!
Dlg_SC_ac_rocksteady_reaction_eject_0470=Ejecting!
Dlg_SC_ac_rocksteady_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Dammit! Friendly down!
Dlg_SC_ac_rocksteady_reaction_friendly_gets_killed_0450=Dammit! Friendly down!
Dlg_SC_ac_rocksteady_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Enemies inbound
Dlg_SC_ac_rocksteady_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Multiple contacts approaching
Dlg_SC_ac_rocksteady_reaction_incoming_enemies_0420=Enemies inbound
Dlg_SC_ac_rocksteady_reaction_incoming_enemies_0421=Multiple contacts approaching
Dlg_SC_ac_rocksteady_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Retreating
Dlg_SC_ac_rocksteady_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Need to fall back.
Dlg_SC_ac_rocksteady_reaction_leaving_battle_retreating_0440=Retreating
Dlg_SC_ac_rocksteady_reaction_leaving_battle_retreating_0441=Need to fall back.
Dlg_SC_ac_rocksteady_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Kill confirmed.
Dlg_SC_ac_rocksteady_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Cool. You got one
Dlg_SC_ac_rocksteady_reaction_player_gets_a_kill_0410=Kill confirmed.
Dlg_SC_ac_rocksteady_reaction_player_gets_a_kill_0411=Cool. You got one
Dlg_SC_ac_rocksteady_reaction_rejoining_battleReaction_Rejoining_Battle=Back in it, sir.
Dlg_SC_ac_rocksteady_reaction_rejoining_battle_0430=Back in it, sir.
Dlg_SC_ac_rocksteady_reaction_taking_damageReaction_Taking_Damage_01=Under fire!
Dlg_SC_ac_rocksteady_reaction_taking_damageReaction_Taking_Damage_02=On me. Need help.
Dlg_SC_ac_rocksteady_reaction_taking_damage_0460=Under fire!
Dlg_SC_ac_rocksteady_reaction_taking_damage_0461=On me. Need help.
Dlg_SC_ac_sarc_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Could do with some help in this zone
Dlg_SC_ac_sarc_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=On me! Zone's being contested.
Dlg_SC_ac_sarc_conquest_in_contested_zone_call_for_assistance_0550=Could do with some help in this zone
Dlg_SC_ac_sarc_conquest_in_contested_zone_call_for_assistance_0551=On me! Zone's being contested.
Dlg_SC_ac_sarc_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Lost the zone.
Dlg_SC_ac_sarc_conquest_lost_control_of_a_zone_0570=Lost the zone.
Dlg_SC_ac_sarc_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone is ours
Dlg_SC_ac_sarc_conquest_taken_control_of_a_zone_0560=Zone is ours
Dlg_SC_ac_sarc_ctc_allies_score_pointCTC_Allies_Score_Point=Get in there! Point to us.
Dlg_SC_ac_sarc_ctc_allies_score_point_0540=Get in there! Point to us.
Dlg_SC_ac_sarc_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have our core
Dlg_SC_ac_sarc_ctc_enemy_has_core_0510=They have our core
Dlg_SC_ac_sarc_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Lucky bastards scored
Dlg_SC_ac_sarc_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=They got a point
Dlg_SC_ac_sarc_ctc_enemy_scores_point_0530=Lucky bastards scored
Dlg_SC_ac_sarc_ctc_enemy_scores_point_0531=They got a point
Dlg_SC_ac_sarc_ctc_player_has_coreCTC_Player_Has_Core=Get the core home, now
Dlg_SC_ac_sarc_ctc_player_has_core_0500=Get the core home, now
Dlg_SC_ac_sarc_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Got the core. Cover me.
Dlg_SC_ac_sarc_ctc_this_ai_has_core_0520=Got the core. Cover me.
Dlg_SC_ac_sarc_generic_response_noGeneric_Response_No_01=Piss off
Dlg_SC_ac_sarc_generic_response_noGeneric_Response_No_02=I think that's ill-advised, sir.
Dlg_SC_ac_sarc_generic_response_no_0310=Piss off
Dlg_SC_ac_sarc_generic_response_no_0311=I think that's ill-advised, sir.
Dlg_SC_ac_sarc_generic_response_yesGeneric_Response_Yes_01=Aye
Dlg_SC_ac_sarc_generic_response_yesGeneric_Response_Yes_02=Copy that.
Dlg_SC_ac_sarc_generic_response_yes_0300=Aye
Dlg_SC_ac_sarc_generic_response_yes_0301=Copy that.
Dlg_SC_ac_sarc_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Need help eh? I'm on my way
Dlg_SC_ac_sarc_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=There in a flash.
Dlg_SC_ac_sarc_player_order_assistance_required_0120=Need help eh? I'm on my way
Dlg_SC_ac_sarc_player_order_assistance_required_0121=There in a flash.
Dlg_SC_ac_sarc_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Target acquired.
Dlg_SC_ac_sarc_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=He'll be a goner.
Dlg_SC_ac_sarc_player_order_attack_my_target_0100=Target acquired.
Dlg_SC_ac_sarc_player_order_attack_my_target_0101=He'll be a goner.
Dlg_SC_ac_sarc_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing maneouver
Dlg_SC_ac_sarc_player_order_bomb_my_target_0230=Bombing maneouver
Dlg_SC_ac_sarc_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=I'm breaking off now
Dlg_SC_ac_sarc_player_order_break_and_engage_0210=I'm breaking off now
Dlg_SC_ac_sarc_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending
Dlg_SC_ac_sarc_player_order_defend_my_target_0110=Defending
Dlg_SC_ac_sarc_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
Dlg_SC_ac_sarc_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
Dlg_SC_ac_sarc_player_order_escort_my_target_0220=Escorting
Dlg_SC_ac_sarc_player_order_escort_my_target_0221=Escorting target now
Dlg_SC_ac_sarc_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=I'll lose this little shit
Dlg_SC_ac_sarc_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Happily.
Dlg_SC_ac_sarc_player_order_evasive_manoeuvers_0200=I'll lose this little shit
Dlg_SC_ac_sarc_player_order_evasive_manoeuvers_0201=Happily.
Dlg_SC_ac_sarc_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Getting into formation now
Dlg_SC_ac_sarc_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Moving to formation
Dlg_SC_ac_sarc_player_order_form_up_on_me_0130=Getting into formation now
Dlg_SC_ac_sarc_player_order_form_up_on_me_0131=Moving to formation
Dlg_SC_ac_sarc_player_order_return_to_basePlayer_Order_Return_To_Base_01=Copy that. Heading home.
Dlg_SC_ac_sarc_player_order_return_to_basePlayer_Order_Return_To_Base_02=Gladly, sir.
Dlg_SC_ac_sarc_player_order_return_to_base_0240=Copy that. Heading home.
Dlg_SC_ac_sarc_player_order_return_to_base_0241=Gladly, sir.
Dlg_SC_ac_sarc_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01= confirmed
Dlg_SC_ac_sarc_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02= confirmed
Dlg_SC_ac_sarc_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03= confirmed
Dlg_SC_ac_sarc_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04= confirmed
Dlg_SC_ac_sarc_player_order_witch_to_formation_0251= confirmed
Dlg_SC_ac_sarc_player_order_witch_to_formation_0252= confirmed
Dlg_SC_ac_sarc_player_order_witch_to_formation_0253= confirmed
Dlg_SC_ac_sarc_player_order_witch_to_formation_0254= confirmed
Dlg_SC_ac_sarc_reaction_Gets_a_killReaction_Gets_A_Kill_01=Crash and burn, ya bastard!
Dlg_SC_ac_sarc_reaction_Gets_a_killReaction_Gets_A_Kill_02=Blasted.
Dlg_SC_ac_sarc_reaction_Gets_a_kill_0400=Crash and burn, ya bastard!
Dlg_SC_ac_sarc_reaction_Gets_a_kill_0401=Blasted.
Dlg_SC_ac_sarc_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Adjust fire, you bloody idiot
Dlg_SC_ac_sarc_reaction_being_hit_by_friendly_fire_0480=Adjust fire, you bloody idiot
Dlg_SC_ac_sarc_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=You're in my way!
Dlg_SC_ac_sarc_reaction_commiting_friendly_fire_0490=You're in my way!
Dlg_SC_ac_sarc_reaction_ejectReaction_Eject_01=Ejecting
Dlg_SC_ac_sarc_reaction_ejectReaction_Eject_02=Ship's lost!
Dlg_SC_ac_sarc_reaction_eject_0470=Ejecting
Dlg_SC_ac_sarc_reaction_eject_0471=Ship's lost!
Dlg_SC_ac_sarc_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=We lost a friendly
Dlg_SC_ac_sarc_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Friendly down
Dlg_SC_ac_sarc_reaction_friendly_gets_killed_0450=We lost a friendly
Dlg_SC_ac_sarc_reaction_friendly_gets_killed_0451=Friendly down
Dlg_SC_ac_sarc_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Incoming!
Dlg_SC_ac_sarc_reaction_incoming_enemiesReaction_Incoming_Enemies_02=More enemies inbound
Dlg_SC_ac_sarc_reaction_incoming_enemies_0420=Incoming!
Dlg_SC_ac_sarc_reaction_incoming_enemies_0421=More enemies inbound
Dlg_SC_ac_sarc_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Gotta go
Dlg_SC_ac_sarc_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating.
Dlg_SC_ac_sarc_reaction_leaving_battle_retreating_0440=Gotta go
Dlg_SC_ac_sarc_reaction_leaving_battle_retreating_0441=Retreating.
Dlg_SC_ac_sarc_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice kill, sunshine
Dlg_SC_ac_sarc_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Good kill
Dlg_SC_ac_sarc_reaction_player_gets_a_kill_0410=Nice kill, sunshine
Dlg_SC_ac_sarc_reaction_player_gets_a_kill_0411=Good kill
Dlg_SC_ac_sarc_reaction_rejoining_battleReaction_Rejoining_Battle=I'm back in the fray
Dlg_SC_ac_sarc_reaction_rejoining_battle_0430=I'm back in the fray
Dlg_SC_ac_sarc_reaction_taking_damageReaction_Taking_Damage_01=Bastards got a line on me!
Dlg_SC_ac_sarc_reaction_taking_damageReaction_Taking_Damage_02=Taking hits
Dlg_SC_ac_sarc_reaction_taking_damage_0460=Bastards got a line on me!
Dlg_SC_ac_sarc_reaction_taking_damage_0461=Taking hits
Dlg_SC_ac_showboat_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Could do with a hand in this zone
Dlg_SC_ac_showboat_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Zone's getting overrun.
Dlg_SC_ac_showboat_conquest_in_contested_zone_call_for_assistance_0550=Could do with a hand in this zone
Dlg_SC_ac_showboat_conquest_in_contested_zone_call_for_assistance_0551=Zone's getting overrun.
Dlg_SC_ac_showboat_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
Dlg_SC_ac_showboat_conquest_lost_control_of_a_zone_0570=Zone lost
Dlg_SC_ac_showboat_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
Dlg_SC_ac_showboat_conquest_taken_control_of_a_zone_0560=Zone taken
Dlg_SC_ac_showboat_ctc_allies_score_pointCTC_Allies_Score_Point=We scored. That's cos of me you know...
Dlg_SC_ac_showboat_ctc_allies_score_point_0540=We scored. That's cos of me you know...
Dlg_SC_ac_showboat_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got our core. Get them.
Dlg_SC_ac_showboat_ctc_enemy_has_core_0510=They got our core. Get them.
Dlg_SC_ac_showboat_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Hey newbies, you're letting them score!
Dlg_SC_ac_showboat_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=This is bullshit
Dlg_SC_ac_showboat_ctc_enemy_scores_point_0530=Hey newbies, you're letting them score!
Dlg_SC_ac_showboat_ctc_enemy_scores_point_0531=This is bullshit
Dlg_SC_ac_showboat_ctc_player_has_coreCTC_Player_Has_Core=You got the core, go! Go!
Dlg_SC_ac_showboat_ctc_player_has_core_0500=You got the core, go! Go!
Dlg_SC_ac_showboat_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core, watch me fly.
Dlg_SC_ac_showboat_ctc_this_ai_has_core_0520=I have the core, watch me fly.
Dlg_SC_ac_showboat_generic_response_noGeneric_Response_No_01=Negative
Dlg_SC_ac_showboat_generic_response_noGeneric_Response_No_02=Waste of my talents.
Dlg_SC_ac_showboat_generic_response_no_0310=Negative
Dlg_SC_ac_showboat_generic_response_no_0311=Waste of my talents.
Dlg_SC_ac_showboat_generic_response_yesGeneric_Response_Yes_01=Copy
Dlg_SC_ac_showboat_generic_response_yesGeneric_Response_Yes_02=Yuuup!
Dlg_SC_ac_showboat_generic_response_yes_0300=Copy
Dlg_SC_ac_showboat_generic_response_yes_0301=Yuuup!
Dlg_SC_ac_showboat_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Don't worry, I'll save you!
Dlg_SC_ac_showboat_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=You owe me for this one.
Dlg_SC_ac_showboat_player_order_assistance_required_0120=Don't worry, I'll save you!
Dlg_SC_ac_showboat_player_order_assistance_required_0121=You owe me for this one.
Dlg_SC_ac_showboat_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Leave it to me.
Dlg_SC_ac_showboat_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Doesn't stand a chance.
Dlg_SC_ac_showboat_player_order_attack_my_target_0100=Leave it to me.
Dlg_SC_ac_showboat_player_order_attack_my_target_0101=Doesn't stand a chance.
Dlg_SC_ac_showboat_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Lighting 'em up
Dlg_SC_ac_showboat_player_order_bomb_my_target_0230=Lighting 'em up
Dlg_SC_ac_showboat_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Break and Bake!
Dlg_SC_ac_showboat_player_order_break_and_engage_0210=Break and Bake!
Dlg_SC_ac_showboat_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=I got 'em. Don't worry.
Dlg_SC_ac_showboat_player_order_defend_my_target_0110=I got 'em. Don't worry.
Dlg_SC_ac_showboat_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
Dlg_SC_ac_showboat_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
Dlg_SC_ac_showboat_player_order_escort_my_target_0220=Escorting
Dlg_SC_ac_showboat_player_order_escort_my_target_0221=Escorting target now
Dlg_SC_ac_showboat_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=I can dodge this guy in my sleep
Dlg_SC_ac_showboat_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Shaking him off
Dlg_SC_ac_showboat_player_order_evasive_manoeuvers_0200=I can dodge this guy in my sleep
Dlg_SC_ac_showboat_player_order_evasive_manoeuvers_0201=Shaking him off
Dlg_SC_ac_showboat_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Engaging formation
Dlg_SC_ac_showboat_player_order_form_up_on_me_0130=Engaging formation
Dlg_SC_ac_showboat_player_order_return_to_basePlayer_Order_Return_To_Base_01=Returning to LZ
Dlg_SC_ac_showboat_player_order_return_to_base_0240=Returning to LZ
Dlg_SC_ac_showboat_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01= confirmed
Dlg_SC_ac_showboat_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02= confirmed
Dlg_SC_ac_showboat_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03= confirmed
Dlg_SC_ac_showboat_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04= confirmed
Dlg_SC_ac_showboat_player_order_witch_to_formation_0251= confirmed
Dlg_SC_ac_showboat_player_order_witch_to_formation_0252= confirmed
Dlg_SC_ac_showboat_player_order_witch_to_formation_0253= confirmed
Dlg_SC_ac_showboat_player_order_witch_to_formation_0254= confirmed
Dlg_SC_ac_showboat_reaction_Gets_a_killReaction_Gets_A_Kill_01=Did you see that!? Woooooh!
Dlg_SC_ac_showboat_reaction_Gets_a_killReaction_Gets_A_Kill_02=Suck it, losers.
Dlg_SC_ac_showboat_reaction_Gets_a_kill_0400=Did you see that!? Woooooh!
Dlg_SC_ac_showboat_reaction_Gets_a_kill_0401=Suck it, losers.
Dlg_SC_ac_showboat_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=You rookies. Stop shooting me!
Dlg_SC_ac_showboat_reaction_being_hit_by_friendly_fire_0480=You rookies. Stop shooting me!
Dlg_SC_ac_showboat_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Who shot you?
Dlg_SC_ac_showboat_reaction_commiting_friendly_fire_0490=Who shot you?
Dlg_SC_ac_showboat_reaction_ejectReaction_Eject_01=Punching out
Dlg_SC_ac_showboat_reaction_ejectReaction_Eject_02=Cheats! I have to bail
Dlg_SC_ac_showboat_reaction_eject_0470=Punching out
Dlg_SC_ac_showboat_reaction_eject_0471=Cheats! I have to bail
Dlg_SC_ac_showboat_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=I knew they'd be next.
Dlg_SC_ac_showboat_reaction_friendly_gets_killed_0450=I knew they'd be next.
Dlg_SC_ac_showboat_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Hostiles approaching
Dlg_SC_ac_showboat_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Bunch of notches for the kill list incoming.
Dlg_SC_ac_showboat_reaction_incoming_enemies_0420=Hostiles approaching
Dlg_SC_ac_showboat_reaction_incoming_enemies_0421=Bunch of notches for the kill list incoming.
Dlg_SC_ac_showboat_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=They got lucky, need repairs
Dlg_SC_ac_showboat_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Back soon, gotta repair
Dlg_SC_ac_showboat_reaction_leaving_battle_retreating_0440=They got lucky, need repairs
Dlg_SC_ac_showboat_reaction_leaving_battle_retreating_0441=Back soon, gotta repair
Dlg_SC_ac_showboat_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=You're nearly as good as me
Dlg_SC_ac_showboat_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Well that took you long enough!
Dlg_SC_ac_showboat_reaction_player_gets_a_kill_0410=You're nearly as good as me
Dlg_SC_ac_showboat_reaction_player_gets_a_kill_0411=Well that took you long enough!
Dlg_SC_ac_showboat_reaction_rejoining_battleReaction_Rejoining_Battle=Rejoining the battle
Dlg_SC_ac_showboat_reaction_rejoining_battle_0430=Rejoining the battle
Dlg_SC_ac_showboat_reaction_taking_damageReaction_Taking_Damage_01=They're getting some lucky shots in here
Dlg_SC_ac_showboat_reaction_taking_damageReaction_Taking_Damage_02=Took a bit of damage here
Dlg_SC_ac_showboat_reaction_taking_damage_0460=They're getting some lucky shots in here
Dlg_SC_ac_showboat_reaction_taking_damage_0461=Took a bit of damage here
Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Some help in this zone please?
Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Assistance in my zone please.
Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_03=Ich bitte um Entschuldigung, etwas Hilfe?
Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistance_0550=Some help in this zone please?
Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistance_0551=Assistance in my zone please.
Dlg_SC_ac_sidearm_conquest_in_contested_zone_call_for_assistance_0552=Ich bitte um Entschuldigung, etwas Hilfe?
Dlg_SC_ac_sidearm_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost.
Dlg_SC_ac_sidearm_conquest_lost_control_of_a_zone_0570=Zone lost.
Dlg_SC_ac_sidearm_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
Dlg_SC_ac_sidearm_conquest_taken_control_of_a_zone_0560=Zone taken
Dlg_SC_ac_sidearm_ctc_allies_score_pointCTC_Allies_Score_Point=Yes! We got a point
Dlg_SC_ac_sidearm_ctc_allies_score_point_0540=Yes! We got a point
Dlg_SC_ac_sidearm_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have the core
Dlg_SC_ac_sidearm_ctc_enemy_has_core_0510=They have the core
Dlg_SC_ac_sidearm_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Enemy have scored.
Dlg_SC_ac_sidearm_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Not acceptable. They scored
Dlg_SC_ac_sidearm_ctc_enemy_scores_point_0530=Enemy have scored.
Dlg_SC_ac_sidearm_ctc_enemy_scores_point_0531=Not acceptable. They scored
Dlg_SC_ac_sidearm_ctc_player_has_coreCTC_Player_Has_Core=You have the core
Dlg_SC_ac_sidearm_ctc_player_has_core_0500=You have the core
Dlg_SC_ac_sidearm_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=The core is on me
Dlg_SC_ac_sidearm_ctc_this_ai_has_core_0520=The core is on me
Dlg_SC_ac_sidearm_generic_response_noGeneric_Response_No_01=Negative, sir
Dlg_SC_ac_sidearm_generic_response_noGeneric_Response_No_02=I'm afraid not.
Dlg_SC_ac_sidearm_generic_response_no_0310=Negative, sir
Dlg_SC_ac_sidearm_generic_response_no_0311=I'm afraid not.
Dlg_SC_ac_sidearm_generic_response_yesGeneric_Response_Yes_01=Copy, sir
Dlg_SC_ac_sidearm_generic_response_yesGeneric_Response_Yes_02=Natürlich
Dlg_SC_ac_sidearm_generic_response_yes_0300=Copy, sir
Dlg_SC_ac_sidearm_generic_response_yes_0301=Natürlich
Dlg_SC_ac_sidearm_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I'll be right there
Dlg_SC_ac_sidearm_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Assistance incoming.
Dlg_SC_ac_sidearm_player_order_assistance_required_0120=I'll be right there
Dlg_SC_ac_sidearm_player_order_assistance_required_0121=Assistance incoming.
Dlg_SC_ac_sidearm_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Engaging enemy
Dlg_SC_ac_sidearm_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Um… copy. Engaging...
Dlg_SC_ac_sidearm_player_order_attack_my_target_0100=Engaging enemy
Dlg_SC_ac_sidearm_player_order_attack_my_target_0101=Um… copy. Engaging...
Dlg_SC_ac_sidearm_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run locked in
Dlg_SC_ac_sidearm_player_order_bomb_my_target_0230=Bombing run locked in
Dlg_SC_ac_sidearm_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Understood. Will find a good approach.
Dlg_SC_ac_sidearm_player_order_break_and_engage_0210=Understood. Will find a good approach.
Dlg_SC_ac_sidearm_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending
Dlg_SC_ac_sidearm_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=Moving to defensive position.
Dlg_SC_ac_sidearm_player_order_defend_my_target_0110=Defending
Dlg_SC_ac_sidearm_player_order_defend_my_target_0111=Moving to defensive position.
Dlg_SC_ac_sidearm_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Sticking close to target
Dlg_SC_ac_sidearm_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
Dlg_SC_ac_sidearm_player_order_escort_my_target_0220=Sticking close to target
Dlg_SC_ac_sidearm_player_order_escort_my_target_0221=Escorting target now
Dlg_SC_ac_sidearm_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evasive maneouvers engaged
Dlg_SC_ac_sidearm_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Ducking them, sir.
Dlg_SC_ac_sidearm_player_order_evasive_manoeuvers_0200=Evasive maneouvers engaged
Dlg_SC_ac_sidearm_player_order_evasive_manoeuvers_0201=Ducking them, sir.
Dlg_SC_ac_sidearm_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Forming up on you
Dlg_SC_ac_sidearm_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Lead the way.
Dlg_SC_ac_sidearm_player_order_form_up_on_me_0130=Forming up on you
Dlg_SC_ac_sidearm_player_order_form_up_on_me_0131=Lead the way.
Dlg_SC_ac_sidearm_player_order_return_to_basePlayer_Order_Return_To_Base_01=Returning to base
Dlg_SC_ac_sidearm_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading home
Dlg_SC_ac_sidearm_player_order_return_to_base_0240=Returning to base
Dlg_SC_ac_sidearm_player_order_return_to_base_0241=Heading home
Dlg_SC_ac_sidearm_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01= confirmed
Dlg_SC_ac_sidearm_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02= confirmed
Dlg_SC_ac_sidearm_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03= confirmed
Dlg_SC_ac_sidearm_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04= confirmed
Dlg_SC_ac_sidearm_player_order_witch_to_formation_0251= confirmed
Dlg_SC_ac_sidearm_player_order_witch_to_formation_0252= confirmed
Dlg_SC_ac_sidearm_player_order_witch_to_formation_0253= confirmed
Dlg_SC_ac_sidearm_player_order_witch_to_formation_0254= confirmed
Dlg_SC_ac_sidearm_reaction_Gets_a_killReaction_Gets_A_Kill_01=Enemy destroyed.
Dlg_SC_ac_sidearm_reaction_Gets_a_killReaction_Gets_A_Kill_02=Target eliminated.
Dlg_SC_ac_sidearm_reaction_Gets_a_kill_0400=Enemy destroyed.
Dlg_SC_ac_sidearm_reaction_Gets_a_kill_0401=Target eliminated.
Dlg_SC_ac_sidearm_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Stop shooting me.
Dlg_SC_ac_sidearm_reaction_being_hit_by_friendly_fire_0480=Stop shooting me.
Dlg_SC_ac_sidearm_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Verdammt nochmal!
Dlg_SC_ac_sidearm_reaction_commiting_friendly_fire_0490=Verdammt nochmal!
Dlg_SC_ac_sidearm_reaction_ejectReaction_Eject_01=Ejecting
Dlg_SC_ac_sidearm_reaction_ejectReaction_Eject_02=Auswerfen!
Dlg_SC_ac_sidearm_reaction_eject_0470=Ejecting
Dlg_SC_ac_sidearm_reaction_eject_0471=Auswerfen!
Dlg_SC_ac_sidearm_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=We lost one.
Dlg_SC_ac_sidearm_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Scheiße! Ally destroyed
Dlg_SC_ac_sidearm_reaction_friendly_gets_killed_0450=We lost one.
Dlg_SC_ac_sidearm_reaction_friendly_gets_killed_0451=Scheiße! Ally destroyed
Dlg_SC_ac_sidearm_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Incoming enemies
Dlg_SC_ac_sidearm_reaction_incoming_enemiesReaction_Incoming_Enemies_02=We have contact. Multiple contacts.
Dlg_SC_ac_sidearm_reaction_incoming_enemies_0420=Incoming enemies
Dlg_SC_ac_sidearm_reaction_incoming_enemies_0421=We have contact. Multiple contacts.
Dlg_SC_ac_sidearm_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Falling back, sir.
Dlg_SC_ac_sidearm_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating.
Dlg_SC_ac_sidearm_reaction_leaving_battle_retreating_0440=Falling back, sir.
Dlg_SC_ac_sidearm_reaction_leaving_battle_retreating_0441=Retreating.
Dlg_SC_ac_sidearm_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Great shot sir
Dlg_SC_ac_sidearm_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Good kill.
Dlg_SC_ac_sidearm_reaction_player_gets_a_kill_0410=Great shot sir
Dlg_SC_ac_sidearm_reaction_player_gets_a_kill_0411=Good kill.
Dlg_SC_ac_sidearm_reaction_rejoining_battleReaction_Rejoining_Battle=Rearmed, sir
Dlg_SC_ac_sidearm_reaction_rejoining_battle_0430=Rearmed, sir
Dlg_SC_ac_sidearm_reaction_taking_damageReaction_Taking_Damage_01=Get this Scheiße-Kopf away from me!
Dlg_SC_ac_sidearm_reaction_taking_damageReaction_Taking_Damage_02=I am hit!
Dlg_SC_ac_sidearm_reaction_taking_damage_0460=Get this Scheiße-Kopf away from me!
Dlg_SC_ac_sidearm_reaction_taking_damage_0461=I am hit!
Dlg_SC_ac_simulator_afterburners_offlineRace_Afterburners_Offline=Boost Offline
Dlg_SC_ac_simulator_afterburners_offline_2170=Boost Offline
Dlg_SC_ac_simulator_afterburners_onlineRace_Afterburners_Online=Boost Online
Dlg_SC_ac_simulator_afterburners_online_2160=Boost Online
Dlg_SC_ac_simulator_ally_team_scores_1380=You have seized the enemy core
Dlg_SC_ac_simulator_assist_killSim_Game_Player_Assist_Kill=Assist
Dlg_SC_ac_simulator_assist_kill_1290=Assist
Dlg_SC_ac_simulator_blue_core_dropped_1400=Blue Core abandoned
Dlg_SC_ac_simulator_blue_core_returned_1360=Blue Core restored
Dlg_SC_ac_simulator_blue_losingConquest_Blue_Losing=Blue Team has fallen behind
Dlg_SC_ac_simulator_blue_losing_1440=Blue Team has fallen behind
Dlg_SC_ac_simulator_checkpointRace_Checkpoint=Checkpoint
Dlg_SC_ac_simulator_checkpoint_1900=Checkpoint
Dlg_SC_ac_simulator_competitor_destroyedRace_Competitor_Destroyed=Competitor destroyed
Dlg_SC_ac_simulator_competitor_destroyed_1980=Competitor destroyed
Dlg_SC_ac_simulator_confirmed_killSim_Game_Player_Has_Confirmed_Kill=Hostile destroyed
Dlg_SC_ac_simulator_confirmed_kill_1280=Hostile destroyed
Dlg_SC_ac_simulator_death_in_spaceSim_Player_Death_In_Space=Session restarting. Please hold
Dlg_SC_ac_simulator_death_in_space_1510=Session restarting. Please hold
Dlg_SC_ac_simulator_drill_capturedConquest_Item_Captured=…captured.
Dlg_SC_ac_simulator_drill_capturedConquest_Item_Drill=Drill…
Dlg_SC_ac_simulator_drill_captured_1620=…captured.
Dlg_SC_ac_simulator_drill_captured_1640=Drill…
Dlg_SC_ac_simulator_drill_contestedConquest_Item_Contested=…contested.
Dlg_SC_ac_simulator_drill_contestedConquest_Item_Drill=Drill…
Dlg_SC_ac_simulator_drill_contested_1610=…contested.
Dlg_SC_ac_simulator_drill_contested_1640=Drill…
Dlg_SC_ac_simulator_drill_lostConquest_Item_Drill=Drill…
Dlg_SC_ac_simulator_drill_lostConquest_Item_Lost=…lost.
Dlg_SC_ac_simulator_drill_lost_1620=…lost.
Dlg_SC_ac_simulator_drill_lost_1640=Drill…
Dlg_SC_ac_simulator_eighth_placeRace_Eighth_Place=8th Place
Dlg_SC_ac_simulator_eighth_place_2070=8th Place
Dlg_SC_ac_simulator_enemy_core_capturedCTC_Enemy_Core_Captured=Core Captured
Dlg_SC_ac_simulator_enemy_core_droppedCTC_Player_Lost_Enemy_Core=The core has been dropped
Dlg_SC_ac_simulator_enemy_core_returnedCTC_Enemy_Core_Returned=The core has been returned
Dlg_SC_ac_simulator_enemy_final_killBattleRoyale_Enemy_Final_Kill=An enemy requires a final kill
Dlg_SC_ac_simulator_enemy_final_killSquadronBattle_Enemy_Team_Final_Kill=Enemy team requires a final kill
Dlg_SC_ac_simulator_enemy_has_coreCTC_Enemy_Has_Core=The enemy has your core
Dlg_SC_ac_simulator_enemy_team_scores_1370=Hostile forces have acquired your core
Dlg_SC_ac_simulator_enemy_team_wonSquadronBattle_Enemy_Team_Won=Your team lost
Dlg_SC_ac_simulator_entering_hotzoneRace_Entering_Hotzone=Entering Hot-Zone…
Dlg_SC_ac_simulator_entering_hotzone_1920=Entering Hot-Zone…
Dlg_SC_ac_simulator_fifth_placeRace_Fifth_Place=5th Place
Dlg_SC_ac_simulator_fifth_place_2040=5th Place
Dlg_SC_ac_simulator_final_lapRace_Final_Lap=Final Lap
Dlg_SC_ac_simulator_final_lap_1850=Final Lap
Dlg_SC_ac_simulator_finish_lapRace_Finish_Lap=Lap Complete
Dlg_SC_ac_simulator_finish_lap_1830=Lap Complete
Dlg_SC_ac_simulator_first_killSim_Game_Player_Makes_First_Kill=First Blood
Dlg_SC_ac_simulator_five_killsSim_Game_Player_Makes_Five_Kills=You have achieved Ace status
Dlg_SC_ac_simulator_fourth_placeRace_Fourth_Place=4th Place
Dlg_SC_ac_simulator_fourth_place_2030=4th Place
Dlg_SC_ac_simulator_friendly_core_capturedCTC_Friendly_Core_Captured=The enemy captured your core
Dlg_SC_ac_simulator_friendly_core_droppedCTC_Friendly_Core_Dropped=The enemy dropped your core
Dlg_SC_ac_simulator_friendly_core_returnedCTC_Friendly_Core_Returned=Your core has been returned
Dlg_SC_ac_simulator_friendly_final_killSquadronBattle_Friendly_Final_Kill=Your team requires a final kill
Dlg_SC_ac_simulator_friendly_team_wonSquadronBattle_Friendly_Team_Won=Your team won
Dlg_SC_ac_simulator_game_overSim_Game_Over=Simulation deactivated
Dlg_SC_ac_simulator_game_over_1270=Simulation deactivated
Dlg_SC_ac_simulator_game_startSim_Game_Start=Simulation activated
Dlg_SC_ac_simulator_game_start_1260=Simulation activated
Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Battle_Royale=Battle Royale initiated
Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Capture_The_Core=Capture the Core initiated
Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Conquest=Conquest initiated
Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Free_Flight=Free-Flight Mode initiated
Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Squadron_Battle=Squadron Battle initiated
Dlg_SC_ac_simulator_game_type_initiatedSim_Init_Vanduul_Swarm=Vanduul Swarm initiated
Dlg_SC_ac_simulator_game_type_initiated_1000=Squadron Battle initiated
Dlg_SC_ac_simulator_game_type_initiated_1010=Battle Royale initiated
Dlg_SC_ac_simulator_game_type_initiated_1020=Capture the Core initiated
Dlg_SC_ac_simulator_game_type_initiated_1030=Conquest initiated
Dlg_SC_ac_simulator_game_type_initiated_1040=Free-Flight Mode initiated
Dlg_SC_ac_simulator_game_type_initiated_1050=Vanduul Swarm Engaged
Dlg_SC_ac_simulator_got_enemy_coreCTC_Player_Got_Enemy_Core=You have obtained the enemy core
Dlg_SC_ac_simulator_got_enemy_core_1340=You have obtained the enemy core
Dlg_SC_ac_simulator_hazardRace_Hazard=Hazard
Dlg_SC_ac_simulator_hazard_1890=Hazard
Dlg_SC_ac_simulator_init_blitz_modeRace_Blitz_Mode=Initiating Murray Cup Race Simulator: Blitz mode
Dlg_SC_ac_simulator_init_blitz_mode_1790=Initiating Murray Cup Race Simulator: Blitz mode
Dlg_SC_ac_simulator_init_rush_modeRace_Rush_Mode=Initiating Murray Cup Race Simulator: Rush mode
Dlg_SC_ac_simulator_init_rush_mode_1780=Initiating Murray Cup Race Simulator: Rush mode
Dlg_SC_ac_simulator_iris_closingRace_Iris_Closing=Warning: Checkpoint iris closing
Dlg_SC_ac_simulator_iris_closing_2190=Warning: Checkpoint iris closing
Dlg_SC_ac_simulator_lap_recordRace_Lap_Record=New personal lap record
Dlg_SC_ac_simulator_lap_record_1840=New personal lap record
Dlg_SC_ac_simulator_laps_remainingRace_Lap_Remaining=Laps remaining
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_01=One
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_02=Two
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_03=Three
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_04=Four
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_05=Five
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_06=Six
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_07=Seven
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_08=Eight
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_09=Nine
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remain_Count_10=Ten
Dlg_SC_ac_simulator_laps_remainingRace_Laps_Remaining=Lap remaining
Dlg_SC_ac_simulator_laps_remaining_2180=Laps remaining
Dlg_SC_ac_simulator_laps_remaining_2181=Lap remaining
Dlg_SC_ac_simulator_laps_remaining_2200=One
Dlg_SC_ac_simulator_laps_remaining_2210=Two
Dlg_SC_ac_simulator_laps_remaining_2220=Three
Dlg_SC_ac_simulator_laps_remaining_2230=Four
Dlg_SC_ac_simulator_laps_remaining_2240=Five
Dlg_SC_ac_simulator_laps_remaining_2250=Six
Dlg_SC_ac_simulator_laps_remaining_2260=Seven
Dlg_SC_ac_simulator_laps_remaining_2270=Eight
Dlg_SC_ac_simulator_laps_remaining_2280=Nine
Dlg_SC_ac_simulator_laps_remaining_2290=Ten
Dlg_SC_ac_simulator_leading_raceRace_Leading_Race=You are leading the race
Dlg_SC_ac_simulator_leading_race_1860=You are leading the race
Dlg_SC_ac_simulator_leaving_hotzoneRace_Leaving_Hotzone=Leaving Hot-Zone…
Dlg_SC_ac_simulator_leaving_hotzone_1930=Leaving Hot-Zone…
Dlg_SC_ac_simulator_leaving_mapSim_Player_Leaving_Map=Warning. You are approaching simulation boundary
Dlg_SC_ac_simulator_leaving_map_1480=Warning. You are approaching simulation boundary
Dlg_SC_ac_simulator_lose_whitewashConquest_Lose_Whitewash=Hostiles have captured all zones. This simulation will fail in...
Dlg_SC_ac_simulator_lose_whitewash_1460=Hostiles have captured all zones. This simulation will fail in...
Dlg_SC_ac_simulator_lost_ally_core_1330=Your team has lost the core
Dlg_SC_ac_simulator_lost_leadRace_Lost_Lead=You have lost the lead
Dlg_SC_ac_simulator_lost_lead_1870=You have lost the lead
Dlg_SC_ac_simulator_lost_raceRace_Lost_Race=You lost the race
Dlg_SC_ac_simulator_lost_race_2080=You lost the race
Dlg_SC_ac_simulator_multiplayer_introductionRace_Blitz_Mode=Initiating Murray Cup Race Simulation
Dlg_SC_ac_simulator_new_lap_recordRace_New_Lap_Record=New lap record
Dlg_SC_ac_simulator_new_lap_record_2110=New lap record
Dlg_SC_ac_simulator_new_personal_race_recordRace_New_Race_Record_02=New race record
Dlg_SC_ac_simulator_player_ace_killedSim_Game_Player_Is_Ace_Killed=Your Ace status has been revoked
Dlg_SC_ac_simulator_player_final_killBattleRoyale_Player_Final_Kill=You require a final kill
Dlg_SC_ac_simulator_player_kills_aceSim_Game_Player_Kills_Ace=Ace Killed
Dlg_SC_ac_simulator_player_losesBattleRoyale_Player_Loses=You Lost!
Dlg_SC_ac_simulator_player_winsBattleRoyale_Player_Wins=You are Victorious
Dlg_SC_ac_simulator_pylon_capturedConquest_Item_Captured=…captured.
Dlg_SC_ac_simulator_pylon_capturedConquest_Item_Pylon=Pylon…
Dlg_SC_ac_simulator_pylon_captured_1600=Pylon…
Dlg_SC_ac_simulator_pylon_captured_1620=…captured.
Dlg_SC_ac_simulator_pylon_contestedConquest_Item_Contested=…contested.
Dlg_SC_ac_simulator_pylon_contestedConquest_Item_Pylon=Pylon…
Dlg_SC_ac_simulator_pylon_contested_1600=Pylon…
Dlg_SC_ac_simulator_pylon_contested_1610=…contested.
Dlg_SC_ac_simulator_pylon_lostConquest_Item_Lost=…lost.
Dlg_SC_ac_simulator_pylon_lostConquest_Item_Pylon=Pylon…
Dlg_SC_ac_simulator_pylon_lost_1600=Pylon…
Dlg_SC_ac_simulator_pylon_lost_1620=…lost.
Dlg_SC_ac_simulator_race_abandonedRace_Abandoned=Race Abandoned
Dlg_SC_ac_simulator_race_abandoned_1950=Race Abandoned
Dlg_SC_ac_simulator_race_completeRace_Complete=Race Complete
Dlg_SC_ac_simulator_race_complete_1880=Race Complete
Dlg_SC_ac_simulator_race_mode_initialiseRace_Mode_Initialise=Initiating Murray Cup Race Simulator
Dlg_SC_ac_simulator_race_mode_initialise_1810=Initiating Murray Cup Race Simulator
Dlg_SC_ac_simulator_race_startRace_Start=3,2,1... Start
Dlg_SC_ac_simulator_race_start_1820=3,2,1... Start
Dlg_SC_ac_simulator_racer_quitRace_Racer_Quit=Competitor has left the race
Dlg_SC_ac_simulator_racer_quit_1960=Competitor has left the race
Dlg_SC_ac_simulator_rearming_shipRace_Rearming_Ship=Re-arming Ship
Dlg_SC_ac_simulator_rearming_ship_2100=Re-arming Ship
Dlg_SC_ac_simulator_red_core_dropped_1390=Red Core abandoned
Dlg_SC_ac_simulator_red_core_returned_1350=Red Core restored
Dlg_SC_ac_simulator_red_losingConquest_Red_Losing=Red Team has fallen behind
Dlg_SC_ac_simulator_red_losing_1450=Red Team has fallen behind
Dlg_SC_ac_simulator_repairs_initiatedRace_Repairs_Initiated=Repairs Initiated
Dlg_SC_ac_simulator_repairs_initiated_2090=Repairs Initiated
Dlg_SC_ac_simulator_respawnSim_Player_Respawn=Standbv for reintegration
Dlg_SC_ac_simulator_respawn_1500=Stand by for reintegration
Dlg_SC_ac_simulator_second_placeRace_Second_Place=2nd Place
Dlg_SC_ac_simulator_second_place_2010=2nd Place
Dlg_SC_ac_simulator_seventh_placeRace_Seventh_Place=7th Place
Dlg_SC_ac_simulator_seventh_place_2060=7th Place
Dlg_SC_ac_simulator_shields_offlineRace_Shields_Offline=Shields Offline
Dlg_SC_ac_simulator_shields_offline_2150=Shields Offline
Dlg_SC_ac_simulator_shields_onlineRace_Shields_Online=Shields Online
Dlg_SC_ac_simulator_shields_online_2140=Shields Online
Dlg_SC_ac_simulator_single_player_introductionRace_Rush_Mode=Initiating Murray Cup Practice Simulation
Dlg_SC_ac_simulator_sixth_placeRace_Sixth_Place=6th Place
Dlg_SC_ac_simulator_sixth_place_2050=6th Place
Dlg_SC_ac_simulator_survival_all_allies_lostSurvival_All_Allies_Lost=All allies lost
Dlg_SC_ac_simulator_survival_all_allies_lost_1100=All allies lost
Dlg_SC_ac_simulator_survival_ally_lostSurvival_Ally_Lost=Ally eliminated
Dlg_SC_ac_simulator_survival_ally_lost_1110=Ally eliminated
Dlg_SC_ac_simulator_survival_boss_wave_defeatedSurvival_Boss_Wave_Defeated=Elite units eliminated.
Dlg_SC_ac_simulator_survival_boss_wave_defeated_1140=Elite units eliminated.
Dlg_SC_ac_simulator_survival_boss_wave_incomingSurvival_Boss_Wave_Incoming=Contact: Elite units en-route.
Dlg_SC_ac_simulator_survival_boss_wave_incoming_1130=Contact: Elite units en-route.
Dlg_SC_ac_simulator_survival_destroyed_waveSurvival_Destroyed_Wave=Zero hostile contacts remaining
Dlg_SC_ac_simulator_survival_destroyed_wave_1080=Zero hostile contacts remaining
Dlg_SC_ac_simulator_survival_game_overSurvival_Game_Over=Simulation Over
Dlg_SC_ac_simulator_survival_game_over_1120=Simulation Over
Dlg_SC_ac_simulator_survival_player_defeatSurvival_Player_Defeat=Objective not achieved
Dlg_SC_ac_simulator_survival_player_defeat_1090=Objective not achieved
Dlg_SC_ac_simulator_survival_repairs_commenceSurvival_Repairs_Commence=Hold for automated repairs.
Dlg_SC_ac_simulator_survival_repairs_commence_1150=Hold for automated repairs.
Dlg_SC_ac_simulator_survival_wave_incomingSurvival_Wave_Incoming=Warning: There are multiple hostiles inbound
Dlg_SC_ac_simulator_survival_wave_incoming_1060=
Dlg_SC_ac_simulator_team_joinTeam_Join_01=Blue Team
Dlg_SC_ac_simulator_team_joinTeam_Join_02=Linked to...
Dlg_SC_ac_simulator_team_joinTeam_Win_01=Red Team
Dlg_SC_ac_simulator_team_join_1300=Red Team
Dlg_SC_ac_simulator_team_join_1310=Blue Team
Dlg_SC_ac_simulator_team_join_1490=Linked to...
Dlg_SC_ac_simulator_team_winTeam_Join_01=Blue Team
Dlg_SC_ac_simulator_team_winTeam_Win_01=Red Team
Dlg_SC_ac_simulator_team_winTeam_Win_03=is victorious
Dlg_SC_ac_simulator_team_win_1300=Red Team
Dlg_SC_ac_simulator_team_win_1310=Blue Team
Dlg_SC_ac_simulator_team_win_1320=is victorious
Dlg_SC_ac_simulator_third_placeRace_Third_Place=3rd Place
Dlg_SC_ac_simulator_third_place_2020=3rd Place
Dlg_SC_ac_simulator_time_extensionRace_Time_Extension=Time extension
Dlg_SC_ac_simulator_time_extension_1990=Time extension
Dlg_SC_ac_simulator_weapons_disabledRace_Weapons_Disabled=Weapons Disabled
Dlg_SC_ac_simulator_weapons_disabled_2130=Weapons Disabled
Dlg_SC_ac_simulator_weapons_enabledRace_Weapons_Enabled=Weapons Enabled
Dlg_SC_ac_simulator_weapons_enabled_2120=Weapons Enabled
Dlg_SC_ac_simulator_weapons_lockedRace_Weapons_Locked=Race Mode Initiated: Weapon safeties enabled
Dlg_SC_ac_simulator_weapons_locked_1800=Race Mode Initiated: Weapon safeties enabled
Dlg_SC_ac_simulator_win_raceRace_Win_Race=You have won the race!
Dlg_SC_ac_simulator_win_race_2000=You have won the race!
Dlg_SC_ac_simulator_win_whitewashConquest_Win_Whitewash=Friendlies have captured all zones. This simulation will succeed in…
Dlg_SC_ac_simulator_win_whitewash_1470=Friendlies have captured all zones. This simulation will succeed in…
Dlg_SC_ac_simulator_wrong_directionRace_Wrong_Direction=Wrong Direction
Dlg_SC_ac_simulator_wrong_direction_1910=Wrong Direction
Dlg_SC_ac_simulator_zone_number_contestedCount_00=Zero
Dlg_SC_ac_simulator_zone_number_contestedCount_01=One
Dlg_SC_ac_simulator_zone_number_contestedCount_02=Two
Dlg_SC_ac_simulator_zone_number_contestedCount_03=Three
Dlg_SC_ac_simulator_zone_number_contestedCount_04=Four
Dlg_SC_ac_simulator_zone_number_contestedCount_05=Five
Dlg_SC_ac_simulator_zone_number_contestedCount_06=Six
Dlg_SC_ac_simulator_zone_number_contestedCount_07=Seven
Dlg_SC_ac_simulator_zone_number_contestedCount_08=Eight
Dlg_SC_ac_simulator_zone_number_contestedCount_09=Nine
Dlg_SC_ac_simulator_zone_number_contestedCount_10=Ten
Dlg_SC_ac_simulator_zone_number_contestedZone_Number_Contested=Hostiles attacking zone
Dlg_SC_ac_simulator_zone_number_contested_1160=Ten
Dlg_SC_ac_simulator_zone_number_contested_1170=Nine
Dlg_SC_ac_simulator_zone_number_contested_1180=Eight
Dlg_SC_ac_simulator_zone_number_contested_1190=Seven
Dlg_SC_ac_simulator_zone_number_contested_1200=Six
Dlg_SC_ac_simulator_zone_number_contested_1210=Five
Dlg_SC_ac_simulator_zone_number_contested_1220=Four
Dlg_SC_ac_simulator_zone_number_contested_1230=Three
Dlg_SC_ac_simulator_zone_number_contested_1240=Two
Dlg_SC_ac_simulator_zone_number_contested_1250=One
Dlg_SC_ac_simulator_zone_number_contested_1251=Zero
Dlg_SC_ac_simulator_zone_number_contested_1410=Hostiles attacking zone
Dlg_SC_ac_simulator_zone_number_lostCount_00=Zero
Dlg_SC_ac_simulator_zone_number_lostCount_01=One
Dlg_SC_ac_simulator_zone_number_lostCount_02=Two
Dlg_SC_ac_simulator_zone_number_lostCount_03=Three
Dlg_SC_ac_simulator_zone_number_lostCount_04=Four
Dlg_SC_ac_simulator_zone_number_lostCount_05=Five
Dlg_SC_ac_simulator_zone_number_lostCount_06=Six
Dlg_SC_ac_simulator_zone_number_lostCount_07=Seven
Dlg_SC_ac_simulator_zone_number_lostCount_08=Eight
Dlg_SC_ac_simulator_zone_number_lostCount_09=Nine
Dlg_SC_ac_simulator_zone_number_lostCount_10=Ten
Dlg_SC_ac_simulator_zone_number_lostZone_Number_Lost=Hostile element have seized zone
Dlg_SC_ac_simulator_zone_number_lost_1160=Ten
Dlg_SC_ac_simulator_zone_number_lost_1170=Nine
Dlg_SC_ac_simulator_zone_number_lost_1180=Eight
Dlg_SC_ac_simulator_zone_number_lost_1190=Seven
Dlg_SC_ac_simulator_zone_number_lost_1200=Six
Dlg_SC_ac_simulator_zone_number_lost_1210=Five
Dlg_SC_ac_simulator_zone_number_lost_1220=Four
Dlg_SC_ac_simulator_zone_number_lost_1230=Three
Dlg_SC_ac_simulator_zone_number_lost_1240=Two
Dlg_SC_ac_simulator_zone_number_lost_1250=One
Dlg_SC_ac_simulator_zone_number_lost_1251=Zero
Dlg_SC_ac_simulator_zone_number_lost_1420=Hostile elements have seized zone
Dlg_SC_ac_simulator_zone_number_takenCount_00=Zero
Dlg_SC_ac_simulator_zone_number_takenCount_01=One
Dlg_SC_ac_simulator_zone_number_takenCount_02=Two
Dlg_SC_ac_simulator_zone_number_takenCount_03=Three
Dlg_SC_ac_simulator_zone_number_takenCount_04=Four
Dlg_SC_ac_simulator_zone_number_takenCount_05=Five
Dlg_SC_ac_simulator_zone_number_takenCount_06=Six
Dlg_SC_ac_simulator_zone_number_takenCount_07=Seven
Dlg_SC_ac_simulator_zone_number_takenCount_08=Eight
Dlg_SC_ac_simulator_zone_number_takenCount_09=Nine
Dlg_SC_ac_simulator_zone_number_takenCount_10=Ten
Dlg_SC_ac_simulator_zone_number_takenTeam_Join_01=Blue Team
Dlg_SC_ac_simulator_zone_number_takenTeam_Win_01=Red Team
Dlg_SC_ac_simulator_zone_number_takenZone_Number_Taken=have captured zone
Dlg_SC_ac_simulator_zone_number_taken_1160=Ten
Dlg_SC_ac_simulator_zone_number_taken_1170=Nine
Dlg_SC_ac_simulator_zone_number_taken_1180=Eight
Dlg_SC_ac_simulator_zone_number_taken_1190=Seven
Dlg_SC_ac_simulator_zone_number_taken_1200=Six
Dlg_SC_ac_simulator_zone_number_taken_1210=Five
Dlg_SC_ac_simulator_zone_number_taken_1220=Four
Dlg_SC_ac_simulator_zone_number_taken_1230=Three
Dlg_SC_ac_simulator_zone_number_taken_1240=Two
Dlg_SC_ac_simulator_zone_number_taken_1250=One
Dlg_SC_ac_simulator_zone_number_taken_1251=Zero
Dlg_SC_ac_simulator_zone_number_taken_1300=Red Team
Dlg_SC_ac_simulator_zone_number_taken_1310=Blue Team
Dlg_SC_ac_simulator_zone_number_taken_1430=have captured zone
Dlg_SC_ac_slingshot_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Need some help in this zone please.
Dlg_SC_ac_slingshot_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=They're trying to take this zone. Some help guys?
Dlg_SC_ac_slingshot_conquest_in_contested_zone_call_for_assistance_0550=Need some help in this zone please.
Dlg_SC_ac_slingshot_conquest_in_contested_zone_call_for_assistance_0551=They're trying to take this zone. Some help guys?
Dlg_SC_ac_slingshot_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone.
Dlg_SC_ac_slingshot_conquest_lost_control_of_a_zone_0570=We lost the zone.
Dlg_SC_ac_slingshot_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone is ours
Dlg_SC_ac_slingshot_conquest_taken_control_of_a_zone_0560=Zone is ours
Dlg_SC_ac_slingshot_ctc_allies_score_pointCTC_Allies_Score_Point_01=Great job, people!
Dlg_SC_ac_slingshot_ctc_allies_score_pointCTC_Allies_Score_Point_02=Kick ass!
Dlg_SC_ac_slingshot_ctc_allies_score_point_0540=Great job, people!
Dlg_SC_ac_slingshot_ctc_allies_score_point_0541=Kick ass!
Dlg_SC_ac_slingshot_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have the core
Dlg_SC_ac_slingshot_ctc_enemy_has_core_0510=They have the core
Dlg_SC_ac_slingshot_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Opposition scored.
Dlg_SC_ac_slingshot_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=We're letting them score!
Dlg_SC_ac_slingshot_ctc_enemy_scores_point_0530=Opposition scored.
Dlg_SC_ac_slingshot_ctc_enemy_scores_point_0531=We're letting them score!
Dlg_SC_ac_slingshot_ctc_player_has_coreCTC_Player_Has_Core=You got the core, sir
Dlg_SC_ac_slingshot_ctc_player_has_core_0500=You got the core, sir
Dlg_SC_ac_slingshot_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I've got the core, sir
Dlg_SC_ac_slingshot_ctc_this_ai_has_core_0520=I've got the core, sir
Dlg_SC_ac_slingshot_generic_response_noGeneric_Response_No_01=Errr…That's a negative
Dlg_SC_ac_slingshot_generic_response_noGeneric_Response_No_02=I can't follow that order, sir.
Dlg_SC_ac_slingshot_generic_response_no_0310=Errr…That's a negative
Dlg_SC_ac_slingshot_generic_response_no_0311=I can't follow that order, sir.
Dlg_SC_ac_slingshot_generic_response_yesGeneric_Response_Yes_01=Roger that
Dlg_SC_ac_slingshot_generic_response_yesGeneric_Response_Yes_02=Yes, sir
Dlg_SC_ac_slingshot_generic_response_yes_0300=Roger that
Dlg_SC_ac_slingshot_generic_response_yes_0301=Yes, sir
Dlg_SC_ac_slingshot_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Copy. Inbound.
Dlg_SC_ac_slingshot_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Hang tight. Assistance incoming.
Dlg_SC_ac_slingshot_player_order_assistance_required_0120=Copy. Inbound.
Dlg_SC_ac_slingshot_player_order_assistance_required_0121=Hang tight. Assistance incoming.
Dlg_SC_ac_slingshot_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Attacking target
Dlg_SC_ac_slingshot_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Moving in
Dlg_SC_ac_slingshot_player_order_attack_my_target_0100=Attacking target
Dlg_SC_ac_slingshot_player_order_attack_my_target_0101=Moving in
Dlg_SC_ac_slingshot_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run initiated
Dlg_SC_ac_slingshot_player_order_bomb_my_target_0230=Bombing run initiated
Dlg_SC_ac_slingshot_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Leaving formation, commencing attack
Dlg_SC_ac_slingshot_player_order_break_and_engage_0210=Leaving formation, commencing attack
Dlg_SC_ac_slingshot_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Definding your target
Dlg_SC_ac_slingshot_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=You got it. I'll make sure they're safe.
Dlg_SC_ac_slingshot_player_order_defend_my_target_0110=Defending your target
Dlg_SC_ac_slingshot_player_order_defend_my_target_0111=You got it. I'll make sure they're safe.
Dlg_SC_ac_slingshot_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Taking up escort.
Dlg_SC_ac_slingshot_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
Dlg_SC_ac_slingshot_player_order_escort_my_target_0220=Taking up escort.
Dlg_SC_ac_slingshot_player_order_escort_my_target_0221=Escorting target now
Dlg_SC_ac_slingshot_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Copy. Slip and clip.
Dlg_SC_ac_slingshot_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Hope they're ready for this.
Dlg_SC_ac_slingshot_player_order_evasive_manoeuvers_0200=Copy. Slip and clip.
Dlg_SC_ac_slingshot_player_order_evasive_manoeuvers_0201=Hope they're ready for this.
Dlg_SC_ac_slingshot_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Forming up
Dlg_SC_ac_slingshot_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Moving into formation
Dlg_SC_ac_slingshot_player_order_form_up_on_me_0130=Forming up
Dlg_SC_ac_slingshot_player_order_form_up_on_me_0131=Moving into formation
Dlg_SC_ac_slingshot_player_order_return_to_basePlayer_Order_Return_To_Base_01=Copy that. See you back at the base.
Dlg_SC_ac_slingshot_player_order_return_to_basePlayer_Order_Return_To_Base_02=Affirmative. Heading back
Dlg_SC_ac_slingshot_player_order_return_to_base_0240=Copy that. See you back at the base.
Dlg_SC_ac_slingshot_player_order_return_to_base_0241=Affirmative. Heading back
Dlg_SC_ac_slingshot_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01= confirmed
Dlg_SC_ac_slingshot_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02= confirmed
Dlg_SC_ac_slingshot_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03= confirmed
Dlg_SC_ac_slingshot_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04= confirmed
Dlg_SC_ac_slingshot_player_order_witch_to_formation_0251= confirmed
Dlg_SC_ac_slingshot_player_order_witch_to_formation_0252= confirmed
Dlg_SC_ac_slingshot_player_order_witch_to_formation_0253= confirmed
Dlg_SC_ac_slingshot_player_order_witch_to_formation_0254= confirmed
Dlg_SC_ac_slingshot_reaction_Gets_a_killReaction_Gets_A_Kill_01=Target's been handled.
Dlg_SC_ac_slingshot_reaction_Gets_a_killReaction_Gets_A_Kill_02=One Bogey Pk.
Dlg_SC_ac_slingshot_reaction_Gets_a_kill_0400=Target's been handled.
Dlg_SC_ac_slingshot_reaction_Gets_a_kill_0401=One Bogey Pk.
Dlg_SC_ac_slingshot_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Argh! Watch it!
Dlg_SC_ac_slingshot_reaction_being_hit_by_friendly_fire_0480=Argh! Watch it!
Dlg_SC_ac_slingshot_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Sorry, sorry
Dlg_SC_ac_slingshot_reaction_commiting_friendly_fire_0490=Sorry, sorry
Dlg_SC_ac_slingshot_reaction_ejectReaction_Eject_01=Ejecting now
Dlg_SC_ac_slingshot_reaction_ejectReaction_Eject_02=Ship's FUBAR. Gotta bounce.
Dlg_SC_ac_slingshot_reaction_eject_0470=Ejecting now
Dlg_SC_ac_slingshot_reaction_eject_0471=Ship's FUBAR. Gotta bounce.
Dlg_SC_ac_slingshot_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=We lost someone
Dlg_SC_ac_slingshot_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Shit, pilot down
Dlg_SC_ac_slingshot_reaction_friendly_gets_killed_0450=We lost someone
Dlg_SC_ac_slingshot_reaction_friendly_gets_killed_0451=Shit, pilot down
Dlg_SC_ac_slingshot_reaction_incoming_enemiesReaction_Incoming_Enemies_01=We have incoming
Dlg_SC_ac_slingshot_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Enemies Inbound
Dlg_SC_ac_slingshot_reaction_incoming_enemies_0420=We have incoming
Dlg_SC_ac_slingshot_reaction_incoming_enemies_0421=Enemies Inbound
Dlg_SC_ac_slingshot_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=I'm bugging out
Dlg_SC_ac_slingshot_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating. I'll be back
Dlg_SC_ac_slingshot_reaction_leaving_battle_retreating_0440=I'm bugging out
Dlg_SC_ac_slingshot_reaction_leaving_battle_retreating_0441=Retreating. I'll be back
Dlg_SC_ac_slingshot_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=(no line)
Dlg_SC_ac_slingshot_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=(no line)
Dlg_SC_ac_slingshot_reaction_player_gets_a_kill_0410=(no line)
Dlg_SC_ac_slingshot_reaction_rejoining_battleReaction_Rejoining_Battle=Back in it, sir.
Dlg_SC_ac_slingshot_reaction_rejoining_battle_0430=Back in it, sir.
Dlg_SC_ac_slingshot_reaction_taking_damageReaction_Taking_Damage_01=Getting hit here.
Dlg_SC_ac_slingshot_reaction_taking_damageReaction_Taking_Damage_02=Taking enemy fire!
Dlg_SC_ac_slingshot_reaction_taking_damage_0460=Getting hit here.
Dlg_SC_ac_slingshot_reaction_taking_damage_0461=Taking enemy fire!
Dlg_SC_ac_spitfire_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=I need help securing this shit
Dlg_SC_ac_spitfire_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Little help?
Dlg_SC_ac_spitfire_conquest_in_contested_zone_call_for_assistance_0550=I need help securing this shit
Dlg_SC_ac_spitfire_conquest_in_contested_zone_call_for_assistance_0551=Little help?
Dlg_SC_ac_spitfire_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone, sir
Dlg_SC_ac_spitfire_conquest_lost_control_of_a_zone_0570=We lost the zone, sir
Dlg_SC_ac_spitfire_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone is ours!
Dlg_SC_ac_spitfire_conquest_taken_control_of_a_zone_0560=Zone is ours!
Dlg_SC_ac_spitfire_ctc_allies_score_pointCTC_Allies_Score_Point_01=Woooh! Way to go
Dlg_SC_ac_spitfire_ctc_allies_score_pointCTC_Allies_Score_Point_02=Point to us.
Dlg_SC_ac_spitfire_ctc_allies_score_point_0540=Woooh! Way to go
Dlg_SC_ac_spitfire_ctc_allies_score_point_0541=Point to us.
Dlg_SC_ac_spitfire_ctc_enemy_has_coreCTC_Enemy_Has_Core=Enemy has the core!
Dlg_SC_ac_spitfire_ctc_enemy_has_core_0510=Enemy has the core!
Dlg_SC_ac_spitfire_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Mierda!
Dlg_SC_ac_spitfire_ctc_enemy_scores_point_0530=Mierda!
Dlg_SC_ac_spitfire_ctc_player_has_coreCTC_Player_Has_Core=You got the core!
Dlg_SC_ac_spitfire_ctc_player_has_core_0500=You got the core!
Dlg_SC_ac_spitfire_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core, sir
Dlg_SC_ac_spitfire_ctc_this_ai_has_core_0520=I have the core, sir
Dlg_SC_ac_spitfire_generic_response_noGeneric_Response_No_01=Negativo
Dlg_SC_ac_spitfire_generic_response_noGeneric_Response_No_02=Não posso
Dlg_SC_ac_spitfire_generic_response_no_0310=Negativo
Dlg_SC_ac_spitfire_generic_response_no_0311=Não posso
Dlg_SC_ac_spitfire_generic_response_yesGeneric_Response_Yes_01=Yes, sir.
Dlg_SC_ac_spitfire_generic_response_yesGeneric_Response_Yes_02=Roger
Dlg_SC_ac_spitfire_generic_response_yes_0300=Yes, sir.
Dlg_SC_ac_spitfire_generic_response_yes_0301=Roger
Dlg_SC_ac_spitfire_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Responding.
Dlg_SC_ac_spitfire_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I got you.
Dlg_SC_ac_spitfire_player_order_assistance_required_0120=Responding.
Dlg_SC_ac_spitfire_player_order_assistance_required_0121=I got you.
Dlg_SC_ac_spitfire_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Attacking.
Dlg_SC_ac_spitfire_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Weapons hot, sir.
Dlg_SC_ac_spitfire_player_order_attack_my_target_0100=Attacking.
Dlg_SC_ac_spitfire_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bringing the thunder.
Dlg_SC_ac_spitfire_player_order_bomb_my_target_0230=Bringing the thunder.
Dlg_SC_ac_spitfire_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Hunting now, sir.
Dlg_SC_ac_spitfire_player_order_break_and_engage_0210=Hunting now, sir.
Dlg_SC_ac_spitfire_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Nobody's gonna get near them, sir
Dlg_SC_ac_spitfire_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=I got their back, sir.
Dlg_SC_ac_spitfire_player_order_defend_my_target_0110=Nobody's gonna get near them, sir
Dlg_SC_ac_spitfire_player_order_defend_my_target_0111=I got their back, sir.
Dlg_SC_ac_spitfire_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Taking them in, sir.
Dlg_SC_ac_spitfire_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now, sir
Dlg_SC_ac_spitfire_player_order_escort_my_target_0220=Taking them in, sir.
Dlg_SC_ac_spitfire_player_order_escort_my_target_0221=Escorting target now, sir
Dlg_SC_ac_spitfire_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=I'll shake 'em off
Dlg_SC_ac_spitfire_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Confirm evasive action, sir
Dlg_SC_ac_spitfire_player_order_evasive_manoeuvers_0200=I'll shake 'em off
Dlg_SC_ac_spitfire_player_order_evasive_manoeuvers_0201=Confirm evasive action, sir
Dlg_SC_ac_spitfire_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Forming up.
Dlg_SC_ac_spitfire_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Formation set, sir.
Dlg_SC_ac_spitfire_player_order_form_up_on_me_0130=Forming up.
Dlg_SC_ac_spitfire_player_order_form_up_on_me_0131=Formation set, sir.
Dlg_SC_ac_spitfire_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading back to base, sir
Dlg_SC_ac_spitfire_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading back, sir
Dlg_SC_ac_spitfire_player_order_return_to_base_0240=Heading back to base, sir
Dlg_SC_ac_spitfire_player_order_return_to_base_0241=Heading back, sir
Dlg_SC_ac_spitfire_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01= confirmed
Dlg_SC_ac_spitfire_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02= confirmed
Dlg_SC_ac_spitfire_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03= confirmed
Dlg_SC_ac_spitfire_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04= confirmed
Dlg_SC_ac_spitfire_player_order_witch_to_formation_0251= confirmed
Dlg_SC_ac_spitfire_player_order_witch_to_formation_0252= confirmed
Dlg_SC_ac_spitfire_player_order_witch_to_formation_0253= confirmed
Dlg_SC_ac_spitfire_player_order_witch_to_formation_0254= confirmed
Dlg_SC_ac_spitfire_reaction_Gets_a_killReaction_Gets_A_Kill_01=I… I got one.
Dlg_SC_ac_spitfire_reaction_Gets_a_killReaction_Gets_A_Kill_02=Inimigo destruído
Dlg_SC_ac_spitfire_reaction_Gets_a_kill_0400=I… I got one.
Dlg_SC_ac_spitfire_reaction_Gets_a_kill_0401=Inimigo destruído
Dlg_SC_ac_spitfire_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Hey, watch it!
Dlg_SC_ac_spitfire_reaction_being_hit_by_friendly_fire_0480=Hey, watch it!
Dlg_SC_ac_spitfire_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Shit! That was a stupid shot. Sorry.
Dlg_SC_ac_spitfire_reaction_commiting_friendly_fire_0490=Shit! That was a stupid shot. Sorry.
Dlg_SC_ac_spitfire_reaction_ejectReaction_Eject_01=Mierda! I'm out...
Dlg_SC_ac_spitfire_reaction_ejectReaction_Eject_02=Bailing out!
Dlg_SC_ac_spitfire_reaction_eject_0470=Mierda! I'm out...
Dlg_SC_ac_spitfire_reaction_eject_0471=Bailing out!
Dlg_SC_ac_spitfire_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=Man down.
Dlg_SC_ac_spitfire_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Friendly down, sir!
Dlg_SC_ac_spitfire_reaction_friendly_gets_killed_0450=Man down.
Dlg_SC_ac_spitfire_reaction_friendly_gets_killed_0451=Friendly down, sir!
Dlg_SC_ac_spitfire_reaction_incoming_enemiesReaction_Incoming_Enemies_01=We got hostiles.
Dlg_SC_ac_spitfire_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Bogeys incoming!
Dlg_SC_ac_spitfire_reaction_incoming_enemies_0420=We got hostiles.
Dlg_SC_ac_spitfire_reaction_incoming_enemies_0421=Bogeys incoming!
Dlg_SC_ac_spitfire_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Disengaging combat, sir
Dlg_SC_ac_spitfire_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=I'm out of here.
Dlg_SC_ac_spitfire_reaction_leaving_battle_retreating_0440=Disengaging combat, sir
Dlg_SC_ac_spitfire_reaction_leaving_battle_retreating_0441=I'm out of here.
Dlg_SC_ac_spitfire_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice going, sir
Dlg_SC_ac_spitfire_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Get some!
Dlg_SC_ac_spitfire_reaction_player_gets_a_kill_0410=Nice going, sir
Dlg_SC_ac_spitfire_reaction_player_gets_a_kill_0411=Get some!
Dlg_SC_ac_spitfire_reaction_rejoining_battleReaction_Rejoining_Battle=Re-engaging, sir
Dlg_SC_ac_spitfire_reaction_rejoining_battle_0430=Re-engaging, sir
Dlg_SC_ac_spitfire_reaction_taking_damageReaction_Taking_Damage_01=Help!
Dlg_SC_ac_spitfire_reaction_taking_damageReaction_Taking_Damage_02=Filho da puta!
Dlg_SC_ac_spitfire_reaction_taking_damage_0460=Help!
Dlg_SC_ac_spitfire_reaction_taking_damage_0461=Filho da puta!
Dlg_SC_ac_tanto_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Need help in this zone!
Dlg_SC_ac_tanto_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Help me out in this zone, anyone?
Dlg_SC_ac_tanto_conquest_in_contested_zone_call_for_assistance_0550=Need help in this zone!
Dlg_SC_ac_tanto_conquest_in_contested_zone_call_for_assistance_0551=Help me out in this zone, anyone?
Dlg_SC_ac_tanto_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We lost the zone
Dlg_SC_ac_tanto_conquest_lost_control_of_a_zone_0570=We lost the zone
Dlg_SC_ac_tanto_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=The zone is ours
Dlg_SC_ac_tanto_conquest_taken_control_of_a_zone_0560=The zone is ours
Dlg_SC_ac_tanto_ctc_allies_score_pointCTC_Allies_Score_Point=Great job!
Dlg_SC_ac_tanto_ctc_allies_score_point_0540=Great job!
Dlg_SC_ac_tanto_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have our core
Dlg_SC_ac_tanto_ctc_enemy_has_core_0510=They have our core
Dlg_SC_ac_tanto_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Good effort, all
Dlg_SC_ac_tanto_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=They got a point
Dlg_SC_ac_tanto_ctc_enemy_scores_point_0530=Good effort, all
Dlg_SC_ac_tanto_ctc_enemy_scores_point_0531=They got a point
Dlg_SC_ac_tanto_ctc_player_has_coreCTC_Player_Has_Core=You got the core. Go for it.
Dlg_SC_ac_tanto_ctc_player_has_core_0500=You got the core. Go for it.
Dlg_SC_ac_tanto_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core. On me!
Dlg_SC_ac_tanto_ctc_this_ai_has_core_0520=I have the core. On me!
Dlg_SC_ac_tanto_generic_response_noGeneric_Response_No_01=Are you sure?
Dlg_SC_ac_tanto_generic_response_no_0310=Are you sure?
Dlg_SC_ac_tanto_generic_response_yesGeneric_Response_Yes_01=Aye, sir.
Dlg_SC_ac_tanto_generic_response_yesGeneric_Response_Yes_02=You got it.
Dlg_SC_ac_tanto_generic_response_yes_0300=Aye, sir.
Dlg_SC_ac_tanto_generic_response_yes_0301=You got it.
Dlg_SC_ac_tanto_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Be right there!
Dlg_SC_ac_tanto_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Hold on, sir.
Dlg_SC_ac_tanto_player_order_assistance_required_0120=Be right there!
Dlg_SC_ac_tanto_player_order_assistance_required_0121=Hold on, sir.
Dlg_SC_ac_tanto_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Copy. Target acquired.
Dlg_SC_ac_tanto_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Attacking your mark
Dlg_SC_ac_tanto_player_order_attack_my_target_0100=Copy. Target acquired.
Dlg_SC_ac_tanto_player_order_attack_my_target_0101=Attacking your mark
Dlg_SC_ac_tanto_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run starting
Dlg_SC_ac_tanto_player_order_bomb_my_target_0230=Bombing run starting
Dlg_SC_ac_tanto_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=10-4, breaking.
Dlg_SC_ac_tanto_player_order_break_and_engage_0210=10-4, breaking.
Dlg_SC_ac_tanto_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Defending your target
Dlg_SC_ac_tanto_player_order_defend_my_target_0110=Defending your target
Dlg_SC_ac_tanto_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Copy. Moving to escort.
Dlg_SC_ac_tanto_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
Dlg_SC_ac_tanto_player_order_escort_my_target_0220=Copy. Moving to escort.
Dlg_SC_ac_tanto_player_order_escort_my_target_0221=Escorting target now
Dlg_SC_ac_tanto_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evasive maneouvers
Dlg_SC_ac_tanto_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Let's go for a ride.
Dlg_SC_ac_tanto_player_order_evasive_manoeuvers_0200=Evasive maneouvers
Dlg_SC_ac_tanto_player_order_evasive_manoeuvers_0221=Let's go for a ride.
Dlg_SC_ac_tanto_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Moving into formation, sir
Dlg_SC_ac_tanto_player_order_form_up_on_me_0130=Moving into formation, sir
Dlg_SC_ac_tanto_player_order_return_to_basePlayer_Order_Return_To_Base_01=Back to base
Dlg_SC_ac_tanto_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading home
Dlg_SC_ac_tanto_player_order_return_to_base_0240=Back to base
Dlg_SC_ac_tanto_player_order_return_to_base_0241=Heading home
Dlg_SC_ac_tanto_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01= confirmed
Dlg_SC_ac_tanto_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02= confirmed
Dlg_SC_ac_tanto_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03= confirmed
Dlg_SC_ac_tanto_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04= confirmed
Dlg_SC_ac_tanto_player_order_witch_to_formation_0251= confirmed
Dlg_SC_ac_tanto_player_order_witch_to_formation_0252= confirmed
Dlg_SC_ac_tanto_player_order_witch_to_formation_0253= confirmed
Dlg_SC_ac_tanto_player_order_witch_to_formation_0254= confirmed
Dlg_SC_ac_tanto_reaction_Gets_a_killReaction_Gets_A_Kill_01=One down, sir
Dlg_SC_ac_tanto_reaction_Gets_a_killReaction_Gets_A_Kill_02=Enemy neutralised, sir
Dlg_SC_ac_tanto_reaction_Gets_a_kill_0400=One down, sir
Dlg_SC_ac_tanto_reaction_Gets_a_kill_0401=Enemy neutralised, sir
Dlg_SC_ac_tanto_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Careful. You hit me just then
Dlg_SC_ac_tanto_reaction_being_hit_by_friendly_fire_0480=Careful. You hit me just then
Dlg_SC_ac_tanto_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Apologies, sir. That was me.
Dlg_SC_ac_tanto_reaction_commiting_friendly_fire_0490=Apologies, sir. That was me.
Dlg_SC_ac_tanto_reaction_ejectReaction_Eject_01=Ejecting
Dlg_SC_ac_tanto_reaction_ejectReaction_Eject_02=Going for a space-walk.
Dlg_SC_ac_tanto_reaction_eject_0470=Ejecting
Dlg_SC_ac_tanto_reaction_eject_0471=Going for a space-walk.
Dlg_SC_ac_tanto_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=We lost a friendly!
Dlg_SC_ac_tanto_reaction_friendly_gets_killed_0450=We lost a friendly!
Dlg_SC_ac_tanto_reaction_incoming_enemiesReaction_Incoming_Enemies_01=We got contacts.
Dlg_SC_ac_tanto_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Incoming!
Dlg_SC_ac_tanto_reaction_incoming_enemies_0420=We got contacts.
Dlg_SC_ac_tanto_reaction_incoming_enemies_0421=Incoming!
Dlg_SC_ac_tanto_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=Gotta bounce, I'm pretty tore up.
Dlg_SC_ac_tanto_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Falling back.
Dlg_SC_ac_tanto_reaction_leaving_battle_retreating_0440=Gotta bounce, I'm pretty tore up.
Dlg_SC_ac_tanto_reaction_leaving_battle_retreating_0441=Falling back.
Dlg_SC_ac_tanto_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Threat neutralized.
Dlg_SC_ac_tanto_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Clean shot, sir.
Dlg_SC_ac_tanto_reaction_player_gets_a_kill_0410=Threat neutralized.
Dlg_SC_ac_tanto_reaction_player_gets_a_kill_0411=Clean shot, sir.
Dlg_SC_ac_tanto_reaction_rejoining_battleReaction_Rejoining_Battle=Don't worry, I'm back!
Dlg_SC_ac_tanto_reaction_rejoining_battle_0430=Don't worry, I'm back!
Dlg_SC_ac_tanto_reaction_taking_damageReaction_Taking_Damage_01=Taking fire, sir
Dlg_SC_ac_tanto_reaction_taking_damageReaction_Taking_Damage_02=I'm hit!
Dlg_SC_ac_tanto_reaction_taking_damage_0460=Taking fire, sir
Dlg_SC_ac_tanto_reaction_taking_damage_0461=I'm hit!
Dlg_SC_ac_thunder_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Zone contested. Help if you can
Dlg_SC_ac_thunder_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Need some backup, now!
Dlg_SC_ac_thunder_conquest_in_contested_zone_call_for_assistance_0550=Zone contested. Help if you can
Dlg_SC_ac_thunder_conquest_in_contested_zone_call_for_assistance_0551=Need some backup, now!
Dlg_SC_ac_thunder_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
Dlg_SC_ac_thunder_conquest_lost_control_of_a_zone_0570=Zone lost
Dlg_SC_ac_thunder_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
Dlg_SC_ac_thunder_conquest_taken_control_of_a_zone_0560=Zone taken
Dlg_SC_ac_thunder_ctc_allies_score_pointCTC_Allies_Score_Point=Oh, shit! That's one.
Dlg_SC_ac_thunder_ctc_allies_score_point_0540=Oh, shit! That's one.
Dlg_SC_ac_thunder_ctc_enemy_has_coreCTC_Enemy_Has_Core=Enemy has our core!
Dlg_SC_ac_thunder_ctc_enemy_has_core_0510=Enemy has our core!
Dlg_SC_ac_thunder_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=They scored a point
Dlg_SC_ac_thunder_ctc_enemy_scores_point_0530=They scored a point
Dlg_SC_ac_thunder_ctc_player_has_coreCTC_Player_Has_Core=You got the core
Dlg_SC_ac_thunder_ctc_player_has_core_0500=You got the core
Dlg_SC_ac_thunder_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Core is on me.
Dlg_SC_ac_thunder_ctc_this_ai_has_core_0520=Core is on me.
Dlg_SC_ac_thunder_generic_response_noGeneric_Response_No_01=No can do
Dlg_SC_ac_thunder_generic_response_noGeneric_Response_No_02=Negative
Dlg_SC_ac_thunder_generic_response_no_0310=No can do
Dlg_SC_ac_thunder_generic_response_no_0311=Negative
Dlg_SC_ac_thunder_generic_response_yesGeneric_Response_Yes_01=Roger that
Dlg_SC_ac_thunder_generic_response_yesGeneric_Response_Yes_02=Copy that
Dlg_SC_ac_thunder_generic_response_yes_0300=Roger that
Dlg_SC_ac_thunder_generic_response_yes_0301=Copy that
Dlg_SC_ac_thunder_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I'm all over it
Dlg_SC_ac_thunder_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I got your back.
Dlg_SC_ac_thunder_player_order_assistance_required_0120=I'm all over it
Dlg_SC_ac_thunder_player_order_assistance_required_0121=I got your back.
Dlg_SC_ac_thunder_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Attacking target.
Dlg_SC_ac_thunder_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Gonna drop that pain.
Dlg_SC_ac_thunder_player_order_attack_my_target_0100=Attacking target.
Dlg_SC_ac_thunder_player_order_attack_my_target_0101=Gonna drop that pain.
Dlg_SC_ac_thunder_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Target confirmed.
Dlg_SC_ac_thunder_player_order_bomb_my_target_0230=Target confirmed.
Dlg_SC_ac_thunder_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking and engaging
Dlg_SC_ac_thunder_player_order_break_and_engage_0210=Breaking and engaging
Dlg_SC_ac_thunder_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Copy that. On my way.
Dlg_SC_ac_thunder_player_order_defend_my_target_0110=Copy that. On my way.
Dlg_SC_ac_thunder_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
Dlg_SC_ac_thunder_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Falling in pattern, sir.
Dlg_SC_ac_thunder_player_order_escort_my_target_0220=Escorting
Dlg_SC_ac_thunder_player_order_escort_my_target_0221=Falling in pattern, sir.
Dlg_SC_ac_thunder_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evasive maneouvers
Dlg_SC_ac_thunder_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Losing 'em.
Dlg_SC_ac_thunder_player_order_evasive_manoeuvers_0200=Evasive maneouvers
Dlg_SC_ac_thunder_player_order_evasive_manoeuvers_0201=Losing 'em.
Dlg_SC_ac_thunder_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Forming up
Dlg_SC_ac_thunder_player_order_form_up_on_me_0130=Forming up
Dlg_SC_ac_thunder_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading back
Dlg_SC_ac_thunder_player_order_return_to_basePlayer_Order_Return_To_Base_02=Confirm, returning to base
Dlg_SC_ac_thunder_player_order_return_to_base_0240=Heading back
Dlg_SC_ac_thunder_player_order_return_to_base_0241=Confirm, returning to base
Dlg_SC_ac_thunder_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01= confirmed
Dlg_SC_ac_thunder_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02= confirmed
Dlg_SC_ac_thunder_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03= confirmed
Dlg_SC_ac_thunder_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04= confirmed
Dlg_SC_ac_thunder_player_order_witch_to_formation_0251= confirmed
Dlg_SC_ac_thunder_player_order_witch_to_formation_0252= confirmed
Dlg_SC_ac_thunder_player_order_witch_to_formation_0253= confirmed
Dlg_SC_ac_thunder_player_order_witch_to_formation_0254= confirmed
Dlg_SC_ac_thunder_reaction_Gets_a_killReaction_Gets_A_Kill_01=Got one!
Dlg_SC_ac_thunder_reaction_Gets_a_killReaction_Gets_A_Kill_02=Enemy down
Dlg_SC_ac_thunder_reaction_Gets_a_kill_0400=Got one!
Dlg_SC_ac_thunder_reaction_Gets_a_kill_0401=Enemy down
Dlg_SC_ac_thunder_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Check fire! I’m a friendly, dammit
Dlg_SC_ac_thunder_reaction_being_hit_by_friendly_fire_0480=Check fire! I’m a friendly, dammit
Dlg_SC_ac_thunder_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Ah, get out my way man
Dlg_SC_ac_thunder_reaction_commiting_friendly_fire_0490=Ah, get out my way man
Dlg_SC_ac_thunder_reaction_ejectReaction_Eject=Ejecting
Dlg_SC_ac_thunder_reaction_eject_0470=Ejecting
Dlg_SC_ac_thunder_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly down.
Dlg_SC_ac_thunder_reaction_friendly_gets_killed_0450=Friendly down.
Dlg_SC_ac_thunder_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Multiple contacts!
Dlg_SC_ac_thunder_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Incoming hostiles
Dlg_SC_ac_thunder_reaction_incoming_enemies_0420=Multiple contacts!
Dlg_SC_ac_thunder_reaction_incoming_enemies_0421=Incoming hostiles
Dlg_SC_ac_thunder_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating=Retreating now
Dlg_SC_ac_thunder_reaction_leaving_battle_retreating_0440=Retreating now
Dlg_SC_ac_thunder_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Good kill!
Dlg_SC_ac_thunder_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Get some.
Dlg_SC_ac_thunder_reaction_player_gets_a_kill_0410=Good kill!
Dlg_SC_ac_thunder_reaction_player_gets_a_kill_0411=Get some.
Dlg_SC_ac_thunder_reaction_rejoining_battleReaction_Rejoining_Battle=Miss me?
Dlg_SC_ac_thunder_reaction_rejoining_battle_0430=Miss me?
Dlg_SC_ac_thunder_reaction_taking_damageReaction_Taking_Damage_01=I can't shake 'em.
Dlg_SC_ac_thunder_reaction_taking_damageReaction_Taking_Damage_02=Enemy is locked on me
Dlg_SC_ac_thunder_reaction_taking_damage_0460=I can't shake 'em.
Dlg_SC_ac_thunder_reaction_taking_damage_0461=Enemy is locked on me
Dlg_SC_ac_vixen_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Help me fight for this zone, will ya?
Dlg_SC_ac_vixen_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Zone contested. Help me take it!
Dlg_SC_ac_vixen_conquest_in_contested_zone_call_for_assistance_0550=Help me fight for this zone, will ya?
Dlg_SC_ac_vixen_conquest_in_contested_zone_call_for_assistance_0551=Zone contested. Help me take it!
Dlg_SC_ac_vixen_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=We've lost the zone
Dlg_SC_ac_vixen_conquest_lost_control_of_a_zone_0570=We've lost the zone
Dlg_SC_ac_vixen_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=We've taken the zone
Dlg_SC_ac_vixen_conquest_taken_control_of_a_zone_0560=We've taken the zone
Dlg_SC_ac_vixen_ctc_allies_score_pointCTC_Allies_Score_Point=We got a point
Dlg_SC_ac_vixen_ctc_allies_score_point_0540=We got a point
Dlg_SC_ac_vixen_ctc_enemy_has_coreCTC_Enemy_Has_Core=They have our core. Waste them.
Dlg_SC_ac_vixen_ctc_enemy_has_core_0510=They have our core. Waste them.
Dlg_SC_ac_vixen_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=Enemy scored
Dlg_SC_ac_vixen_ctc_enemy_scores_point_0530=Enemy scored
Dlg_SC_ac_vixen_ctc_player_has_coreCTC_Player_Has_Core=You have the core
Dlg_SC_ac_vixen_ctc_player_has_core_0500=You have the core
Dlg_SC_ac_vixen_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=I have the core. Cut me a path.
Dlg_SC_ac_vixen_ctc_this_ai_has_core_0520=I have the core. Cut me a path.
Dlg_SC_ac_vixen_generic_response_noGeneric_Response_No_01=No can do
Dlg_SC_ac_vixen_generic_response_noGeneric_Response_No_02=Negative
Dlg_SC_ac_vixen_generic_response_no_0310=No can do
Dlg_SC_ac_vixen_generic_response_no_0311=Negative
Dlg_SC_ac_vixen_generic_response_yesGeneric_Response_Yes_01=Copy
Dlg_SC_ac_vixen_generic_response_yes_0300=Copy
Dlg_SC_ac_vixen_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=I'll get them.
Dlg_SC_ac_vixen_player_order_assistance_required_0120=I'll get them.
Dlg_SC_ac_vixen_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=On it.
Dlg_SC_ac_vixen_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=They're mine.
Dlg_SC_ac_vixen_player_order_attack_my_target_0100=On it.
Dlg_SC_ac_vixen_player_order_attack_my_target_0101=They're mine.
Dlg_SC_ac_vixen_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bombing run confirmed
Dlg_SC_ac_vixen_player_order_bomb_my_target_0230=Bombing run confirmed
Dlg_SC_ac_vixen_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=About time.
Dlg_SC_ac_vixen_player_order_break_and_engage_0210=About time.
Dlg_SC_ac_vixen_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=…… fine.
Dlg_SC_ac_vixen_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=Easy there, chief.
Dlg_SC_ac_vixen_player_order_defend_my_target_0110=…… fine.
Dlg_SC_ac_vixen_player_order_defend_my_target_0111=Easy there, chief.
Dlg_SC_ac_vixen_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=You're kidding, right?
Dlg_SC_ac_vixen_player_order_escort_my_target_0220=You're kidding, right?
Dlg_SC_ac_vixen_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Rolling.
Dlg_SC_ac_vixen_player_order_evasive_manoeuvers_0200=Rolling.
Dlg_SC_ac_vixen_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Moving into formation
Dlg_SC_ac_vixen_player_order_form_up_on_me_0130=Moving into formation
Dlg_SC_ac_vixen_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading back
Dlg_SC_ac_vixen_player_order_return_to_basePlayer_Order_Return_To_Base_02=Confirming return to base
Dlg_SC_ac_vixen_player_order_return_to_base_0240=Heading back
Dlg_SC_ac_vixen_player_order_return_to_base_0241=Confirming return to base
Dlg_SC_ac_vixen_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01= confirmed
Dlg_SC_ac_vixen_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02= confirmed
Dlg_SC_ac_vixen_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03= confirmed
Dlg_SC_ac_vixen_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04= confirmed
Dlg_SC_ac_vixen_player_order_witch_to_formation_0251= confirmed
Dlg_SC_ac_vixen_player_order_witch_to_formation_0252= confirmed
Dlg_SC_ac_vixen_player_order_witch_to_formation_0253= confirmed
Dlg_SC_ac_vixen_player_order_witch_to_formation_0254= confirmed
Dlg_SC_ac_vixen_reaction_Gets_a_killReaction_Gets_A_Kill_01=Got one
Dlg_SC_ac_vixen_reaction_Gets_a_killReaction_Gets_A_Kill_02=Hostile down
Dlg_SC_ac_vixen_reaction_Gets_a_kill_0400=Got one
Dlg_SC_ac_vixen_reaction_Gets_a_kill_0401=Hostile down
Dlg_SC_ac_vixen_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Hey moron, I'm on your team.
Dlg_SC_ac_vixen_reaction_being_hit_by_friendly_fire_0480=Hey moron, I'm on your team.
Dlg_SC_ac_vixen_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Whoops.
Dlg_SC_ac_vixen_reaction_commiting_friendly_fire_0490=Whoops.
Dlg_SC_ac_vixen_reaction_deathReaction_Death_01=AAaaarrrghhhhhhhh!!
Dlg_SC_ac_vixen_reaction_deathReaction_Death_02=Noo! NooooOOOOO!
Dlg_SC_ac_vixen_reaction_deathReaction_Death_03=Ahh AHHHHHH!
Dlg_SC_ac_vixen_reaction_deathReaction_Death_04=AAaaaaaAAAaaaarrrghhhhhhhh!!
Dlg_SC_ac_vixen_reaction_death_0600=AAaaarrrghhhhhhhh!!
Dlg_SC_ac_vixen_reaction_death_0601=Noo! NooooOOOOO!
Dlg_SC_ac_vixen_reaction_death_0602=Ahh AHHHHHH!
Dlg_SC_ac_vixen_reaction_death_0603=AAaaaaaAAAaaaarrrghhhhhhhh!!
Dlg_SC_ac_vixen_reaction_ejectReaction_Eject_01=Bailing
Dlg_SC_ac_vixen_reaction_ejectReaction_Eject_02=Ejecting
Dlg_SC_ac_vixen_reaction_eject_0470=Bailing
Dlg_SC_ac_vixen_reaction_eject_0471=Ejecting
Dlg_SC_ac_vixen_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Uh! We lost a friendly.
Dlg_SC_ac_vixen_reaction_friendly_gets_killed_0450=Uh! We lost a friendly.
Dlg_SC_ac_vixen_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Incoming Enemy
Dlg_SC_ac_vixen_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Hostiles inbound
Dlg_SC_ac_vixen_reaction_incoming_enemies_0420=Incoming Enemy
Dlg_SC_ac_vixen_reaction_incoming_enemies_0421=Hostiles inbound
Dlg_SC_ac_vixen_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating=I need to rearm.
Dlg_SC_ac_vixen_reaction_leaving_battle_retreating_0440=I need to rearm.
Dlg_SC_ac_vixen_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice.
Dlg_SC_ac_vixen_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Yeah!
Dlg_SC_ac_vixen_reaction_player_gets_a_kill_0410=Nice.
Dlg_SC_ac_vixen_reaction_player_gets_a_kill_0411=Yeah!
Dlg_SC_ac_vixen_reaction_rejoining_battleReaction_Rejoining_Battle=I'm back
Dlg_SC_ac_vixen_reaction_rejoining_battle_0430=I'm back
Dlg_SC_ac_vixen_reaction_taking_damageReaction_Taking_Damage_01=Taking fire
Dlg_SC_ac_vixen_reaction_taking_damageReaction_Taking_Damage_02=I've got one on me
Dlg_SC_ac_vixen_reaction_taking_damage_0460=Taking fire
Dlg_SC_ac_vixen_reaction_taking_damage_0461=I've got one on me
Dlg_SC_ac_warlord_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=I'm in contested zone. Help appreciated
Dlg_SC_ac_warlord_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Zone contested. Assistance required
Dlg_SC_ac_warlord_conquest_in_contested_zone_call_for_assistance_0550=I'm in contested zone. Help appreciated
Dlg_SC_ac_warlord_conquest_in_contested_zone_call_for_assistance_0551=Zone contested. Assistance required
Dlg_SC_ac_warlord_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost
Dlg_SC_ac_warlord_conquest_lost_control_of_a_zone_0570=Zone lost
Dlg_SC_ac_warlord_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=Zone taken
Dlg_SC_ac_warlord_conquest_taken_control_of_a_zone_0560=Zone taken
Dlg_SC_ac_warlord_ctc_allies_score_pointCTC_Allies_Score_Point=Nice. We scored
Dlg_SC_ac_warlord_ctc_allies_score_point_0540=Nice. We scored
Dlg_SC_ac_warlord_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got our core!
Dlg_SC_ac_warlord_ctc_enemy_has_core_0510=They got our core!
Dlg_SC_ac_warlord_ctc_enemy_scores_pointCTC_Enemy_Scores_Point=One point to them
Dlg_SC_ac_warlord_ctc_enemy_scores_point_0530=One point to them
Dlg_SC_ac_warlord_ctc_player_has_coreCTC_Player_Has_Core=You have the core
Dlg_SC_ac_warlord_ctc_player_has_core_0500=You have the core
Dlg_SC_ac_warlord_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Core retreived.
Dlg_SC_ac_warlord_ctc_this_ai_has_core_0520=Core retreived.
Dlg_SC_ac_warlord_generic_response_noGeneric_Response_No_01=Negative
Dlg_SC_ac_warlord_generic_response_noGeneric_Response_No_02=Will not comply, sir
Dlg_SC_ac_warlord_generic_response_no_0310=Negative
Dlg_SC_ac_warlord_generic_response_no_0311=Will not comply, sir
Dlg_SC_ac_warlord_generic_response_yesGeneric_Response_Yes_01=Copy that
Dlg_SC_ac_warlord_generic_response_yesGeneric_Response_Yes_02=You got it.
Dlg_SC_ac_warlord_generic_response_yes_0300=Copy that
Dlg_SC_ac_warlord_generic_response_yes_0301=You got it.
Dlg_SC_ac_warlord_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Assistance request, confirmed
Dlg_SC_ac_warlord_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=Warlord inbound.
Dlg_SC_ac_warlord_player_order_assistance_required_0120=Warlord inbound.
Dlg_SC_ac_warlord_player_order_assistance_required_0121=Assistance request, confirmed
Dlg_SC_ac_warlord_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=Copy, sir. On it.
Dlg_SC_ac_warlord_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=I have them in sight
Dlg_SC_ac_warlord_player_order_attack_my_target_0100=Copy, sir. On it.
Dlg_SC_ac_warlord_player_order_attack_my_target_0101=I have them in sight
Dlg_SC_ac_warlord_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Ordinance set.
Dlg_SC_ac_warlord_player_order_bomb_my_target_0230=Ordinance set.
Dlg_SC_ac_warlord_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking to intercept
Dlg_SC_ac_warlord_player_order_break_and_engage_0210=Breaking to intercept
Dlg_SC_ac_warlord_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Understood. Defending
Dlg_SC_ac_warlord_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=……yes, sir.
Dlg_SC_ac_warlord_player_order_defend_my_target_0110=Understood. Defending
Dlg_SC_ac_warlord_player_order_defend_my_target_0111=……yes, sir.
Dlg_SC_ac_warlord_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Escorting
Dlg_SC_ac_warlord_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=Escorting target now
Dlg_SC_ac_warlord_player_order_escort_my_target_0220=Escorting
Dlg_SC_ac_warlord_player_order_escort_my_target_0221=Escorting target now
Dlg_SC_ac_warlord_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evasive maneouvers
Dlg_SC_ac_warlord_player_order_evasive_manoeuvers_0200=Evasive maneouvers
Dlg_SC_ac_warlord_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=Copy, folding in.
Dlg_SC_ac_warlord_player_order_form_up_on_me_0130=Copy, folding in.
Dlg_SC_ac_warlord_player_order_return_to_basePlayer_Order_Return_To_Base_01=Heading home
Dlg_SC_ac_warlord_player_order_return_to_basePlayer_Order_Return_To_Base_02=Confirm, returning to base
Dlg_SC_ac_warlord_player_order_return_to_base_0240=Confirm, returning to base
Dlg_SC_ac_warlord_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01= confirmed
Dlg_SC_ac_warlord_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02= confirmed
Dlg_SC_ac_warlord_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03= confirmed
Dlg_SC_ac_warlord_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04= confirmed
Dlg_SC_ac_warlord_player_order_witch_to_formation_0251= confirmed
Dlg_SC_ac_warlord_player_order_witch_to_formation_0252= confirmed
Dlg_SC_ac_warlord_player_order_witch_to_formation_0253= confirmed
Dlg_SC_ac_warlord_player_order_witch_to_formation_0254= confirmed
Dlg_SC_ac_warlord_reaction_Gets_a_killReaction_Gets_A_Kill_01=Hostile eliminated
Dlg_SC_ac_warlord_reaction_Gets_a_killReaction_Gets_A_Kill_02=Hostile down
Dlg_SC_ac_warlord_reaction_Gets_a_kill_0400=Hostile eliminated
Dlg_SC_ac_warlord_reaction_Gets_a_kill_0401=Hostile down
Dlg_SC_ac_warlord_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Stop shooting me, you idiot.
Dlg_SC_ac_warlord_reaction_being_hit_by_friendly_fire_0480=Blue on blue!
Dlg_SC_ac_warlord_reaction_being_hit_by_friendly_fire_0481=Stop shooting me, you idiot.
Dlg_SC_ac_warlord_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=My mistake. Sorry
Dlg_SC_ac_warlord_reaction_commiting_friendly_fire_0490=My mistake. Sorry
Dlg_SC_ac_warlord_reaction_deathReaction_Death_01=AAaaarrrghhhhhhhh!!
Dlg_SC_ac_warlord_reaction_deathReaction_Death_02=Noo! NooooOOOOO!
Dlg_SC_ac_warlord_reaction_deathReaction_Death_03=Ahh AHHHHHH!
Dlg_SC_ac_warlord_reaction_deathReaction_Death_04=AAaaaaaAAAaaaarrrghhhhhhhh!!
Dlg_SC_ac_warlord_reaction_death_0600=AAaaarrrghhhhhhhh!!
Dlg_SC_ac_warlord_reaction_death_0601=Noo! NooooOOOOO!
Dlg_SC_ac_warlord_reaction_death_0602=Ahh AHHHHHH!
Dlg_SC_ac_warlord_reaction_death_0603=AAaaaaaAAAaaaarrrghhhhhhhh!!
Dlg_SC_ac_warlord_reaction_ejectReaction_Eject=Bailing out.
Dlg_SC_ac_warlord_reaction_eject_0470=Bailing out.
Dlg_SC_ac_warlord_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed=Friendly down
Dlg_SC_ac_warlord_reaction_friendly_gets_killed_0450=Friendly down
Dlg_SC_ac_warlord_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Hostiles inbound
Dlg_SC_ac_warlord_reaction_incoming_enemiesReaction_Incoming_Enemies_02=Incoming hostiles
Dlg_SC_ac_warlord_reaction_incoming_enemies_0420=Hostiles inbound
Dlg_SC_ac_warlord_reaction_incoming_enemies_0421=Incoming hostiles
Dlg_SC_ac_warlord_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating=Bugging out
Dlg_SC_ac_warlord_reaction_leaving_battle_retreating_0440=Bugging out
Dlg_SC_ac_warlord_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Nice kill
Dlg_SC_ac_warlord_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=Nice shooting
Dlg_SC_ac_warlord_reaction_player_gets_a_kill_0410=Nice kill
Dlg_SC_ac_warlord_reaction_player_gets_a_kill_0411=Nice shooting
Dlg_SC_ac_warlord_reaction_rejoining_battleReaction_Rejoining_Battle=I'm back in the mix
Dlg_SC_ac_warlord_reaction_rejoining_battle_0430=I'm back in the mix
Dlg_SC_ac_warlord_reaction_taking_damageReaction_Taking_Damage_01=Taking fire!
Dlg_SC_ac_warlord_reaction_taking_damageReaction_Taking_Damage_02=Need support.
Dlg_SC_ac_warlord_reaction_taking_damage_0460=Need support.
Dlg_SC_ac_warlord_reaction_taking_damage_0461=Taking fire!
Dlg_SC_ac_wreckingball_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_01=Hold the zone, people.
Dlg_SC_ac_wreckingball_conquest_in_contested_zone_call_for_assistanceConquest_Contested_Zone_Call_For_Assist_02=Hey! Zone contested on my position.
Dlg_SC_ac_wreckingball_conquest_in_contested_zone_call_for_assistance_0550=Hold the zone, people.
Dlg_SC_ac_wreckingball_conquest_in_contested_zone_call_for_assistance_0551=Hey! Zone contested on my position.
Dlg_SC_ac_wreckingball_conquest_lost_control_of_a_zoneConquest_Lost_Control_Of_A_Zone=Zone lost.
Dlg_SC_ac_wreckingball_conquest_lost_control_of_a_zone_0570=Zone lost.
Dlg_SC_ac_wreckingball_conquest_taken_control_of_a_zoneConquest_Taken_Control_Of_A_Zone=We got the zone
Dlg_SC_ac_wreckingball_conquest_taken_control_of_a_zone_0560=We got the zone
Dlg_SC_ac_wreckingball_ctc_allies_score_pointCTC_Allies_Score_Point=One for the home team!
Dlg_SC_ac_wreckingball_ctc_allies_score_point_0540=One for the home team!
Dlg_SC_ac_wreckingball_ctc_enemy_has_coreCTC_Enemy_Has_Core=They got the core
Dlg_SC_ac_wreckingball_ctc_enemy_has_core_0510=They got the core
Dlg_SC_ac_wreckingball_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_01=Damn it people, they scored
Dlg_SC_ac_wreckingball_ctc_enemy_scores_pointCTC_Enemy_Scores_Point_02=Awww dammit man.
Dlg_SC_ac_wreckingball_ctc_enemy_scores_point_0530=Damn it people, they scored
Dlg_SC_ac_wreckingball_ctc_enemy_scores_point_0531=Awww dammit man.
Dlg_SC_ac_wreckingball_ctc_player_has_coreCTC_Player_Has_Core=You fly. I'll cover.
Dlg_SC_ac_wreckingball_ctc_player_has_core_0500=You fly. I'll cover.
Dlg_SC_ac_wreckingball_ctc_this_ai_has_coreCTC_This_Ai_Has_Core=Core is mine. Need a hand here.
Dlg_SC_ac_wreckingball_ctc_this_ai_has_core_0520=Core is mine. Need a hand here.
Dlg_SC_ac_wreckingball_generic_response_noGeneric_Response_No_01=Nope! That's stupid
Dlg_SC_ac_wreckingball_generic_response_noGeneric_Response_No_02=No way
Dlg_SC_ac_wreckingball_generic_response_no_0310=Nope! That's stupid
Dlg_SC_ac_wreckingball_generic_response_no_0311=No way
Dlg_SC_ac_wreckingball_generic_response_yesGeneric_Response_Yes_01=All copy, sir.
Dlg_SC_ac_wreckingball_generic_response_yesGeneric_Response_Yes_02=Sir
Dlg_SC_ac_wreckingball_generic_response_yes_0300=All copy, sir.
Dlg_SC_ac_wreckingball_generic_response_yes_0301=Sir
Dlg_SC_ac_wreckingball_player_order_assistance_requiredPlayer_Order_Assistance_Required_01=Help's on the way
Dlg_SC_ac_wreckingball_player_order_assistance_requiredPlayer_Order_Assistance_Required_02=I got you.
Dlg_SC_ac_wreckingball_player_order_assistance_required_0120=Help's on the way
Dlg_SC_ac_wreckingball_player_order_assistance_required_0121=I got you.
Dlg_SC_ac_wreckingball_player_order_attack_my_targetPlayer_Order_Attack_My_Target_01=One corpse, coming up.
Dlg_SC_ac_wreckingball_player_order_attack_my_targetPlayer_Order_Attack_My_Target_02=Weapons hot.
Dlg_SC_ac_wreckingball_player_order_attack_my_target_0100=One corpse, coming up.
Dlg_SC_ac_wreckingball_player_order_attack_my_target_0101=Weapons hot.
Dlg_SC_ac_wreckingball_player_order_bomb_my_targetPlayer_Order_Bomb_My_Target_01=Bomb run initiated
Dlg_SC_ac_wreckingball_player_order_bomb_my_target_0230=Bomb run initiated
Dlg_SC_ac_wreckingball_player_order_break_and_engagePlayer_Order_Break_And_Engage_01=Breaking formation
Dlg_SC_ac_wreckingball_player_order_break_and_engage_0210=Breaking formation
Dlg_SC_ac_wreckingball_player_order_defend_my_targetPlayer_Order_Defend_My_Target_01=Yeah, fine, guess I'll babysit
Dlg_SC_ac_wreckingball_player_order_defend_my_targetPlayer_Order_Defend_My_Target_02=I got 'em. Don't sweat it.
Dlg_SC_ac_wreckingball_player_order_defend_my_target_0110=Yeah, fine, guess I'll babysit
Dlg_SC_ac_wreckingball_player_order_defend_my_target_0111=I got 'em. Don't sweat it.
Dlg_SC_ac_wreckingball_player_order_escort_my_targetPlayer_Order_Escort_My_Target_01=Sticking close to target
Dlg_SC_ac_wreckingball_player_order_escort_my_targetPlayer_Order_Escort_My_Target_02=They are now under my protection.
Dlg_SC_ac_wreckingball_player_order_escort_my_target_0220=Sticking close to target
Dlg_SC_ac_wreckingball_player_order_escort_my_target_0221=They are now under my protection.
Dlg_SC_ac_wreckingball_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_01=Evading
Dlg_SC_ac_wreckingball_player_order_evasive_manoeuversPlayer_Order_Evasive_Manoeuvers_02=Class is in session.
Dlg_SC_ac_wreckingball_player_order_evasive_manoeuvers_0200=Evading
Dlg_SC_ac_wreckingball_player_order_evasive_manoeuvers_0201=Class is in session.
Dlg_SC_ac_wreckingball_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_01=On you
Dlg_SC_ac_wreckingball_player_order_form_up_on_mePlayer_Order_Form_Up_On_Me_02=Forming up.
Dlg_SC_ac_wreckingball_player_order_form_up_on_me_0130=On you
Dlg_SC_ac_wreckingball_player_order_form_up_on_me_0131=Forming up.
Dlg_SC_ac_wreckingball_player_order_return_to_basePlayer_Order_Return_To_Base_01=Wrapping up.
Dlg_SC_ac_wreckingball_player_order_return_to_basePlayer_Order_Return_To_Base_02=Heading home I guess
Dlg_SC_ac_wreckingball_player_order_return_to_base_0240=Wrapping up.
Dlg_SC_ac_wreckingball_player_order_return_to_base_0241=Heading home I guess
Dlg_SC_ac_wreckingball_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_01= confirmed
Dlg_SC_ac_wreckingball_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_02= confirmed
Dlg_SC_ac_wreckingball_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_03= confirmed
Dlg_SC_ac_wreckingball_player_order_witch_to_formationPlayer_Order_Witch_To_Formation_04= confirmed
Dlg_SC_ac_wreckingball_player_order_witch_to_formation_0251= confirmed
Dlg_SC_ac_wreckingball_player_order_witch_to_formation_0252= confirmed
Dlg_SC_ac_wreckingball_player_order_witch_to_formation_0253= confirmed
Dlg_SC_ac_wreckingball_player_order_witch_to_formation_0254= confirmed
Dlg_SC_ac_wreckingball_reaction_Gets_a_killReaction_Gets_A_Kill_01=That's what happens!
Dlg_SC_ac_wreckingball_reaction_Gets_a_killReaction_Gets_A_Kill_02=I just can't be stopped.
Dlg_SC_ac_wreckingball_reaction_Gets_a_kill_0400=That's what happens!
Dlg_SC_ac_wreckingball_reaction_Gets_a_kill_0401=I just can't be stopped.
Dlg_SC_ac_wreckingball_reaction_being_hit_by_friendly_fireReaction_Being_Hit_By_Friendly_Fire=Check your damn targets.
Dlg_SC_ac_wreckingball_reaction_being_hit_by_friendly_fire_0480=Check your damn targets.
Dlg_SC_ac_wreckingball_reaction_commiting_friendly_fireReaction_Commiting_Friendly_Fire=Stay outta my line of fire!
Dlg_SC_ac_wreckingball_reaction_commiting_friendly_fire_0490=Stay outta my line of fire!
Dlg_SC_ac_wreckingball_reaction_ejectReaction_Eject_01=Punching out
Dlg_SC_ac_wreckingball_reaction_ejectReaction_Eject_02=Shit! I gotta bail.
Dlg_SC_ac_wreckingball_reaction_eject_0470=Punching out
Dlg_SC_ac_wreckingball_reaction_eject_0471=Shit! I gotta bail.
Dlg_SC_ac_wreckingball_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_01=They wasted one of ours
Dlg_SC_ac_wreckingball_reaction_friendly_gets_killedReaction_Friendly_Gets_Killed_02=Screw you! We lost one of our own
Dlg_SC_ac_wreckingball_reaction_friendly_gets_killed_0450=They wasted one of ours
Dlg_SC_ac_wreckingball_reaction_friendly_gets_killed_0451=Screw you! We lost one of our own
Dlg_SC_ac_wreckingball_reaction_incoming_enemiesReaction_Incoming_Enemies_01=Enemies spotted
Dlg_SC_ac_wreckingball_reaction_incoming_enemiesReaction_Incoming_Enemies_02=It's on now.
Dlg_SC_ac_wreckingball_reaction_incoming_enemies_0420=Enemies spotted
Dlg_SC_ac_wreckingball_reaction_incoming_enemies_0421=It's on now.
Dlg_SC_ac_wreckingball_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_01=I'm off.
Dlg_SC_ac_wreckingball_reaction_leaving_battle_retreatingReaction_Leaving_Battle_Retreating_02=Retreating.
Dlg_SC_ac_wreckingball_reaction_leaving_battle_retreating_0440=I'm off.
Dlg_SC_ac_wreckingball_reaction_leaving_battle_retreating_0441=Retreating.
Dlg_SC_ac_wreckingball_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_01=Not a bad kill, but no class. Haha!
Dlg_SC_ac_wreckingball_reaction_player_gets_a_killReaction_Player_Gets_A_Kill_02=All right, okay, that wasn't bad.
Dlg_SC_ac_wreckingball_reaction_player_gets_a_kill_0410=Not a bad kill, but no class. Haha!
Dlg_SC_ac_wreckingball_reaction_player_gets_a_kill_0411=All right, okay, that wasn't bad.
Dlg_SC_ac_wreckingball_reaction_rejoining_battleReaction_Rejoining_Battle=Don't panic, people. I'm back...
Dlg_SC_ac_wreckingball_reaction_rejoining_battle_0430=Don't panic, people. I'm back...
Dlg_SC_ac_wreckingball_reaction_taking_damageReaction_Taking_Damage_01=That all you got?!
Dlg_SC_ac_wreckingball_reaction_taking_damageReaction_Taking_Damage_02=Oh, I'm gonna take my time with you!
Dlg_SC_ac_wreckingball_reaction_taking_damage_0460=That all you got?!
Dlg_SC_ac_wreckingball_reaction_taking_damage_0461=Oh, I'm gonna take my time with you!
Dlg_SC_bb_bb_factory_ANVL_confirmed_enemy_target_0110=
Dlg_SC_bb_bb_factory_ANVL_critical_hit_0500=Critical systems damage
Dlg_SC_bb_bb_factory_ANVL_scanners_being_scanned_0210=Warning, incoming scan
Dlg_SC_bb_bb_factory_ANVL_scanners_scanning_0200=Scanning
Dlg_SC_bb_bb_factory_ANVL_sensor_incoming_ramming_0120=Hostile proximity warning
Dlg_SC_bb_bb_factory_ANVL_sensor_nearby_acquisition_0100=Bogey
Dlg_SC_bb_bb_factory_ANVL_shields_back_0_0580=Alert: Aft Shields down
Dlg_SC_bb_bb_factory_ANVL_shields_back_25_0570=Warning, Aft Shields 25%
Dlg_SC_bb_bb_factory_ANVL_shields_back_50_0560=Aft Shields 50%
Dlg_SC_bb_bb_factory_ANVL_shields_back_75_0550=Aft Shields 75%
Dlg_SC_bb_bb_factory_ANVL_shields_bottom_0_0740=Alert: Deck Shields down
Dlg_SC_bb_bb_factory_ANVL_shields_bottom_25_0730=Warning, Deck Shields 25%
Dlg_SC_bb_bb_factory_ANVL_shields_bottom_50_0720=Deck Shields 50%
Dlg_SC_bb_bb_factory_ANVL_shields_bottom_75_0710=Deck Shields 75%
Dlg_SC_bb_bb_factory_ANVL_shields_charging_0507=Shields Charging
Dlg_SC_bb_bb_factory_ANVL_shields_collision_alert_0760=Collision
Dlg_SC_bb_bb_factory_ANVL_shields_front_0_0540=Alert: Forward Shields down
Dlg_SC_bb_bb_factory_ANVL_shields_front_25_0530=Warning, Forward Shields 25%
Dlg_SC_bb_bb_factory_ANVL_shields_front_50_0520=Forward Shields 50%
Dlg_SC_bb_bb_factory_ANVL_shields_front_75_0510=Forward Shields 75%
Dlg_SC_bb_bb_factory_ANVL_shields_left_0_0620=Alert: Port Shields down
Dlg_SC_bb_bb_factory_ANVL_shields_left_25_0610=Warning, Port Shields 25%
Dlg_SC_bb_bb_factory_ANVL_shields_left_50_0600=Port Shields 50%
Dlg_SC_bb_bb_factory_ANVL_shields_left_75_0590=Port Shields 75%
Dlg_SC_bb_bb_factory_ANVL_shields_right_0_0660=Alert: Starboard Shields down
Dlg_SC_bb_bb_factory_ANVL_shields_right_25_0650=Warning, Starboard Shields 25%
Dlg_SC_bb_bb_factory_ANVL_shields_right_50_0640=Starboard Shields 50%
Dlg_SC_bb_bb_factory_ANVL_shields_right_75_0630=Starboard Shields 75%
Dlg_SC_bb_bb_factory_ANVL_shields_system_activated_0750=activated
Dlg_SC_bb_bb_factory_ANVL_shields_top_0_0700=Alert: Overhead Shields down
Dlg_SC_bb_bb_factory_ANVL_shields_top_25_0690=Warning, Overhead Shields 25%
Dlg_SC_bb_bb_factory_ANVL_shields_top_50_0680=Overhead Shields 50%
Dlg_SC_bb_bb_factory_ANVL_shields_top_75_0670=Overhead Shields 75%
Dlg_SC_bb_bb_factory_ANVL_systems_autopilot_disengaged_0930=Autopilot Disengaged
Dlg_SC_bb_bb_factory_ANVL_systems_autopilot_engaged_0920=Autopilot Engaged
Dlg_SC_bb_bb_factory_ANVL_systems_bitchingbetty_0840=BZZZzzzzzzuuuuppp
Dlg_SC_bb_bb_factory_ANVL_systems_bootup_0971=Anvil Aerospace
Dlg_SC_bb_bb_factory_ANVL_systems_comms_jammed_0960=Warning: Communications system is being jammed
Dlg_SC_bb_bb_factory_ANVL_systems_communications_0800=Comms
Dlg_SC_bb_bb_factory_ANVL_systems_coolant_0890=冷卻系統
Dlg_SC_bb_bb_factory_ANVL_systems_destruction_imminent_0900=Eject
Dlg_SC_bb_bb_factory_ANVL_systems_engines_0820=Propulsion
Dlg_SC_bb_bb_factory_ANVL_systems_flightcontrol_0850=Avionics
Dlg_SC_bb_bb_factory_ANVL_systems_is_offline_0505=...is offline.
Dlg_SC_bb_bb_factory_ANVL_systems_lifesupport_0810=Life Support
Dlg_SC_bb_bb_factory_ANVL_systems_objective_received_0910=Data
Dlg_SC_bb_bb_factory_ANVL_systems_offline_0780=...offline
Dlg_SC_bb_bb_factory_ANVL_systems_radar_0870=Radar
Dlg_SC_bb_bb_factory_ANVL_systems_sensors_0860=Sensors
Dlg_SC_bb_bb_factory_ANVL_systems_shieldgen_0830=Shield Generator
Dlg_SC_bb_bb_factory_ANVL_systems_systems_online_0970=All systems are online
Dlg_SC_bb_bb_factory_ANVL_systems_systems_overheating_0950=Warning: Systems Overheating
Dlg_SC_bb_bb_factory_ANVL_systems_weapons_0880=Weapons Systems
Dlg_SC_bb_bb_factory_ANVL_warning_0770=Warning:
Dlg_SC_bb_bb_factory_ANVL_weapons_ammunition_depleted_0320=Ballistics Dry
Dlg_SC_bb_bb_factory_ANVL_weapons_ammunition_low_0310=Ballistics Low
Dlg_SC_bb_bb_factory_ANVL_weapons_chaff_depleted_0400=Noise Out
Dlg_SC_bb_bb_factory_ANVL_weapons_chaff_launched_0350=Noise
Dlg_SC_bb_bb_factory_ANVL_weapons_chaff_low_0380=Noise Low
Dlg_SC_bb_bb_factory_ANVL_weapons_charging_0330=Charging Energy Weapons
Dlg_SC_bb_bb_factory_ANVL_weapons_fired_at_friendly_0405=Check Fire.
Dlg_SC_bb_bb_factory_ANVL_weapons_flare_depleted_0390=Flares Out
Dlg_SC_bb_bb_factory_ANVL_weapons_flare_launched_0360=Decoy
Dlg_SC_bb_bb_factory_ANVL_weapons_flare_low_0370=Flares Low
Dlg_SC_bb_bb_factory_ANVL_weapons_missile_lock_succeeds_0300=Lock
Dlg_SC_bb_bb_factory_ANVL_weapons_missiles_depleted_0420=Missiles Dry.
Dlg_SC_bb_bb_factory_ANVL_weapons_missiles_low_0410=Missiles Low.
Dlg_SC_bb_bb_factory_ANVL_weapons_target_destroyed_0340=Target Destroyed
Dlg_SC_bb_bb_factory_ORIG_confirmed_enemy_target_0110=Hostile Identified
Dlg_SC_bb_bb_factory_ORIG_scanners_being_scanned_0210=Ship has been scanned.
Dlg_SC_bb_bb_factory_ORIG_scanners_scanning_0200=Scan Initiated
Dlg_SC_bb_bb_factory_ORIG_sensor_incoming_ramming_0120=Evasive manuevers, hostile inbound.
Dlg_SC_bb_bb_factory_ORIG_sensor_nearby_acquisition_0100=Contact
Dlg_SC_bb_bb_factory_ORIG_shields_back_0_0580=Stern shielding depleted.
Dlg_SC_bb_bb_factory_ORIG_shields_back_25_0570=Stern shielding at a quarter strength.
Dlg_SC_bb_bb_factory_ORIG_shields_back_50_0560=Stern shielding at half strength.
Dlg_SC_bb_bb_factory_ORIG_shields_back_75_0550=Stern shielding at 75%.
Dlg_SC_bb_bb_factory_ORIG_shields_bottom_0_0740=Nadir shielding depleted.
Dlg_SC_bb_bb_factory_ORIG_shields_bottom_25_0730=Nadir shielding at a quarter strength.
Dlg_SC_bb_bb_factory_ORIG_shields_bottom_50_0720=Nadir shielding at half strength.
Dlg_SC_bb_bb_factory_ORIG_shields_bottom_75_0710=Nadir shielding at 75%.
Dlg_SC_bb_bb_factory_ORIG_shields_charging_0507=Refreshing Shields
Dlg_SC_bb_bb_factory_ORIG_shields_collision_alert_0760=PROXIMITY ALERT
Dlg_SC_bb_bb_factory_ORIG_shields_front_0_0540=Fore-shield depleted.
Dlg_SC_bb_bb_factory_ORIG_shields_front_25_0530=Fore-shield at a quarter strength.
Dlg_SC_bb_bb_factory_ORIG_shields_front_50_0520=Fore-shield at half strength
Dlg_SC_bb_bb_factory_ORIG_shields_front_75_0510=Fore-shield at 75% strength
Dlg_SC_bb_bb_factory_ORIG_shields_left_0_0620=Port shielding depleted.
Dlg_SC_bb_bb_factory_ORIG_shields_left_25_0610=Port shielding at a quarter strength.
Dlg_SC_bb_bb_factory_ORIG_shields_left_50_0600=Port shielding at half strength.
Dlg_SC_bb_bb_factory_ORIG_shields_left_75_0590=Port shielding at 75%.
Dlg_SC_bb_bb_factory_ORIG_shields_right_0_0660=Starboard shielding depleted.
Dlg_SC_bb_bb_factory_ORIG_shields_right_25_0650=Starboard shielding at a quarter strength.
Dlg_SC_bb_bb_factory_ORIG_shields_right_50_0640=Starboard shielding at half strength.
Dlg_SC_bb_bb_factory_ORIG_shields_right_75_0630=Starboard shielding at 75%.
Dlg_SC_bb_bb_factory_ORIG_shields_system_activated_0750=operational.
Dlg_SC_bb_bb_factory_ORIG_shields_top_0_0700=Zenith shielding depleted.
Dlg_SC_bb_bb_factory_ORIG_shields_top_25_0690=Zenith shielding at a quarter strength.
Dlg_SC_bb_bb_factory_ORIG_shields_top_50_0680=Zenith shielding at half strength.
Dlg_SC_bb_bb_factory_ORIG_shields_top_75_0670=Zenith shielding at 75%.
Dlg_SC_bb_bb_factory_ORIG_systems_autopilot_disengaged_0930=Resuming pilot control.
Dlg_SC_bb_bb_factory_ORIG_systems_autopilot_engaged_0920=Pilot Assist on.
Dlg_SC_bb_bb_factory_ORIG_systems_bitchingbetty_0840=Welcome to ... Origin… I…assist…
Dlg_SC_bb_bb_factory_ORIG_systems_bootup_0971=Origin Jumpworks at your service.
Dlg_SC_bb_bb_factory_ORIG_systems_comms_jammed_0960=Cannot establish communication
Dlg_SC_bb_bb_factory_ORIG_systems_communications_0800=Communications
Dlg_SC_bb_bb_factory_ORIG_systems_coolant_0890=冷卻系統
Dlg_SC_bb_bb_factory_ORIG_systems_destruction_imminent_0900=Catastrophic failure imminent.
Dlg_SC_bb_bb_factory_ORIG_systems_engines_0820=Thrusters
Dlg_SC_bb_bb_factory_ORIG_systems_flightcontrol_0850=Avionics
Dlg_SC_bb_bb_factory_ORIG_systems_is_offline_0505=...have received catastrophic damage.
Dlg_SC_bb_bb_factory_ORIG_systems_lifesupport_0810=ECLSS
Dlg_SC_bb_bb_factory_ORIG_systems_objective_received_0910=MARKER PLACED
Dlg_SC_bb_bb_factory_ORIG_systems_offline_0780=...disabled.
Dlg_SC_bb_bb_factory_ORIG_systems_radar_0870=Radar
Dlg_SC_bb_bb_factory_ORIG_systems_sensors_0860=Sensors
Dlg_SC_bb_bb_factory_ORIG_systems_shieldgen_0830=Shield System
Dlg_SC_bb_bb_factory_ORIG_systems_systems_online_0970=Core systems operational
Dlg_SC_bb_bb_factory_ORIG_systems_systems_overheating_0950=冷卻裝置故障。核心系統達到危險溫度
Dlg_SC_bb_bb_factory_ORIG_systems_weapons_0880=Weapons Systems
Dlg_SC_bb_bb_factory_ORIG_weapons_ammunition_depleted_0320=Ballistics requires reload
Dlg_SC_bb_bb_factory_ORIG_weapons_ammunition_low_0310=Ballistics depleting rapidly
Dlg_SC_bb_bb_factory_ORIG_weapons_chaff_depleted_0400=NOISE DEPLETED
Dlg_SC_bb_bb_factory_ORIG_weapons_chaff_launched_0350=NOISE Launched
Dlg_SC_bb_bb_factory_ORIG_weapons_chaff_low_0380=RELOAD NOISE
Dlg_SC_bb_bb_factory_ORIG_weapons_charging_0330=Refreshing Energy Weapons
Dlg_SC_bb_bb_factory_ORIG_weapons_fired_at_friendly_0405=Check Fire.
Dlg_SC_bb_bb_factory_ORIG_weapons_flare_depleted_0390=FLARES DEPLETED
Dlg_SC_bb_bb_factory_ORIG_weapons_flare_launched_0360=DECOY Launched
Dlg_SC_bb_bb_factory_ORIG_weapons_flare_low_0370=RELOAD DECOY
Dlg_SC_bb_bb_factory_ORIG_weapons_missile_lock_succeeds_0300=ACHIEVED MISSILE LOCK
Dlg_SC_bb_bb_factory_ORIG_weapons_missiles_depleted_0420=Missiles Depleted.
Dlg_SC_bb_bb_factory_ORIG_weapons_missiles_low_0410=Reload Missiles.
Dlg_SC_bb_bb_factory_ORIG_weapons_target_destroyed_0340=Hostile eliminated
Dlg_SC_bb_bb_factory_RSI_confirmed_enemy_target_0110=Enemy Target
Dlg_SC_bb_bb_factory_RSI_critical_hit_0500=Critical strike:
Dlg_SC_bb_bb_factory_RSI_scanners_being_scanned_0210=We are being scanned
Dlg_SC_bb_bb_factory_RSI_scanners_scanning_0200=Standby, scanning
Dlg_SC_bb_bb_factory_RSI_sensor_incoming_ramming_0120=Hostile on collision course
Dlg_SC_bb_bb_factory_RSI_sensor_nearby_acquisition_0100=Radar contact
Dlg_SC_bb_bb_factory_RSI_shields_back_0_0580=Rear shield is down
Dlg_SC_bb_bb_factory_RSI_shields_back_25_0570=Alert: Rear shield at 25%
Dlg_SC_bb_bb_factory_RSI_shields_back_50_0560=Rear shield at 50%
Dlg_SC_bb_bb_factory_RSI_shields_back_75_0550=Rear shield at 75%
Dlg_SC_bb_bb_factory_RSI_shields_bottom_0_0740=Low shield is down
Dlg_SC_bb_bb_factory_RSI_shields_bottom_25_0730=Alert: Low Shield at 25%
Dlg_SC_bb_bb_factory_RSI_shields_bottom_50_0720=Low Shield at 50%
Dlg_SC_bb_bb_factory_RSI_shields_bottom_75_0710=Low Shield at 75%
Dlg_SC_bb_bb_factory_RSI_shields_charging_0507=Standby shields
Dlg_SC_bb_bb_factory_RSI_shields_collision_alert_0760=IMPACT
Dlg_SC_bb_bb_factory_RSI_shields_front_0_0540=Front shield is down
Dlg_SC_bb_bb_factory_RSI_shields_front_25_0530=Alert: Front Shields at 25%.
Dlg_SC_bb_bb_factory_RSI_shields_front_50_0520=Front shield at 50%
Dlg_SC_bb_bb_factory_RSI_shields_front_75_0510=Front shield at 75%
Dlg_SC_bb_bb_factory_RSI_shields_left_0_0620=Port Shield is down
Dlg_SC_bb_bb_factory_RSI_shields_left_25_0610=Alert: Port Shield at 25%
Dlg_SC_bb_bb_factory_RSI_shields_left_50_0600=Port Shield at 50%
Dlg_SC_bb_bb_factory_RSI_shields_left_75_0590=Port Shield at 75%
Dlg_SC_bb_bb_factory_RSI_shields_right_0_0660=Starboard Shield is down.
Dlg_SC_bb_bb_factory_RSI_shields_right_25_0650=Alert: Starboard Shield at 25%
Dlg_SC_bb_bb_factory_RSI_shields_right_50_0640=Starboard Shield at 50%
Dlg_SC_bb_bb_factory_RSI_shields_right_75_0630=Starboard Shield at 75%
Dlg_SC_bb_bb_factory_RSI_shields_system_activated_0750=online.
Dlg_SC_bb_bb_factory_RSI_shields_top_0_0700=High shield is down
Dlg_SC_bb_bb_factory_RSI_shields_top_25_0690=Alert: High Shield at 25%
Dlg_SC_bb_bb_factory_RSI_shields_top_50_0680=Overhead Shield at 50%
Dlg_SC_bb_bb_factory_RSI_shields_top_75_0670=Overhead Shield at 75%
Dlg_SC_bb_bb_factory_RSI_systems_autopilot_disengaged_0930=Disengaging Autopilot
Dlg_SC_bb_bb_factory_RSI_systems_autopilot_engaged_0920=Engaging Autopilot
Dlg_SC_bb_bb_factory_RSI_systems_bitchingbetty_0840=<<>>
Dlg_SC_bb_bb_factory_RSI_systems_bootup_0971=Welcome to Roberts Space Industries. Enjoy the ride.
Dlg_SC_bb_bb_factory_RSI_systems_comms_jammed_0960=Comm failure
Dlg_SC_bb_bb_factory_RSI_systems_communications_0800=Communications
Dlg_SC_bb_bb_factory_RSI_systems_coolant_0890=冷卻系統
Dlg_SC_bb_bb_factory_RSI_systems_destruction_imminent_0900=Please evacuate ship.
Dlg_SC_bb_bb_factory_RSI_systems_engines_0820=Engines
Dlg_SC_bb_bb_factory_RSI_systems_flightcontrol_0850=Avionics
Dlg_SC_bb_bb_factory_RSI_systems_is_offline_0505=...damaged.
Dlg_SC_bb_bb_factory_RSI_systems_lifesupport_0810=Life Support
Dlg_SC_bb_bb_factory_RSI_systems_objective_received_0910=OBJECTIVE MARKED
Dlg_SC_bb_bb_factory_RSI_systems_offline_0780=...deactivated
Dlg_SC_bb_bb_factory_RSI_systems_radar_0870=Radar
Dlg_SC_bb_bb_factory_RSI_systems_sensors_0860=Sensors
Dlg_SC_bb_bb_factory_RSI_systems_shieldgen_0830=Shields
Dlg_SC_bb_bb_factory_RSI_systems_systems_online_0970=System check.
Dlg_SC_bb_bb_factory_RSI_systems_systems_overheating_0950=System Critical.
Dlg_SC_bb_bb_factory_RSI_systems_weapons_0880=Weapons Systems
Dlg_SC_bb_bb_factory_RSI_weapons_ammunition_depleted_0320=Ballistics out of ammo
Dlg_SC_bb_bb_factory_RSI_weapons_ammunition_low_0310=Ballistics ammo low
Dlg_SC_bb_bb_factory_RSI_weapons_chaff_depleted_0400=Noise empty
Dlg_SC_bb_bb_factory_RSI_weapons_chaff_launched_0350=Noise away
Dlg_SC_bb_bb_factory_RSI_weapons_chaff_low_0380=Low Noise
Dlg_SC_bb_bb_factory_RSI_weapons_charging_0330=Standby for Energy Weapons
Dlg_SC_bb_bb_factory_RSI_weapons_fired_at_friendly_0405=Check Fire.
Dlg_SC_bb_bb_factory_RSI_weapons_flare_depleted_0390=Flares Empty
Dlg_SC_bb_bb_factory_RSI_weapons_flare_launched_0360=Decoy Away
Dlg_SC_bb_bb_factory_RSI_weapons_flare_low_0370=Low flares
Dlg_SC_bb_bb_factory_RSI_weapons_missile_lock_succeeds_0300=TARGET ACQUIRED
Dlg_SC_bb_bb_factory_RSI_weapons_missiles_depleted_0420=Missiles Empty.
Dlg_SC_bb_bb_factory_RSI_weapons_missiles_low_0410=Low Missiles.
Dlg_SC_bb_bb_factory_RSI_weapons_target_destroyed_0340=Enemy down
Dlg_SC_mc_collisionCollision_01=These pilots are not holding back.
Dlg_SC_mc_collisionCollision_02=While crashing into the other pilots may stop them from winning, it often has the adverse affect of causing you to lose as well.
Dlg_SC_mc_collisionCollision_03=They clipped! Hopefully they can maintain control.
Dlg_SC_mc_collisionCollision_04=I don't know the exact maths, but I am fairly certain that two objects hitting at these speeds is equal to about a metric ton of uh-oh.
Dlg_SC_mc_collisionCollision_05=They're bumping each other like they're at a club on Terra Prime.
Dlg_SC_mc_collisionCollision_06=I don't know how many more hits like that they can take.
Dlg_SC_mc_collisionCollision_07=Ouch! Someone's going to need some medgel after this race.
Dlg_SC_mc_collisionCollision_08=And that's why in racing we have the saying, "ships don't win pretty."
Dlg_SC_mc_collisionCollision_09=Now that's what I call a bang up job.
Dlg_SC_mc_collisionCollision_10=After a crash like that, these pilots have got to be asking, "Did I remember to give my welder a gift last Citizen Day?"
Dlg_SC_mc_collision_1101=These pilots are not holding back.
Dlg_SC_mc_collision_1102=While crashing into the other pilots may stop them from winning, it often has the adverse affect of causing you to lose as well.
Dlg_SC_mc_collision_1103=They clipped! Hopefully they can maintain control.
Dlg_SC_mc_collision_1104=I don't know the exact maths, but I am fairly certain that two objects hitting at these speeds is equal to about a metric ton of uh-oh.
Dlg_SC_mc_collision_1105=They're bumping each other like they're at a club on Terra Prime.
Dlg_SC_mc_collision_1106=I don't know how many more hits like that they can take.
Dlg_SC_mc_collision_1107=Ouch! Someone's going to need some medgel after this race.
Dlg_SC_mc_collision_1108=And that's why in racing we have the saying, "ships don't win pretty."
Dlg_SC_mc_collision_1109=Now that's what I call a bang up job.
Dlg_SC_mc_collision_1110=After a crash like that, these pilots have got to be asking, "Did I remember to give my welder a gift last Citizen Day?"
Dlg_SC_mc_entering_weaponsfree_zoneEntering_WeaponsFree_Zone=Get ready. Things are about to get lethal.
Dlg_SC_mc_entering_weaponsfree_zone_2501=Get ready. Things are about to get lethal.
Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_01=Final lap. Time for things to get interesting.
Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_02=It all comes down to this last lap.
Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_03=Racers are entering the final lap.
Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_04=Last lap and time to use whatever they got left in the tank.
Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_05=This is the beginning of the end! The Last lap! The final bow! The ultimate circle. The big... okay I ran out of things but you get the idea. The race is almost over.
Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_06=We got one lap remaining, and one last chance for these pilots to prove themselves.
Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_07=Heading into the final stretch and it still could be anybody's race. Well not anybody's. Some of these pilots are not very good.
Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_08=It's the final lap, and here is where you start to see just how good these pilot's engineering crews are, as the ships have been taking a beating.
Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_09=The qualifier is winding down as we start the last lap.
Dlg_SC_mc_final_lap_beginsFinal_Lap_Begins_10=And with that lap, the end draws near.
Dlg_SC_mc_final_lap_begins_1501=Final lap. Time for things to get interesting.
Dlg_SC_mc_final_lap_begins_1502=It all comes down to this last lap.
Dlg_SC_mc_final_lap_begins_1503=Racers are entering the final lap.
Dlg_SC_mc_final_lap_begins_1504=Last lap and time to use whatever they got left in the tank.
Dlg_SC_mc_final_lap_begins_1505=This is the beginning of the end! The Last lap! The final bow! The ultimate circle. The big... okay I ran out of things but you get the idea. The race is almost over.
Dlg_SC_mc_final_lap_begins_1506=We got one lap remaining, and one last chance for these pilots to prove themselves.
Dlg_SC_mc_final_lap_begins_1507=Heading into the final stretch and it still could be anybody's race. Well not anybody's. Some of these pilots are not very good.
Dlg_SC_mc_final_lap_begins_1508=It's the final lap, and here is where you start to see just how good these pilots' engineering crews are, as the ships have been taking a beating.
Dlg_SC_mc_final_lap_begins_1509=The qualifier is winding down as we start the last lap.
Dlg_SC_mc_final_lap_begins_1510=And with that lap, the end draws near.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedwayGen_Chat_NewHorizonSpeedway_01=New Horizon is really proving itself to be a thinking man's racetrack.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedwayGen_Chat_NewHorizonSpeedway_02=My understanding is that Consolidate Outlands owner, Silas Koerner, is enjoying the race today from his luxury box. Let me just say, Silas, if you are on the market for a new best friend, I am available.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedwayGen_Chat_NewHorizonSpeedway_03=The MCRs recently implemented enhanced saftey protocals are on full display. Sure it makes the race a little less exciting, but I guess some people would argue that's worth the price of saving some lives. Not me persay, but some people.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedwayGen_Chat_NewHorizonSpeedway_04=With the season rapidly approaching, it'll be interesting to see who, if anyone, really establishes themselves as a racer to watch.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedwayGen_Chat_NewHorizonSpeedway_05=With Kale Sonora's qualifier win at Issigon last week, everyone's asking if any of today's competition will knock her out of the top slot.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedwayGen_Chat_NewHorizonSpeedway_06=Couldn't argue for better conditions to race in, I suppose. Call me old-fashioned, but I follow the Waylon Vickers mantra: "I love it when the weather's an opponent."
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedway_2301=New Horizon is really proving itself to be a thinking man's racetrack.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedway_2302=My understanding is that Consolidated Outlands owner, Silas Koerner, is enjoying the race today from his luxury box. Let me just say, Silas, if you are on the market for a new best friend, I am available.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedway_2303=The MCRs recently implemented enhanced safety protocols are on full display. Sure it makes the race a little less exciting, but I guess some people would argue that's worth the price of saving some lives. Not me per se, but some people.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedway_2304=With the season rapidly approaching, it'll be interesting to see who, if anyone, really establishes themselves as a racer to watch.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedway_2305=With Kale Sonora's qualifier win at Issigon last week, everyone's asking if any of today's competition will knock her out of the top slot.
Dlg_SC_mc_gen_chat_DFM_NewHorizonSpeedway_2306=Couldn't argue for better conditions to race in, I suppose. Call me old-fashioned, but I follow the Waylon Vickers mantra: "I love it when the weather's an opponent."
Dlg_SC_mc_gen_chat_exclamations_negativeGen_Chat_Exclamations_Negative_01=No!
Dlg_SC_mc_gen_chat_exclamations_negativeGen_Chat_Exclamations_Negative_02=Oof!
Dlg_SC_mc_gen_chat_exclamations_negativeGen_Chat_Exclamations_Negative_03=Come on!
Dlg_SC_mc_gen_chat_exclamations_negativeGen_Chat_Exclamations_Negative_04=What the hell?!
Dlg_SC_mc_gen_chat_exclamations_negativeGen_Chat_Exclamations_Negative_05=I can't believe I'm watching this!
Dlg_SC_mc_gen_chat_exclamations_negative_2007=No!
Dlg_SC_mc_gen_chat_exclamations_negative_2008=Oof!
Dlg_SC_mc_gen_chat_exclamations_negative_2009=Come on!
Dlg_SC_mc_gen_chat_exclamations_negative_2012=What the hell?!
Dlg_SC_mc_gen_chat_exclamations_negative_2015=I can't believe I'm watching this!
Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_01=Well I'll be damned.
Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_02=Yes!
Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_03=There we go!
Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_04=Now it's a race!
Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_05=Excellent!
Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_06=That was hot.
Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_07=Absolutely Incredible.
Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_08=Nicely done.
Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_09=Look at it.
Dlg_SC_mc_gen_chat_exclamations_positiveGen_Chat_Exclamations_Positive_10=That's a great sight.
Dlg_SC_mc_gen_chat_exclamations_positive_2001=Well I'll be damned.
Dlg_SC_mc_gen_chat_exclamations_positive_2002=Yes!
Dlg_SC_mc_gen_chat_exclamations_positive_2003=There we go!
Dlg_SC_mc_gen_chat_exclamations_positive_2004=Now it's a race!
Dlg_SC_mc_gen_chat_exclamations_positive_2005=Excellent!
Dlg_SC_mc_gen_chat_exclamations_positive_2006=That was hot.
Dlg_SC_mc_gen_chat_exclamations_positive_2010=Absolutely Incredible.
Dlg_SC_mc_gen_chat_exclamations_positive_2011=Nicely done.
Dlg_SC_mc_gen_chat_exclamations_positive_2013=Look at it.
Dlg_SC_mc_gen_chat_exclamations_positive_2014=That's a great sight.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_01=One of the great things about Murray racing is how the debate over speed vs. agility vs. firepower vs defense still rages to this day.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_02=It really is austounding how there seems to be no one way to win this race. Having the fastest ship means nothing if you're going to get your ass blown off.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_03=I'm reminded of a similar race in 2938 where all the ships also went around a track very fast.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_04=Hard to believe that there was a time when the Murray Cup was just a cup owned by a guy named Murray.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_05=New Horizon, a recent edition to the Cup, has been devisive amongst pilots as they strive to master all its nuances.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_06=It's hard to imagine what those original Murray Cup racers, using planets to mark the course, would think of today's track innovations.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_07=For those of you watching who are interested in getting involved with Murray Cup racing, it really comes down to two things, practice, and a ton of credits to buy a ship.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_08=Dealing with the sheer difficulty of this New Horizon course is a common theme in these Murray Cup qualifiers.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_09=Dealing with stress and fatigue may almost be as important in a race like this as is the ship you fly.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_10=This course is not one you want to fight against. The best bet is to close your eyes and just go along for the ride.
Dlg_SC_mc_gen_chat_murray_cup_loreGen_Chat_Murray_Cup_Lore_11=Little known fact, this raceway was designed from the ground up to make these pilots gently weep to themselves as they fly.
Dlg_SC_mc_gen_chat_murray_cup_lore_2101=One of the great things about Murray racing is how the debate over speed vs. agility vs. firepower vs defense still rages to this day.
Dlg_SC_mc_gen_chat_murray_cup_lore_2102=It really is austounding how there seems to be no one way to win this race. Having the fastest ship means nothing if you're going to get your ass blown off.
Dlg_SC_mc_gen_chat_murray_cup_lore_2103=I'm reminded of a similar race in 2938 where all the ships also went around a track very fast.
Dlg_SC_mc_gen_chat_murray_cup_lore_2104=Hard to believe that there was a time when the Murray Cup was just a cup owned by a guy named Murray.
Dlg_SC_mc_gen_chat_murray_cup_lore_2105=New Horizon, a recent edition to the Cup, has been divisive amongst pilots as they strive to master all its nuances.
Dlg_SC_mc_gen_chat_murray_cup_lore_2106=It's hard to imagine what those original Murray Cup racers, using planets to mark the course, would think of today's track innovations.
Dlg_SC_mc_gen_chat_murray_cup_lore_2107=For those of you watching who are interested in getting involved with Murray Cup racing, it really comes down to two things: practice, and a ton of credits to buy a ship.
Dlg_SC_mc_gen_chat_murray_cup_lore_2108=Dealing with the sheer difficulty of this New Horizon course is a common theme in these Murray Cup qualifiers.
Dlg_SC_mc_gen_chat_murray_cup_lore_2109=Dealing with stress and fatigue may almost be as important in a race like this as is the ship you fly.
Dlg_SC_mc_gen_chat_murray_cup_lore_2110=This course is not one you want to fight against. The best bet is to close your eyes and just go along for the ride.
Dlg_SC_mc_gen_chat_murray_cup_lore_2111=Little known fact, this raceway was designed from the ground up to make these pilots gently weep to themselves as they fly.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_01=Another ring cleared.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_02=To the pilots in this race I ask, can you go faster? And if yes, then please, go faster.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_03=New Horizon Raceway known throughout the circuit for its tricky turns and of course its new horizons.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_04=As an announcer it is important that I remain impartial, however as a race fan I got to say, I hope someone crashes soon.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_05=With a race track this huge, it can sometimes be difficult for pilots to get a full handle on the pacing they need to set for themselves.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_06=That's when you know the ships are really handling well, when they can pull a ring like that and manage to hold the line.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_07=Today's race is turning out to be a real stick breaker.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_08=You'll often hear people grunting over max engine output, but give me precise maneuvering thrusters any day.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_09=Many of the pilots have switched from drinking water during the race to a hydrating gel, just to shave off those few precious grams from their ships weight.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_10=Big risk there. We'll have to see if they made their move a little too early.
Dlg_SC_mc_gen_chat_race_banterGen_Chat_Race_Banter_11=With barely meters to spare, these rings pose a significant risk to ships at these intense speeds.
Dlg_SC_mc_gen_chat_race_banter_1901=Another ring cleared.
Dlg_SC_mc_gen_chat_race_banter_1902=To the pilots in this race I ask, can you go faster? And if yes, then please, go faster.
Dlg_SC_mc_gen_chat_race_banter_1903=New Horizon Raceway is known throughout the circuit for its tricky turns and of course its new horizons.
Dlg_SC_mc_gen_chat_race_banter_1904=As an announcer it is important that I remain impartial, however as a race fan I got to say, I hope someone crashes soon.
Dlg_SC_mc_gen_chat_race_banter_1905=With a race track this huge, it can sometimes be difficult for pilots to get a full handle on the pacing they need to set for themselves.
Dlg_SC_mc_gen_chat_race_banter_1906=That's when you know the ships are really handling well, when they can pull a ring like that and manage to hold the line.
Dlg_SC_mc_gen_chat_race_banter_1907=Today's race is turning out to be a real stick breaker.
Dlg_SC_mc_gen_chat_race_banter_1908=You'll often hear people grunting over max engine output, but give me precise maneuvering thrusters any day.
Dlg_SC_mc_gen_chat_race_banter_1909=Many of the pilots have switched from drinking water during the race to a hydrating gel, just to shave off those few precious grams from their ship's weight.
Dlg_SC_mc_gen_chat_race_banter_1910=Big risk there. We'll have to see if they made their move a little too early.
Dlg_SC_mc_gen_chat_race_banter_1911=With barely meters to spare, these rings pose a significant risk to ships at these intense speeds.
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_01=And... now there is a pilot flying in the wrong direction.
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_02=We have one pilot going the wrong way round the track, so it may be worth specifying that the direction in which you cross the finish line does in fact matter.
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_03=Attention to the pilot going the wrong way, you are going the wrong way.
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_04=Watching this ship fly the wrong way, you have to ask, are they pre-screening these pilots?
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_05=You're going the wrong way!
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_06=As a pilot heads in the wrong direction, we are once again reminded that drug screening has still yet to be perfected.
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_07=Race fans, we may be moments away from a crash, as a pilot with no regards for their own life or the lives of others, flies in the wrong direction.
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_08=Seems we have a contrarian in the race.
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_09=This is so incredibly dangerous but I will not turn away.
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_10=Someone's helmet must be too tight because they are flying backwards.
Dlg_SC_mc_going_wrong_wayGoing_Wrong_Way_11=What are you doing!
Dlg_SC_mc_going_wrong_way_0601=And... now there is a pilot flying in the wrong direction.
Dlg_SC_mc_going_wrong_way_0602=We have one pilot going the wrong way round the track, so it may be worth specifying that the direction in which you cross the finish line does in fact matter.
Dlg_SC_mc_going_wrong_way_0603=Attention to the pilot going the wrong way, you are going the wrong way.
Dlg_SC_mc_going_wrong_way_0604=Watching this ship fly the wrong way, you have to ask, are they pre-screening these pilots?
Dlg_SC_mc_going_wrong_way_0605=You're going the wrong way!
Dlg_SC_mc_going_wrong_way_0606=As a pilot heads in the wrong direction, we are once again reminded that drug screening has still yet to be perfected.
Dlg_SC_mc_going_wrong_way_0607=Race fans, we may be moments away from a crash, as a pilot with no regard for their own life or the lives of others flies in the wrong direction.
Dlg_SC_mc_going_wrong_way_0608=Seems we have a contrarian in the race.
Dlg_SC_mc_going_wrong_way_0609=This is so incredibly dangerous, but I will not turn away.
Dlg_SC_mc_going_wrong_way_0610=Someone's helmet must be too tight because they are flying backwards.
Dlg_SC_mc_going_wrong_way_0611=What are you doing?
Dlg_SC_mc_introduction_startingIntroduction_Starting_01=Racers are lined up and ready to go.
Dlg_SC_mc_introduction_startingIntroduction_Starting_02=Pilots are in place, and the ships are set.
Dlg_SC_mc_introduction_startingIntroduction_Starting_03=Mechanics are making the final adjustments before we get underway.
Dlg_SC_mc_introduction_startingIntroduction_Starting_04=Engines hum and thrusters burn as they wait for that final count.
Dlg_SC_mc_introduction_startingIntroduction_Starting_05=Ships are at the line, and you can feel the excitement.
Dlg_SC_mc_introduction_startingIntroduction_Starting_06=Ships are at their start positions.
Dlg_SC_mc_introduction_startingIntroduction_Starting_07=Pilots are ready at the gates.
Dlg_SC_mc_introduction_startingIntroduction_Starting_08=Pilots getting ready to launch. Can't say enough how important a good start is to a racer.
Dlg_SC_mc_introduction_startingIntroduction_Starting_09=Last chance to make final adjustments as we are near the start.
Dlg_SC_mc_introduction_startingIntroduction_Starting_10=The wait is almost over as the ships are primed.
Dlg_SC_mc_introduction_starting_0201=Racers are lined up and ready to go.
Dlg_SC_mc_introduction_starting_0202=Pilots are in place, and the ships are set.
Dlg_SC_mc_introduction_starting_0203=Mechanics are making the final adjustments before we get underway.
Dlg_SC_mc_introduction_starting_0204=Engines hum and thrusters burn as they wait for that final count.
Dlg_SC_mc_introduction_starting_0205=Ships are at the line, and you can feel the excitement.
Dlg_SC_mc_introduction_starting_0206=Ships are at their start positions.
Dlg_SC_mc_introduction_starting_0207=Pilots are ready at the gates.
Dlg_SC_mc_introduction_starting_0208=Pilots getting ready to launch. Can't say enough how important a good start is to a racer.
Dlg_SC_mc_introduction_starting_0209=Last chance to make final adjustments as we are near the start.
Dlg_SC_mc_introduction_starting_0210=The wait is almost over as the ships are primed.
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_01=Welcome to the Murray Cup Qualifier, my name's Trevor Basque.
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_02=Hello everyone, this is Trevor Basque, got another surefire heartstopper about to get underway.
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_03=Hello racers and gearheads, this is Trevor Basque casting live from the New Horizon Raceway.
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_04=Welcome back to Murray Cup racing. Hello, I'm Trevor Basque and let's go straight away to today's qualifier.
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_05=If you've got Murray Cup fever, then you've come to the right place. I'll be your doctor, Trevor Basque, but instead of a cure, I'll be dosing out just more racing fever, or something. I am not a real doctor. On to the race!
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_06=This is Trevor Basque for Murray Cup racing. Let's go now to today's qualifier.
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_07=We are back and racing in New Horizon. Im Shawn Walker for GSN Murray Cup coverage.
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_08=Faster, harder, and better than ever. Whether you're describing this Murray Cup's season, or me, your host Trevor Basque, you'd be right. Welcome to the New Horizon Qualifiers.
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_09=You can feel the excitment here at New Horizon as we gear up for another Murray Cup race. I'm Shawn Walker, and welcome to the Qualifiers.
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_10=Do you feel that? That need to feel g-forces pull blood from your brain? Well, look no further. Racing season is back.
Dlg_SC_mc_introduction_welcomeIntroduction_Welcome_11=Hello ladies and gentlmen, welcome to the New Horizon Speedway in lovely Ellis System for another Murray Cup Qualifier.
Dlg_SC_mc_introduction_welcome_0101=Welcome to the Murray Cup Qualifier, my name's Trevor Basque.
Dlg_SC_mc_introduction_welcome_0102=Hello everyone, this is Trevor Basque, got another surefire heartstopper about to get underway.
Dlg_SC_mc_introduction_welcome_0103=Hello racers and gearheads, this is Trevor Basque casting live from the New Horizon Raceway.
Dlg_SC_mc_introduction_welcome_0104=Welcome back to Murray Cup racing. Hello, I'm Trevor Basque and let's go straight away to today's qualifier.
Dlg_SC_mc_introduction_welcome_0105=If you've got Murray Cup fever, then you've come to the right place. I'll be your doctor, Trevor Basque, but instead of a cure, I'll be dosing out just more racing fever, or something. I am not a real doctor. On to the race!
Dlg_SC_mc_introduction_welcome_0106=
Dlg_SC_mc_introduction_welcome_0107=We are back and racing in New Horizon. I'm Shawn Walker for GSN Murray Cup coverage.
Dlg_SC_mc_introduction_welcome_0108=Faster, harder, and better than ever. Whether you're describing this Murray Cup's season, or me, your host Trevor Basque, you'd be right. Welcome to the New Horizon Qualifiers.
Dlg_SC_mc_introduction_welcome_0109=You can feel the excitment here at New Horizon as we gear up for another Murray Cup race. I'm Shawn Walker, and welcome to the Qualifiers.
Dlg_SC_mc_introduction_welcome_0110=Do you feel that? That need to feel g-forces pull blood from your brain? Well, look no further. Racing season is back.
Dlg_SC_mc_introduction_welcome_0111=Hello ladies and gentlmen, welcome to the New Horizon Speedway in lovely Ellis System for another Murray Cup Qualifier.
Dlg_SC_mc_lap_completeLap_Complete_01=One down.
Dlg_SC_mc_lap_completeLap_Complete_02=Another lap in the log.
Dlg_SC_mc_lap_completeLap_Complete_03=Mark that lap done.
Dlg_SC_mc_lap_completeLap_Complete_04=With that lap done, this is where strategy is really going to start coming into play.
Dlg_SC_mc_lap_completeLap_Complete_05=Clearing a lap, you've got to wonder if this is the point where racers will begin to make their move.
Dlg_SC_mc_lap_completeLap_Complete_06=And that circuit's complete.
Dlg_SC_mc_lap_completeLap_Complete_07=Lets see if the pilots will be making adjustments as they head into the next lap.
Dlg_SC_mc_lap_completeLap_Complete_08=And around we go for another lap.
Dlg_SC_mc_lap_completeLap_Complete_09=And the ships clear a lap.
Dlg_SC_mc_lap_completeLap_Complete_10=Unlike Synthworld, that lap is done.
Dlg_SC_mc_lap_complete_0801=One down.
Dlg_SC_mc_lap_complete_0802=Another lap in the log.
Dlg_SC_mc_lap_complete_0803=Mark that lap done.
Dlg_SC_mc_lap_complete_0804=With that lap done, this is where strategy is really going to start coming into play.
Dlg_SC_mc_lap_complete_0805=Clearing a lap, you've got to wonder if this is the point where racers will begin to make their move.
Dlg_SC_mc_lap_complete_0806=And that circuit's complete.
Dlg_SC_mc_lap_complete_0807=Lets see if the pilots will be making adjustments as they head into the next lap.
Dlg_SC_mc_lap_complete_0808=And around we go for another lap.
Dlg_SC_mc_lap_complete_0809=And the ships clear a lap.
Dlg_SC_mc_lap_complete_0810=Unlike Synthworld, that lap is done.
Dlg_SC_mc_launchLaunch_01=They're off!
Dlg_SC_mc_launchLaunch_02=And another race, underway.
Dlg_SC_mc_launchLaunch_03=And a clean launch out of the gate.
Dlg_SC_mc_launchLaunch_04=Gates open, throttles down.
Dlg_SC_mc_launchLaunch_05=And there's the start.
Dlg_SC_mc_launchLaunch_06=And away we go.
Dlg_SC_mc_launchLaunch_07=And here they come.
Dlg_SC_mc_launchLaunch_08=And the Qualifier is kicked off.
Dlg_SC_mc_launchLaunch_09=And an aggressive start.
Dlg_SC_mc_launchLaunch_10=And here we go, now.
Dlg_SC_mc_launch_0301=They're off!
Dlg_SC_mc_launch_0302=And another race, underway.
Dlg_SC_mc_launch_0303=And a clean launch out of the gate.
Dlg_SC_mc_launch_0304=Gates open, throttles down.
Dlg_SC_mc_launch_0305=And there's the start.
Dlg_SC_mc_launch_0306=And away we go.
Dlg_SC_mc_launch_0307=And here they come.
Dlg_SC_mc_launch_0308=And the Qualifier is kicked off.
Dlg_SC_mc_launch_0309=And an aggressive start.
Dlg_SC_mc_launch_0310=And here we go, now.
Dlg_SC_mc_leaving_trackLeaving_Track_01=Can someone please make sure the pilots know how racing is supposed to work?
Dlg_SC_mc_leaving_trackLeaving_Track_02=Those racing guides are there for a reason, you know.
Dlg_SC_mc_leaving_trackLeaving_Track_03=They're flying like a Jumpers fan after a match. Incapable of going in a straight line.
Dlg_SC_mc_leaving_trackLeaving_Track_04=Anyone want to nudge them back on course?
Dlg_SC_mc_leaving_trackLeaving_Track_05=With the trouble these pilots are having staying on the course, you might suspect that they don't actually want to be in the race.
Dlg_SC_mc_leaving_trackLeaving_Track_06=Controlling these ships at speeds this high is no easy task, as another pilot slips outside the track.
Dlg_SC_mc_leaving_trackLeaving_Track_07=Careful. Careful!
Dlg_SC_mc_leaving_trackLeaving_Track_08=What is going on here? They're off the track!
Dlg_SC_mc_leaving_trackLeaving_Track_09=That racer went wide... real wide... off the track wide.
Dlg_SC_mc_leaving_trackLeaving_Track_10=Looks like we have a rebel, who's not going to be penned in by your racing lines.
Dlg_SC_mc_leaving_track_0701=Can someone please make sure the pilots know how racing is supposed to work?
Dlg_SC_mc_leaving_track_0702=Those racing guides are there for a reason, you know.
Dlg_SC_mc_leaving_track_0703=They're flying like a Jumpers fan after a match. Incapable of going in a straight line.
Dlg_SC_mc_leaving_track_0704=Anyone want to nudge them back on course?
Dlg_SC_mc_leaving_track_0705=With the trouble these pilots are having staying on the course, you might suspect that they don't actually want to be in the race.
Dlg_SC_mc_leaving_track_0706=Controlling these ships at speeds this high is no easy task, as another pilot slips outside the track.
Dlg_SC_mc_leaving_track_0707=Careful. Careful!
Dlg_SC_mc_leaving_track_0708=What is going on here? They're off the track!
Dlg_SC_mc_leaving_track_0709=That racer went wide... real wide... off the track wide.
Dlg_SC_mc_leaving_track_0710=Looks like we have a rebel, who's not going to be penned in by your racing lines.
Dlg_SC_mc_leaving_weaponsfree_zoneLeaving_Weaponsfree_Zone_01=Safeties enabled.
Dlg_SC_mc_leaving_weaponsfree_zoneLeaving_Weaponsfree_Zone_02=Out of the danger zone, looks like there's still a handful of competitors.
Dlg_SC_mc_leaving_weaponsfree_zone_2401=Safeties enabled.
Dlg_SC_mc_leaving_weaponsfree_zone_2402=Out of the danger zone, looks like there's still a handful of competitors.
Dlg_SC_mc_lose_positionLose_Position_01=That pilot's got some work to do to make up for lost ground.
Dlg_SC_mc_lose_positionLose_Position_02=Use it or lose it, and that pilot clearly chose lose it.
Dlg_SC_mc_lose_positionLose_Position_03=There you go, lose focus for even a second, and another pilot is there to pick up the slack.
Dlg_SC_mc_lose_positionLose_Position_04=You've got to ask how a pilot could just give up their position like that.
Dlg_SC_mc_lose_positionLose_Position_05=That is going to be a costly mistake.
Dlg_SC_mc_lose_positionLose_Position_06=Falling behind. Not something you want to do in races or in taxes for that matter.
Dlg_SC_mc_lose_positionLose_Position_07=That's either a rough bit of luck, or a great bit of luck, dependant, of course, on who you are cheering for.
Dlg_SC_mc_lose_positionLose_Position_08=As pilots are eclipsed by their competitors, you can really tell who's got what it takes, and who's got to get their resume into shape.
Dlg_SC_mc_lose_positionLose_Position_09=It's make or break time, and some of these pilots are just plain broken.
Dlg_SC_mc_lose_positionLose_Position_10=A qualifier as important as this, it's so important to keep your head in the game.
Dlg_SC_mc_lose_positionLose_Position_11=That could be it, that could be the decisive turn of this race.
Dlg_SC_mc_lose_position_1401=That pilot's got some work to do to make up for lost ground.
Dlg_SC_mc_lose_position_1402=Use it or lose it, and that pilot clearly chose lose it.
Dlg_SC_mc_lose_position_1403=There you go, lose focus for even a second, and another pilot is there to pick up the slack.
Dlg_SC_mc_lose_position_1404=You've got to ask how a pilot could just give up their position like that.
Dlg_SC_mc_lose_position_1405=That is going to be a costly mistake.
Dlg_SC_mc_lose_position_1406=Falling behind. Not something you want to do in races or in taxes for that matter.
Dlg_SC_mc_lose_position_1407=That's either a rough bit of luck, or a great bit of luck, dependant, of course, on who you are cheering for.
Dlg_SC_mc_lose_position_1408=As pilots are eclipsed by their competitors, you can really tell who's got what it takes, and who's got to get their resume into shape.
Dlg_SC_mc_lose_position_1409=It's make or break time, and some of these pilots are just plain broken.
Dlg_SC_mc_lose_position_1410=A qualifier as important as this, it's so important to keep your head in the game.
Dlg_SC_mc_lose_position_1411=That could be it, that could be the decisive turn of this race.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_01=A pilot overtakes the competition, and gamblers everywhere sweat a little bit more.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_02=We've got a change in position and a reminder that nothing is certain till they cross that final line.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_03=We've got a pilot making their move.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_04=Aggressive flying on full display at New Horizon today.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_05=Some expert handling as a pilot advances.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_06=We've got movement in the pack as a racer slips ahead.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_07=That is one pilot who's got to be pleased with themselves.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_08=Some clear gains being made as racers settle in.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_09=And that racefans, is why nothing's settled till the finish line is crossed.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_10=Cutting in line, rude at the souk, perfectly acceptable on the raceway.
Dlg_SC_mc_moving_up_positionMoving_Up_Position_11=That was a surgical move right there to slip past their competition.
Dlg_SC_mc_moving_up_position_1201=A pilot overtakes the competition, and gamblers everywhere sweat a little bit more.
Dlg_SC_mc_moving_up_position_1202=We've got a change in position and a reminder that nothing is certain till they cross that final line.
Dlg_SC_mc_moving_up_position_1203=We've got a pilot making their move.
Dlg_SC_mc_moving_up_position_1204=Aggressive flying on full display at New Horizon today.
Dlg_SC_mc_moving_up_position_1205=Some expert handling as a pilot advances.
Dlg_SC_mc_moving_up_position_1206=We've got movement in the pack as a racer slips ahead.
Dlg_SC_mc_moving_up_position_1207=That is one pilot who's got to be pleased with themselves.
Dlg_SC_mc_moving_up_position_1208=Some clear gains being made as racers settle in.
Dlg_SC_mc_moving_up_position_1209=And that racefans, is why nothing's settled till the finish line is crossed.
Dlg_SC_mc_moving_up_position_1210=Cutting in line, rude at the souk, perfectly acceptable on the raceway.
Dlg_SC_mc_moving_up_position_1211=That was a surgical move right there to slip past their competition.
Dlg_SC_mc_neck_and_neckNeck_And_Neck_01=It's a battle for the ages.
Dlg_SC_mc_neck_and_neckNeck_And_Neck_02=This is unbelievable. These two competitors are absolutely refusing to give up that edge.
Dlg_SC_mc_neck_and_neckNeck_And_Neck_03=They are really jockeying for position.
Dlg_SC_mc_neck_and_neckNeck_And_Neck_04=These racers seemed determined to not give each other any breathing room.
Dlg_SC_mc_neck_and_neckNeck_And_Neck_05=This is looking like it's going to be too close to call.
Dlg_SC_mc_neck_and_neckNeck_And_Neck_06=Neither of these pilots seems ready to let go of the lead.
Dlg_SC_mc_neck_and_neckNeck_And_Neck_07=We are nosecone to nosecone as these pilots try desperately to find some more speed.
Dlg_SC_mc_neck_and_neckNeck_And_Neck_08=This is one tight race.
Dlg_SC_mc_neck_and_neckNeck_And_Neck_09=With a race this close, I bet these pilots are regretting not removing that bobblehead from the dash.
Dlg_SC_mc_neck_and_neckNeck_And_Neck_10=Who's it gonna be? Who's it gonna be?!?
Dlg_SC_mc_neck_and_neck_1301=It's a battle for the ages.
Dlg_SC_mc_neck_and_neck_1302=This is unbelievable. These two competitors are absolutely refusing to give up that edge.
Dlg_SC_mc_neck_and_neck_1303=They are really jockeying for position.
Dlg_SC_mc_neck_and_neck_1304=These racers seemed determined to not give each other any breathing room.
Dlg_SC_mc_neck_and_neck_1305=This is looking like it's going to be too close to call.
Dlg_SC_mc_neck_and_neck_1306=Neither of these pilots seems ready to let go of the lead.
Dlg_SC_mc_neck_and_neck_1307=We are nosecone to nosecone as these pilots try desperately to find some more speed.
Dlg_SC_mc_neck_and_neck_1308=This is one tight race.
Dlg_SC_mc_neck_and_neck_1309=With a race this close, I bet these pilots are regretting not removing that bobblehead from the dash.
Dlg_SC_mc_neck_and_neck_1310=Who's it gonna be? Who's it gonna be?!?
Dlg_SC_mc_new_personal_race_recordRace_New_Race_Record_01=New Personal Race Record
Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_01=Have I said recently how grateful I am they added guns to this sport?
Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_02=A warning shot fired across the bow, or rather, straight into it.
Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_03=The real trick here is maintaing target lock, while not letting up on the throttle.
Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_04=Pick your shots. Everyone hates spray and pray. So undignified.
Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_05=We're seeing some real offensive flying. No love lost here.
Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_06=YES! Yes! That was a marvelous shot. If the race continues like this, not sure how much longer my voice will last.
Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_07=In Murray Cup racing, the ships are fast, but the guns are often faster.
Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_08=Shots are fired and the competition is thinned.
Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_09=Another competitor falls.
Dlg_SC_mc_open_fire_ship_destroyedOpen_Fire_Ship_Destroyed_10=It was a battle for the ages, but someone had to go down in flames.
Dlg_SC_mc_open_fire_ship_destroyed_0901=Have I said recently how grateful I am they added guns to this sport?
Dlg_SC_mc_open_fire_ship_destroyed_0902=A warning shot fired across the bow, or rather, straight into it.
Dlg_SC_mc_open_fire_ship_destroyed_0903=The real trick here is maintaing target lock, while not letting up on the throttle.
Dlg_SC_mc_open_fire_ship_destroyed_0904=Pick your shots. Everyone hates spray and pray. So undignified.
Dlg_SC_mc_open_fire_ship_destroyed_0905=We're seeing some real offensive flying. No love lost here.
Dlg_SC_mc_open_fire_ship_destroyed_0906=YES! Yes! That was a marvelous shot. If the race continues like this, not sure how much longer my voice will last.
Dlg_SC_mc_open_fire_ship_destroyed_0907=In Murray Cup racing, the ships are fast, but the guns are often faster.
Dlg_SC_mc_open_fire_ship_destroyed_0908=Shots are fired and the competition is thinned.
Dlg_SC_mc_open_fire_ship_destroyed_0909=Another competitor falls.
Dlg_SC_mc_open_fire_ship_destroyed_0910=It was a battle for the ages, but someone had to go down in flames.
Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_01=This... this is just dreadful flying.
Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_02=Some pilots try to win through pure speed, others with percision, and by the looks of it, we have a few pilots out there trying to win through a new strategy I'm going to dub, "being awful."
Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_03=The pack is really starting to seperate.
Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_04=There are so many drivers in the rear of this pack who have just not had opportunity yet to show what they can do.
Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_05=Looks like some of the pilots have chosen to hang back and avoid the whole 'struggling to win' all together.
Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_06=We are seeing lots of ships struggling to get a hold of this track today.
Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_07=Some pilots, really having an off race. They may want to rethink any plans to buy a lottery ticket today.
Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_08=As the race goes on, pilots are really beginning to fade.
Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_09=At this level of competition, seeing flying this shoddy is almost a rare treat.
Dlg_SC_mc_player_doing_badlyPlayer_Doing_Badly_10=To those of you thinking of becoming pilots, this race should be considered a prime example of how not to win races.
Dlg_SC_mc_player_doing_badly_0501=This... this is just dreadful flying.
Dlg_SC_mc_player_doing_badly_0502=Some pilots try to win through pure speed, others with precision, and by the looks of it, we have a few pilots out there trying to win through a new strategy I'm going to dub, "being awful."
Dlg_SC_mc_player_doing_badly_0503=The pack is really starting to separate.
Dlg_SC_mc_player_doing_badly_0504=There are so many drivers in the rear of this pack who have just not had the opportunity yet to show what they can do.
Dlg_SC_mc_player_doing_badly_0505=Looks like some of the pilots have chosen to hang back and avoid the whole 'struggling to win' altogether.
Dlg_SC_mc_player_doing_badly_0506=We are seeing lots of ships struggling to get a hold of this track today.
Dlg_SC_mc_player_doing_badly_0507=Some pilots, really having an off race. They may want to rethink any plans to buy a lottery ticket today.
Dlg_SC_mc_player_doing_badly_0508=As the race goes on, pilots are really beginning to fade.
Dlg_SC_mc_player_doing_badly_0509=At this level of competition, seeing flying this shoddy is almost a rare treat.
Dlg_SC_mc_player_doing_badly_0510=To those of you thinking of becoming pilots, this race should be considered a prime example of how not to win races.
Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_01=The competition is being absolutely dominated right now.
Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_02=I have never seen anything like this. This is a clinic of precision and skill.
Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_03=The leader is simply outmatching everyone. It's like they're on a whole other level.
Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_04=If I've said once, I've said it a hundred times. Perfecting the foundations of racing will always dominate tech.
Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_05=There are no guarantees in Murray Cup, but this race is starting to look like a sure thing.
Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_06=It is astounding that these pilots have been able maintain this pace.
Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_07=The pilots leading this race have to be wondering, is this the time to play it cautious, or is it the time to really go for it?
Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_08=There is some exemplary flying happening here today. A real treat.
Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_09=Everything is looking neat and tidy as these pilots show off why they are the best in the empire.
Dlg_SC_mc_player_doing_wellPlayer_Doing_Well_10=Look at that precision flying.
Dlg_SC_mc_player_doing_well_0401=The competition is being absolutely dominated right now.
Dlg_SC_mc_player_doing_well_0402=I have never seen anything like this. This is a clinic of precision and skill.
Dlg_SC_mc_player_doing_well_0403=The leader is simply outmatching everyone. It's like they're on a whole other level.
Dlg_SC_mc_player_doing_well_0404=If I've said once, I've said it a hundred times. Perfecting the foundations of racing will always dominate tech.
Dlg_SC_mc_player_doing_well_0405=There are no guarantees in Murray Cup, but this race is starting to look like a sure thing.
Dlg_SC_mc_player_doing_well_0406=It is astounding that these pilots have been able to maintain this pace.
Dlg_SC_mc_player_doing_well_0407=The pilots leading this race have to be wondering, is this the time to play it cautious, or is it the time to really go for it?
Dlg_SC_mc_player_doing_well_0408=There is some exemplary flying happening here today. A real treat.
Dlg_SC_mc_player_doing_well_0409=Everything is looking neat and tidy as these pilots show off why they are the best in the empire.
Dlg_SC_mc_player_doing_well_0410=Look at that precision flying.
Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_01=With over 500 years of Murray Cup racing history, I can firmly say that this race was most certainly, pretty inconsequential.
Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_02=Congratulations to the winners. Condolences to the losers. And to those in the middle... I got nothing.
Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_03=There you have it, another mediocre race comes to a bland conclusion, and I die a little inside.
Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_04="What an exciting finish!" is something I wish I could say. Instead I am forced to go with, "That race was certainly something that happened."
Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_05=(Yawns). Hmm? Oh, it's finished? Someone's supposed to wake me before the end of the boring ones.
Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_06=With results like these... there's always next year, I suppose.
Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_07=I encourage these pilots to use today's results as an opportunity for some serious soul searching. Is racing really what I am meant to do?
Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_08=Well, the one thing you get say about that race is at least it's finally over.
Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_09=The sound and the fury has come to an end, and all we are left with is a lot of depressed pilots.
Dlg_SC_mc_player_got_any_positionPlayer_Got_Any_Position_10=That race may be best described by my old Equivalency instructor when she said, "there's room for improvement."
Dlg_SC_mc_player_got_any_position_1801=With over 500 years of Murray Cup racing history, I can firmly say that this race was most certainly, pretty inconsequential.
Dlg_SC_mc_player_got_any_position_1802=Congratulations to the winners. Condolences to the losers. And to those in the middle... I got nothing.
Dlg_SC_mc_player_got_any_position_1803=There you have it, another mediocre race comes to a bland conclusion, and I die a little inside.
Dlg_SC_mc_player_got_any_position_1804="What an exciting finish!" is something I wish I could say. Instead I am forced to go with, "That race was certainly something that happened."
Dlg_SC_mc_player_got_any_position_1805=(Yawns). Hmm? Oh, it's finished? Someone's supposed to wake me before the end of the boring ones.
Dlg_SC_mc_player_got_any_position_1806=With results like these... there's always next year, I suppose.
Dlg_SC_mc_player_got_any_position_1807=I encourage these pilots to use today's results as an opportunity for some serious soul searching. Is racing really what I am meant to do?
Dlg_SC_mc_player_got_any_position_1808=Well, the one thing you can say about that race is at least it's finally over.
Dlg_SC_mc_player_got_any_position_1809=The sound and the fury has come to an end, and all we are left with is a lot of depressed pilots.
Dlg_SC_mc_player_got_any_position_1810=That race may be best described by my old Equivalency instructor when she said, "there's room for improvement."
Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_01=That race, ladies and gentleman, will be the new thing I picture while making love to my wife.
Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_02=What a finish! I think we may have just witnessed the making of a legend.
Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_03=Remember where you were this day race fans. You're grandkids are going to be asking about it.
Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_04=People ask how we're ever going to make peace with the Vanduul and I say make them watch a race like that. I'll be damned if seeing flying that good doesn't make everyone just want to hug it out.
Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_05=Done! I'm calling it! It's over! Not just this race! But all racing ever! That's how good that finish was. They didn't just win a race, they won racing itself.
Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_06=Did everyone just see that?!? And people wonder why I constantly scream, "I love racing!"
Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_07=If ever there was a time for the death threats against me to come to fruition, let it be now, 'cause racing does not get much better than that my friends.
Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_08=Start to finish, that was a well executed race.
Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_09=And across the line! That has got to be one pilot who is pleased with themselves.
Dlg_SC_mc_player_got_first_placePlayer_Got_First_Place_10=After watching that performance, it may be safe to say that we could be looking at our next Murray Cup champion.
Dlg_SC_mc_player_got_first_place_1601=That race, ladies and gentleman, will be the new thing I picture while making love to my wife.
Dlg_SC_mc_player_got_first_place_1602=What a finish! I think we may have just witnessed the making of a legend.
Dlg_SC_mc_player_got_first_place_1603=Remember where you were this day, race fans. Your grandkids are going to be asking about it.
Dlg_SC_mc_player_got_first_place_1604=People ask how we're ever going to make peace with the Vanduul and I say make them watch a race like that. I'll be damned if seeing flying that good doesn't make everyone just want to hug it out.
Dlg_SC_mc_player_got_first_place_1605=Done! I'm calling it! It's over! Not just this race! But all racing ever! That's how good that finish was. They didn't just win a race, they won racing itself.
Dlg_SC_mc_player_got_first_place_1606=Did everyone just see that?!? And people wonder why I constantly scream, "I love racing!"
Dlg_SC_mc_player_got_first_place_1607=If ever there was a time for the death threats against me to come to fruition, let it be now, 'cause racing does not get much better than that my friends.
Dlg_SC_mc_player_got_first_place_1608=Start to finish, that was a well executed race.
Dlg_SC_mc_player_got_first_place_1609=And across the line! That has got to be one pilot who is pleased with themselves.
Dlg_SC_mc_player_got_first_place_1610=After watching that performance, it may be safe to say that we could be looking at our next Murray Cup champion.
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_01=We can't all be racers I guess.
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_02=I haven't witnessed a finish that dissapointing since my first date with Rashida Collins.
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_03=Maybe do a hard reset before it saves.
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_04=And an abyssmal race comes to an abyssmal end, absolutely ruining all of our lives.
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_05=The call it a qualifier, but after watching that dissapointing performance it is looking like almost none of these pilots are in fact qualified.
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_06=You know you love a sport when you see a race that bad and you're still willing to watch it ever again.
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_07=Is it over?
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_08=And it's over. If you need to cry, please, go ahead. It's not a reasonable reaction, but I'm afraid it's a natural one after a race like that.
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_09=A heartfelt congratulations to the winner, and a scornful shake of the head for the loser.
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_10=That race is finally over, and the healing process can finally begin.
Dlg_SC_mc_player_got_last_placePlayer_Got_Last_Place_11=It is rare to see a beating this bad outside of an Advocacy crime scene.
Dlg_SC_mc_player_got_last_place_1701=We can't all be racers I guess.
Dlg_SC_mc_player_got_last_place_1702=I haven't witnessed a finish that disappointing since my first date with Rashida Collins.
Dlg_SC_mc_player_got_last_place_1703=Maybe do a hard reset before it saves.
Dlg_SC_mc_player_got_last_place_1704=And an abysmal race comes to an abysmal end, absolutely ruining all of our lives.
Dlg_SC_mc_player_got_last_place_1705=They call it a qualifier, but after watching that disappointing performance it is looking like almost none of these pilots are in fact qualified.
Dlg_SC_mc_player_got_last_place_1706=You know you love a sport when you see a race that bad and you're still willing to watch it ever again.
Dlg_SC_mc_player_got_last_place_1707=Is it over?
Dlg_SC_mc_player_got_last_place_1708=And it's over. If you need to cry, please, go ahead. It's not a reasonable reaction, but I'm afraid it's a natural one after a race like that.
Dlg_SC_mc_player_got_last_place_1709=A heartfelt congratulations to the winner, and a scornful shake of the head for the loser.
Dlg_SC_mc_player_got_last_place_1710=That race is finally over, and the healing process can finally begin.
Dlg_SC_mc_player_got_last_place_1711=It is rare to see a beating this bad outside of an Advocacy crime scene.
Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_01=That will do it for me, Trevor Basque. See you next time.
Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_02=And so we conclude another step in the immortal journey of man and machine. Another display of technical prowess and raw instinct. Another chance to watch stuff blow up. Good night.
Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_03=Thanks for joining me at New Horizon. I'm Trevor Basque. Keep flying.
Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_04=And with that, today's qualifier comes to a close. I've been Trevor Basque. See you next time.
Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_05=Another race over, and another paycheck for me, your announcer Trevor Basque. Keep flying and good night.
Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_06=A pleasure as always race fans. Goodbye and keep flying.
Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_07=As another race day winds down, I hope you all had as much fun as I did. See you soon, racefans.
Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_08=And that's all we have for today. Trevor Basque from New Horizon raceway signing off.
Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_09=All kidding aside, thanks for watching. This is Trevor Basque. Take care racers.
Dlg_SC_mc_sendoff_lines_conclusionSendoff_Lines_Conclusion_10=With that, ladies, gentlemen, but mostly the ladies, this is Trevor Basque. Bidding you a fond adieu.
Dlg_SC_mc_sendoff_lines_conclusion_2201=That will do it for me, Trevor Basque. See you next time.
Dlg_SC_mc_sendoff_lines_conclusion_2202=And so we conclude another step in the immortal journey of man and machine. Another display of technical prowess and raw instinct. Another chance to watch stuff blow up. Good night.
Dlg_SC_mc_sendoff_lines_conclusion_2203=Thanks for joining me at New Horizon. I'm Trevor Basque. Keep flying.
Dlg_SC_mc_sendoff_lines_conclusion_2204=And with that, today's qualifier comes to a close. I've been Trevor Basque. See you next time.
Dlg_SC_mc_sendoff_lines_conclusion_2205=Another race over, and another paycheck for me, your announcer Trevor Basque. Keep flying and good night.
Dlg_SC_mc_sendoff_lines_conclusion_2206=A pleasure as always race fans. Goodbye and keep flying.
Dlg_SC_mc_sendoff_lines_conclusion_2207=As another race day winds down, I hope you all had as much fun as I did. See you soon, racefans.
Dlg_SC_mc_sendoff_lines_conclusion_2208=And that's all we have for today. Trevor Basque from New Horizon raceway signing off.
Dlg_SC_mc_sendoff_lines_conclusion_2209=All kidding aside, thanks for watching. This is Trevor Basque. Take care racers.
Dlg_SC_mc_sendoff_lines_conclusion_2210=With that, ladies, gentlemen, but mostly the ladies, this is Trevor Basque. Bidding you a fond adieu.
Dlg_SC_mc_taking_fireTaking_Fire_01=Careful.
Dlg_SC_mc_taking_fireTaking_Fire_02=Advice to the pilots getting shot at, stop getting shot at.
Dlg_SC_mc_taking_fireTaking_Fire_03=They are really getting torn up out there.
Dlg_SC_mc_taking_fireTaking_Fire_04=Maybe start avoiding the incoming fire? Just an idea.
Dlg_SC_mc_taking_fireTaking_Fire_05=Many people focus on hull integrity while getting shot, but they shouldn't forget each impact is like applying a little tiny brake.
Dlg_SC_mc_taking_fireTaking_Fire_06=Nothing motivates a pilot to go a little faster better than getting shot at.
Dlg_SC_mc_taking_fireTaking_Fire_07=Shields are lighting up as some serious damage is dealt.
Dlg_SC_mc_taking_fireTaking_Fire_08=And a pilot getting completely edged out of this fight. They may not have the muscle for it.
Dlg_SC_mc_taking_fireTaking_Fire_09=Taking damage like this is not something any pilot can afford.
Dlg_SC_mc_taking_fireTaking_Fire_10=I can say from experience, when you're getting shot like that, the main thing running through your head is, "Please don't hit my thrusters."
Dlg_SC_mc_taking_fire_1001=Careful.
Dlg_SC_mc_taking_fire_1002=Advice to the pilots getting shot at, stop getting shot at.
Dlg_SC_mc_taking_fire_1003=They are really getting torn up out there.
Dlg_SC_mc_taking_fire_1004=Maybe start avoiding the incoming fire? Just an idea.
Dlg_SC_mc_taking_fire_1005=Many people focus on hull integrity while getting shot, but they shouldn't forget each impact is like applying a little tiny brake.
Dlg_SC_mc_taking_fire_1006=Nothing motivates a pilot to go a little faster better than getting shot at.
Dlg_SC_mc_taking_fire_1007=Shields are lighting up as some serious damage is dealt.
Dlg_SC_mc_taking_fire_1008=And a pilot getting completely edged out of this fight. They may not have the muscle for it.
Dlg_SC_mc_taking_fire_1009=Taking damage like this is not something any pilot can afford.
Dlg_SC_mc_taking_fire_1010=I can say from experience, when you're getting shot like that, the main thing running through your head is, "Please don't hit my thrusters."
DumpersDepot_Salesperson_Conv_001_1,P=Line 1: blah blah blah
DynamicEvent_FleetWeek2022_Admin_RegainAntiAir_long=Neutralize the Admin Center's anti-air defenses by disabling or regaining control of them.
DynamicEvent_FleetWeek2022_Admin_RegainAntiAir_short=Neutralize Admin Center's Anti-Air Defenses
DynamicEvent_FleetWeek2022_BargeCode_Long=Investigate locked shipping containers on Barge with code: ~mission(bargeCode)
DynamicEvent_FleetWeek2022_BargeCode_Short=Investigate Barge Containers: ~mission(bargeCode)
DynamicEvent_FleetWeek2022_Barge_codeHUD=Barge Container Code: ~mission(bargeCode)
DynamicEvent_FleetWeek2022_BoardIntroShuttle_Long=Board the shuttle departing from the Crusader Showroom rooftop.
DynamicEvent_FleetWeek2022_BoardIntroShuttle_Marker=Crusader Showroom Shuttle
DynamicEvent_FleetWeek2022_BoardIntroShuttle_Short=Board Crusader Showroom Rooftop Shuttle
DynamicEvent_FleetWeek2022_Brushwood_RegainAntiAir_long=Neutralize Brushwood's anti-air defenses by disabling or regaining control of them.
DynamicEvent_FleetWeek2022_Brushwood_RegainAntiAir_short=Neutralize Brushwood's Anti-Air Defenses
DynamicEvent_FleetWeek2022_Description=*FOR IMMEDIATE SYSTEM-WIDE RELEASE*\n\nAttention, Nine Tails forces have seized control of several commercial platforms near Orison. Using an Identity Friend or Foe Inverter (IFFI), they have taken over the restricted air space surrounding the platforms and only Nine Tails affiliated ships can gain access to the area. This has severely hampered Crusader Security's initial attempts at retaking the platforms. As such, Crusader has requested that CDF forces assist in shutting down the inverter and eliminating all hostile presence. Any available CDF volunteers are encouraged to provide support.\n\nAdditional Intel:\n* While the inverter is active and the airspace inaccessible, CDF has managed to gain control of a local shuttle system and route it to access Solanki Platform without the Nine Tails knowledge. Volunteers will need to head to the Crusader Industries Showroom on the Commercial Platform and get to the rooftop to find the shuttle that will travel to the occupied platforms.\n* The IFFI is believed to be located in a locked storage container on a cargo barge docked at the central Admin Center.\n* Access codes for the IFFI container are in the possession of the leader of the Nine Tails forces, Mendo Ren. \n* Past experience with Mendo Ren indicates that he is unlikely to show his face and risk capture. However, if all his lieutenants are neutralized, we believe he will have no choice but to take command of the forces in person and provide us the opportunity to retrieve the codes from him.\n* In addition to the shuttle system, Crusader Security has informed us that there are several vehicles on the platforms available for CDF to commandeer. These vehicles will be the only way of reaching the Admin Center. NOTE - If all of the vehicles within the restricted air space are destroyed before the inverter can be shut down, then there will be no way of reaching the cargo barge and the CDF will be forced to retreat.\n* The platforms are protected by Nine Tails controlled Anti-Air weapons.\n\nPlease be aware that SAIC Rowena Dulli from the Advocacy is the official attaché to the CDF and will be running the operation.
DynamicEvent_FleetWeek2022_EasyCode_Long=Investigate locked shipping containers on Solanki with code: ~mission(EasyCode)
DynamicEvent_FleetWeek2022_EasyCode_Short=Investigate Solanki Containers: ~mission(EasyCode)
DynamicEvent_FleetWeek2022_Easy_codeHUD=Solanki Container Code: ~mission(EasyCode)
DynamicEvent_FleetWeek2022_EliminatCommander_long=Locate and Eliminate all Nine Tails lieutenants to draw out the Nine Tails leader, Mendo Ren.
DynamicEvent_FleetWeek2022_EliminatCommander_short=Eliminate Remaining Lieutenants on Other Platforms
DynamicEvent_FleetWeek2022_EliminateCommander_Easy_long=Eliminate the Nine Tails lieutenant on Solanki Platform.
DynamicEvent_FleetWeek2022_EliminateCommander_Easy_short=Eliminate Lieutenant on Solanki
DynamicEvent_FleetWeek2022_EliminateCommander_Hard_long=Eliminate the Nine Tails lieutenant on Hartmoore Platform.
DynamicEvent_FleetWeek2022_EliminateCommander_Hard_short=Eliminate Lieutenant on Hartmoore
DynamicEvent_FleetWeek2022_EliminateCommander_Medium_long=Eliminate the Nine Tails lieutenant on Brushwood Platform.
DynamicEvent_FleetWeek2022_EliminateCommander_Medium_short=Eliminate Lieutenant on Brushwood
DynamicEvent_FleetWeek2022_EliminateCommander_VeryHard_long=Eliminate the Nine Tails lieutenant at the Admin Center.
DynamicEvent_FleetWeek2022_EliminateCommander_VeryHard_short=Eliminate Lieutenant on Admin Center
DynamicEvent_FleetWeek2022_Generic_ClearIsland_long=Clear all remaining Nine Tails forces from this platform.
DynamicEvent_FleetWeek2022_Generic_ClearIsland_short=Clear Platform of Hostiles
DynamicEvent_FleetWeek2022_Generic_IslandBossMarker=消滅
DynamicEvent_FleetWeek2022_Generic_MopUpHUD=Eliminate Platform's Hostiles:
DynamicEvent_FleetWeek2022_Generic_RegainAntiAir_long=Neutralize the platform's anti-air defenses by disabling or regaining control of them.
DynamicEvent_FleetWeek2022_Generic_RegainAntiAir_short=Neutralize Platform's Anti-Air Defenses
DynamicEvent_FleetWeek2022_Generic_SearchCargo_Barge_long=Search the Pressley Party Supply cargo containers on the barge for the IFFI using the code ~mission(BargeCode).
DynamicEvent_FleetWeek2022_Generic_SearchCargo_Barge_short=Search Cargo Containers for IFFI
DynamicEvent_FleetWeek2022_HardCode_Long=Investigate locked shipping containers on Hartmoore with code: ~mission(HardCode)
DynamicEvent_FleetWeek2022_HardCode_Short=Investigate Hartmoore Containers: ~mission(HardCode)
DynamicEvent_FleetWeek2022_Hard_codeHUD=Hartmoore Container Code: ~mission(HardCode)
DynamicEvent_FleetWeek2022_Hartmoore_RegainAntiAir_long=Neutralize Hartmoore's anti-air defenses by disabling or regaining control of them.
DynamicEvent_FleetWeek2022_Hartmoore_RegainAntiAir_short=Neutralize Hartmoore's Anti-Air Defenses
DynamicEvent_FleetWeek2022_IFFIMarker=可能的IFFI位置
DynamicEvent_FleetWeek2022_IslandMarker_EasyIsland=索蘭奇平台 [Solanki Platform]
DynamicEvent_FleetWeek2022_IslandMarker_HardIsland=哈特摩爾平臺
DynamicEvent_FleetWeek2022_IslandMarker_MediumIsland=Brushwood Platform
DynamicEvent_FleetWeek2022_IslandMarker_VeryHardIsland=Admin Center
DynamicEvent_FleetWeek2022_KillSympathiser_Long=Nine Tails Sympathizers Neutralized: ~mission(CurrentNTSimpsKilled)
DynamicEvent_FleetWeek2022_KillSympathiser_Marker=Nine Tails Sympathizer
DynamicEvent_FleetWeek2022_KillSympathiser_Short=Neutralize the Sympathizer
DynamicEvent_FleetWeek2022_LeaveAreaHUD=Leave the Area
DynamicEvent_FleetWeek2022_LiberateAllIslands_HUD=Liberate All Platforms
DynamicEvent_FleetWeek2022_LiberateEasyIsland_long=Liberate Solanki Platform from the Nine Tails.
DynamicEvent_FleetWeek2022_LiberateEasyIsland_short=Liberate Solanki Platform
DynamicEvent_FleetWeek2022_LiberateHardIsland_long=Liberate Hartmoore Platform from the Nine Tails.
DynamicEvent_FleetWeek2022_LiberateHardIsland_short=Liberate Hartmoore Platform
DynamicEvent_FleetWeek2022_LiberateMediumIsland_long=Liberate Brushwood Platform from the Nine Tails.
DynamicEvent_FleetWeek2022_LiberateMediumIsland_short=Liberate Brushwood Platform
DynamicEvent_FleetWeek2022_LiberateVeryHardIsland_long=Liberate the Admin Center and docked cargo barge from the Nine Tails.
DynamicEvent_FleetWeek2022_LiberateVeryHardIsland_short=Liberate Admin Center and Barge
DynamicEvent_FleetWeek2022_LocateCommander_long=Eliminate Mendo Ren and obtain his access code.
DynamicEvent_FleetWeek2022_LocateCommander_short=Eliminate Mendo Ren
DynamicEvent_FleetWeek2022_MediumCode_Long=Investigate locked shipping containers on Brushwood with code: ~mission(MediumCode)
DynamicEvent_FleetWeek2022_MediumCode_Short=Investigate Brushwood Containers: ~mission(MediumCode)
DynamicEvent_FleetWeek2022_Medium_codeHUD=Brushwood Container Code: ~mission(MediumCode)
DynamicEvent_FleetWeek2022_PreventTransfer_long=Halt the Nine Tails data theft before the upload can complete.
DynamicEvent_FleetWeek2022_PreventTransfer_short=Halt Data Theft
DynamicEvent_FleetWeek2022_ReachEasyIslandShuttle_long=Travel to Solanki Platform via the shuttle.
DynamicEvent_FleetWeek2022_ReachEasyIslandShuttle_short=Travel to Solanki Platform via Shuttle
DynamicEvent_FleetWeek2022_ReachEasyIsland_marker=Shuttle to Solanki Platform
DynamicEvent_FleetWeek2022_ReachIntroIsland_marker=祈願城雲景中心
DynamicEvent_FleetWeek2022_ReachIntro_long=前往祈願城雲景中心
DynamicEvent_FleetWeek2022_ReachIntro_short=前往祈願城雲景中心
DynamicEvent_FleetWeek2022_RestoreControl_long=Disable the IFFI to restore control of the restricted airspace to Crusader and their allies.
DynamicEvent_FleetWeek2022_RestoreControl_marker=Disable
DynamicEvent_FleetWeek2022_RestoreControl_short=Disable IFFI
DynamicEvent_FleetWeek2022_RestoreRestrictedArea_long=Shut down Identity Friend or Foe Inverter (IFFI) to allow ally access to the restricted air space and prevent Nine Tails reinforcement.
DynamicEvent_FleetWeek2022_RestoreRestrictedArea_short=Shut Down IFFI
DynamicEvent_FleetWeek2022_SearchCommander_long=Search Mendo Ren for the locked storage container access code.
DynamicEvent_FleetWeek2022_SearchCommander_marker=Search
DynamicEvent_FleetWeek2022_SearchCommander_short=Search Mendo Ren for Access Code
DynamicEvent_FleetWeek2022_ShipResource_Pisces_long=Remaining Pisces = ~mission(CurrentPiscesCount)
DynamicEvent_FleetWeek2022_ShipResource_Pisces_short=Remaining Pisces = ~mission(CurrentPiscesCount)
DynamicEvent_FleetWeek2022_ShipResource_StarFighter_long=Remaining Ares Star Fighters = ~mission(CurrentStarFighterCount)
DynamicEvent_FleetWeek2022_ShipResource_StarFighter_short=Remaining Ares Star Fighters = ~mission(CurrentStarFighterCount)
DynamicEvent_FleetWeek2022_ShipResource_StarLifters_long=Remaining Hercules Starlifters = ~mission(CurrentStarlifterCount)
DynamicEvent_FleetWeek2022_ShipResource_StarLifters_short=Remaining Hercules Starlifters = ~mission(CurrentStarlifterCount)
DynamicEvent_FleetWeek2022_ShipResource_StarRunner_long=Remaining Mercury Star Runners = ~mission(CurrentStarRunnerCount)
DynamicEvent_FleetWeek2022_ShipResource_StarRunner_short=Remaining Mercury Star Runners = ~mission(CurrentStarRunnerCount)
DynamicEvent_FleetWeek2022_ShipResource_header_long=Preserve the air capability of allied forces by ensuring that there are ships available to reach the Admin Center.
DynamicEvent_FleetWeek2022_ShipResource_header_short=Preserve Air Capability
DynamicEvent_FleetWeek2022_ShuttleToBrushwood=Shuttle to Brushwood
DynamicEvent_FleetWeek2022_ShuttleToHartmoore=Shuttle to Hartmoore
DynamicEvent_FleetWeek2022_ShuttleToOrison=前往祈願城的穿梭機
DynamicEvent_FleetWeek2022_ShuttleToSolanki=Shuttle to Solanki
DynamicEvent_FleetWeek2022_Solanki_RegainAntiAir_long=Neutralize Solanki's anti-air defenses by disabling or regaining control of them.
DynamicEvent_FleetWeek2022_Solanki_RegainAntiAir_short=Neutralize Solanki's Anti-Air Defenses
DynamicEvent_FleetWeek2022_Title=終結九尾對祈願城的佔領
DynamicEvent_FleetWeek2022_TransferTerminal_keypadtitle=Disable Upload
DynamicEvent_FleetWeek2022_TransitCallButton_EasyToHard_Description=ERROR - CONNECTION LOST\n\nTo Reconnect Shuttle Link,\nPlease Consult Hartmoore Terminal.
DynamicEvent_FleetWeek2022_TransitCallButton_Offline=離線
DynamicEvent_FleetWeek2022_TransitCallButton_Reboot=Reboot Shuttle Link
DynamicEvent_FleetWeek2022_TransitCallButton_Rebooting=Reconnecting Shuttle Link...
DynamicEvent_FleetWeek2022_VeryHardCode_Long=Investigate locked shipping containers on Admin with code: ~mission(VeryHardCode)
DynamicEvent_FleetWeek2022_VeryHardCode_Short=Investigate Admin Containers: ~mission(VeryHardCode)
DynamicEvent_FleetWeek2022_VeryHard_codeHUD=Admin Container Code: ~mission(VeryHardCode)
DynamicEvent_FleetWeek2022_test,P=Test Test
EA_FriendToAll_RepUI_Area,P=[PH] Area
EA_FriendToAll_RepUI_Description,P=[PH] EA_FriendToAll Description
EA_FriendToAll_RepUI_Focus,P=[PH] EA_FriendToAll Focus
EA_FriendToAll_RepUI_Founded,P=[PH] N/A
EA_FriendToAll_RepUI_Headquarters,P=[PH] EA_FriendToAll Headquarters
EA_FriendToAll_RepUI_Leadership,P=[PH] EA_FriendToAll Leadership
EA_FriendToAll_RepUI_Name,P=[PH] EA_FriendToAll
Eckhart_Allies=Eckhart Security
Eckhart_AskForMoreWork_Neg=You got any other jobs?
Eckhart_AskForMoreWork_Pos=Got anything else for me?
Eckhart_Assassin_Sync_E_Desc_001=A price has been set on the heads of ~mission(TargetName) and ~mission(TargetName2). \n\nWhile having to hit two targets isn't that weird, the client wants to send a very specific message, so they need to targets hit at the exact same moment. The extra credits should make up for the hassle.\n\nAnd unfortunately since the pair aren't traveling together, it goes without saying that to pull it off you're gonna need some help. Make sure you bring people you trust can handle more than one ships since the targets are known to travel with backup. \n\n
Eckhart_Assassin_Sync_E_Title_001=Double Tap
Eckhart_Assassin_Sync_H_Desc_001=Contract's for two targets that need to be taken out at the same time. \n\nGuess the client is worried that if they aren't eliminated together, one of them will go dark and try to get some revenge.\n\nThey go by ~mission(TargetName) and ~mission(TargetName2).\n\nFind yourself a team, divide and conquer.\n\nAnd make sure whoever it is has got skills, because these two have a reputation for holding their own in a fight and they for sure won't be alone. Be ready for them to give you some trouble.
Eckhart_Assassin_Sync_H_Title_001=Two In The Head
Eckhart_Assassin_Sync_Intro_Desc_001=Interesting assignment came my way. I need two separate targets taken out: ~mission(TargetName) and ~mission(TargetName2) \n\nProblem is, either one gets word about the other being hit, they’ll go to ground. Can’t risk losing either of them. \n\nIt’ll take considerable coordination, but I want you to hit them both at the same exact time. \n\nAnd since you can’t be in two places at once, you’ll need to find someone you can trust to help on this.\n\nThankfully, my intel says that both the targets should be traveling alone. That should help make things a bit easier on you.
Eckhart_Assassin_Sync_Intro_Title_001=Coordinated Takedown
Eckhart_Assassin_Sync_M_Desc_001=Got a contract to take out two up and comers who've been stirring up trouble. It has to be clean, both done at the same time, or else they might cause even more trouble. Long story short, you'll need some help on this one.\n\nBoth ~mission(TargetName) and ~mission(TargetName2) know how to handle themselves, and the people they fly with aren't no joke either. You can expect each of them to be guarded by a few ships.
Eckhart_Assassin_Sync_M_Title_001=Double Elimination
Eckhart_Assassin_Sync_S_Desc_001=Normally, the pair of ~mission(TargetName) and ~mission(TargetName2) would be too much to take on together. They both are about as good as it gets when it comes to dogfighting and the crew they fly with are almost as good.\n\nBut recently they split - not sure why - and are flying separate for the moment. Someone thinks this may be the best chance to take them out. \n\nGather some personnel you can trust and plan a simultaneous raid against both targets. It's too dangerous to risk one of them living after such a direct move against them.
Eckhart_Assassin_Sync_S_Title_001=Divide and Conquer
Eckhart_Assassin_Sync_VE_Desc_001=Have another pair that need to be eliminated:\n~mission(TargetName) and ~mission(TargetName2)\n\nThey've been in the wind for a few days now, but just popped up. If we don't get them now, I'm not sure we will get another chance. You need to enlist a partner to make sure both targets are hit at the same time.\n\nAs far as them putting up resistance, ~mission(TargetName) is known to bring along a friend to watch their back, and I suspect ~mission(TargetName2) will do likewise.
Eckhart_Assassin_Sync_VE_Title_001=One-Two Combo
Eckhart_Assassin_Sync_VH_Desc_001=~mission(TargetName) and ~mission(TargetName2).\n\nTwo serious operators who've recently decided to make a move against their boss. Each of the pair are traveling with a small, highly trained armada and cutting deep into territory that doesn't belong to them.\n\nYou, and whoever you recruit to help, are going to take them out and it has to be both at the same time so they can't regroup.
Eckhart_Assassin_Sync_VH_Title_001=Deadly Combination
Eckhart_Assassination_description_E=~mission(Contractor|BountyDescriptionEasy)
Eckhart_Assassination_description_H=~mission(Contractor|BountyDescriptionHard)
Eckhart_Assassination_description_M=~mission(Contractor|BountyDescriptionMedium)
Eckhart_Assassination_description_S=~mission(Contractor|BountyDescriptionSuper)
Eckhart_Assassination_description_VE=~mission(Contractor|BountyDescriptionVeryEasy)
Eckhart_Assassination_description_VH=~mission(Contractor|BountyDescriptionVeryHard)
Eckhart_DoIKnowYou,P=Do I Know You?
Eckhart_GotMoreWork_Timid,P=Ok, show me what you got.
Eckhart_HasNewMission_Bad=I'm listening...
Eckhart_HasNewMission_Good=I'm interested...
Eckhart_HasNewMission_GoodForBad=Work is work, right?
Eckhart_IDontLikeYou,P=I know you but don't like you.
Eckhart_ILikeYou,P=I know you and like you.
Eckhart_InitialVisit,P=Is Initial Visit
Eckhart_MissionCompleted=Job's done.
Eckhart_MissionFailed=I had an issue with the job.
Eckhart_NotInterested,P=I'm not interested right now.
Eckhart_ReturnVisit_Greeting=Hey, I'm back. Got anything that needs handling?
Eckhart_Revisit,P=Follow Up Visit
Eckhart_Rivals=BlacJac, Northrock Service Group
Eckhart_Test_AfterInitialComms=Hey, you told me to swing by?
Eckhart_Test_FailedLastMission,P=Sorry I failed that last mission but I'm still looking for work if you got any...
Eckhart_Test_LookingForMoreWork=Got any more jobs?
Eckhart_Test_MidMissionResponse,P=I know I'm already doing some work for you but... Got anything else?
Eckhart_Test_MissionAccepted=Sounds good.
Eckhart_Test_MissionDeclined=I think I'll pass.
Eckhart_Test_NeverMind=I can't right now.
EliminateB_Boss_Long,P=Eliminate the UGFs boss
EliminateB_Boss_Prepare,P=Prepare for the boss
EliminateB_Boss_Short,P=Eliminate Boss
EliminateB_Grunt,P=Grunts Remaning %ls
EliminateB_Grunt_Long,P=Eliminate all the grunts to draw out the boss
EliminateB_Grunt_Short,P=Eliminate all the grunts
EliminateB_Marker,P=Eliminate Boss
ElliotWIP_EmailMainMenu=電子郵件
ElliotWIP_EmailSettings=設置
ElliotWIP_Email_Contents=嘿!伺服器又當機了,這種情況一直發生,有辦法知道重啓的大概時間嗎?
ElliotWIP_Email_From=Frank Spencer
ElliotWIP_Email_Title=伺服器已當機
ElliotWIP_Email_To=John
ElliotWIP_SecondMenu=
ElliotWIP_doorhack_001=比例
ElliotWIP_doorhack_002=頻率
ElliotWip_bigbennys_001=原味
ElliotWip_bigbennys_002=辣味
ElliotWip_bigbennys_003=燒烤醬
ElliotWip_bigbennys_004=甜辣醬
Ellis=Ellis System
Ellis1=Ellis I
Ellis10=Bombora
Ellis10_Desc=The second gas giant in Ellis system, Ellis X features a consistently turbulent atmosphere. It was this chaotic nature that led to its local nickname of Bombora.
Ellis11=Ellis XI recently suffered a cataclysmic collision with one of its moons. Astrophysicists speculate that the planet will continue to splinter and ultimately form a new asteroid belt.
Ellis11_Desc=
Ellis12=Judecca
Ellis12_Desc=A ball of ice, Ellis XII (also known as Judecca) is occasionally used for ice-mining expeditions.
Ellis13=Pinecone\n
Ellis13_Desc=Though technically not a planet, Ellis XIII is considered a local mascot. This protoplanet's unique shape has given it the nickname Pinecone.
Ellis1_Desc=This protoplanet is a scorched, barren ball of rock and bubbling magma due to its extreme proximity to the star. While the possibility exists that there are major deposits of minerals on the planet, mining them would be far too risky.
Ellis2=Ellis II
Ellis2_Desc=Ellis II's large size, proximity to its sun, and surprisingly thick atmosphere has left its entire surface a massive desert, marked with strange swirls and ridges created by frequent massive storms on the planet's surface.
Ellis3=Green
Ellis3_Desc=The vast oceanic world is mostly known as the primary resort destination for racegoers who enjoy Green's high-end mega-resorts. In an effort to protect the elaborate underwater reefs, ships landing on the planet are directed towards specific landing zones.
Ellis4=Kampos
Ellis4_Desc=Named after the large sea creatures that once stalked its deep oceans, Kampos was the first world settled and continues to boast the highest population center in the system.
Ellis5=Noble
Ellis5_Desc=The emerald jewel of the system, Noble is known for the vast stretches of woodland, evoking many comparisons to an undeveloped Earth. The local Governors Council has made sustaining the planet's natural beauty a priority.
Ellis5a=Ellis 5a
Ellis5a_Desc=The regolith of this moon is slightly pink, making it a popular subject for lunar photography.
Ellis5b=Ellis 5b
Ellis5b_Desc=A tidally locked moon, the planet-facing side is pristine while the star-facing side is pocked with craters.
Ellis6_Desc=A terrestrial planet located just outside the system's green band. Although the planet is technically uninhabited, Ellis VI has been used to conduct studies about human habitation.
Ellis7_Desc=A corrosive and poisonous atmosphere covers this planet making it impossible to terraform or even land on.
Ellis8_Desc=The smallest planet in the system, Ellis VIII boasts a micro atmosphere and little else.\n
Ellis9=Walleye
Ellis9_Desc=Nicknamed Walleye by long-distance haulers, Ellis IX is a swirling gas giant that intermittently suffers from massive storms visible from space.
Ellis_AsteroidBelt1=Ellis Belt Alpha
Ellis_AsteroidBelt1_Desc=Perhaps the best known asteroid belt in the UEE, the Ellis Belt became famous for being a Murray Cup racetrack. Over the years, the Murray Cup has sought to acquire all rights to the belt, making mining strictly prohibited. \n
Ellis_Desc=This thirteen-planet system contains a wide habitable zone thanks to its F-type main sequence star. Ellis is mostly known as the home of the UEE's most famous race, the Murray Cup. What began as way to kill time during the terraforming process has become big business; fueling the economy for the three terraformed planets -- Green (Ellis III), Kampos (Ellis IV), and Noble (Ellis V). Ellis' eleventh planet recently collided with its moon, leaving an asteroid belt in the former orbital path.
Ellis_JumpPoint_Kilian=埃利斯 - 基利恩 躍遷點 [Ellis - Kilian Jump Point]
Ellis_JumpPoint_Kilian_Desc=該躍遷點連接著埃利斯[Ellis]星系和基利恩[Kilian]星系。
Ellis_JumpPoint_Magnus=埃利斯 - 馬格努斯 躍遷點 [Ellis - Magnus Jump Point]
Ellis_JumpPoint_Magnus_Desc=該躍遷點連接著埃利斯[Ellis]星系和馬格努斯[Magnus]星系。
Ellis_JumpPoint_Min=埃利斯 - 凕 躍遷點 [Ellis - Min Jump Point]
Ellis_JumpPoint_Min_Desc=該躍遷點連接著埃利斯[Ellis]星系和凕[Min]星系。
Ellis_JumpPoint_Nexus=埃利斯 - 奈克瑟斯 躍遷點 [Ellis - Nexus Jump Point]
Ellis_JumpPoint_Nexus_Desc=該躍遷點連接著埃利斯[Ellis]星系和奈克瑟斯[Nexus]星系。
Ellis_JumpPoint_Taranis=埃利斯 - 塔拉尼斯的躍遷點 [Ellis - Taranis Jump Point]
Ellis_JumpPoint_Taranis_Desc=該躍遷點連接著埃利斯[Ellis]和塔拉尼斯[Taranis]星系。
Ellis_Star=Ellis
Ellis_Star_Desc=Ellis
Enroll_Screen_001=WORK RELEASE
Enroll_Screen_002=TRY OUR WORK RELEASE PROGRAM \nEARN A SHORTER SENTENCE!
Enroll_Screen_003=ONLY INMATES PARTICIPATING IN WORK RELEASE PROGRAM ARE PERMITTED TO LEAVE CELLS
Enroll_Screen_EnrollButton=ENROLL
Enroll_Screen_Info_001=KLESCHER WORK RELEASE PROGRAM DETAILS
Enroll_Screen_Info_002=Klescher Rehabilitation Facilities is excited to share with you an opportunity to participate in our industry leading Work Release Program. It's pretty simple, lots of fun, and teaches you a valuable skill. \n\nYou have already been provided with a multi-tool to help you get started, but if you ever need a replacement, more are available for purchase at the commissary unit. Once you’re equipped and ready, proceed into one of the authorized mining tunnels. \n\nLook for any potentially valuable minerals and harvest them with the multi-tool. Deposit them in one of the mineral deposit hoppers and you'll be issued a time reduction chit or "merit" based on the total value of the deposit*.\n\nThe more you mine, the quicker you can pay back your debt to society. And as we say here at Klescher Rehabilitation, "keeping busy is a great way to keep on the right path!"
Enroll_Screen_Info_003=START MINING TODAY!
Enroll_Screen_Info_SmallText=* Mineral prices are static and set by Klescher Rehabilitation Facilities and do not reflect real-world commodity prices.
Exit_Screen_AttractTitle_001=Release Processing
Exit_Screen_Click_001=輕觸螢幕開始使用
Exit_Screen_Report_001=Finish Sentence
Exit_Screen_Report_002=Release Progress
Exit_Screen_merit_001=Merits:
FLOOR_Flair_Items=------------------- 地板裝飾物品 - 僅限開發人員使用 -------------------
FPSPVEVS_EasyScenario_Objective01=Kill pirates.
FPSPVEVS_EasyScenario_Objective01_Desc=Kill all the pirates on the asteroid base.
FPSPVEVS_Mission_Desc,P=UEE forces really want to capture this sweet asteroid base.
FPSPVEVS_Mission_Title=Assault The Asteroid Base
FPS_AI_Description=*WIP* Pirates have been reported to have taken an outpost,we need somebody to secure it again
FPS_AI_From=*WIP* Edward Fuller
FPS_AI_Obj_Long_01=*WIP* Go to the outpost
FPS_AI_Obj_Long_02=*WIP* Eliminate the Pirates
FPS_AI_Obj_Marker_01=*WIP* Outpost
FPS_AI_Obj_Marker_02=*WIP* Eliminate the Pirates
FPS_AI_Obj_Short_01=*WIP* Go to the outpost
FPS_AI_Obj_Short_02=*WIP* Eliminate the Pirates
FPS_AI_Title=*WIP* Outpost Lost to Pirates
FTL_Courier=[COURIER] FTL Assignment
FTL_Danger_001=Due to this being a potentially riskier route, please ensure that you do not allow hostiles to delay the contract's completion.
FTL_Danger_002=Since this route may take you through hostile areas, plan accordingly.
FTL_Danger_003=With this route in particular, several other FTL contractors have encountered hostiles in the past. We trust that you'll be appropriately prepared.
FTL_Danger_004=It is recommended that you select something with ready defensive capabilities owing to this route's higher than average risk assessment.
FTL_Danger_005=Be aware that this run takes you through a route with a higher risk rating. We trust that you will see to it that you are delayed for any reason, including hostiles.
FTL_Data=[DATA] FTL Assignment
FTL_Haulage=[HAULAGE] FTL Assignment
FTL_LightGoods=[LIGHT GOODS] FTL Assignment
FTL_SignOff_001=Good luck and good speed, courier!
FTL_SignOff_002=And remember, at FTL Courier Services we always try our best to deliver the best!
FTL_SignOff_003=Thanks for helping FTL remain the #1 courier service in the Empire!
FTL_SignOff_004=And don't forget, you are representing FTL! A smile and a kind word are some of the best tools a courier can have.
FTL_SignOff_005=We hope you have a speedy and safe journey!
FTL_Timed_001=The delivery must be made before the deadline expires.
FTL_Timed_002=Be sure to make note of the deadline. Prompt contract fulfillment is very important to FTL.
FTL_Timed_003=This is an urgent contract and must be completed before the deadline. No exceptions.
FTL_Timed_004=Punctuality is an important part of FTL's renowned customer service. Be sure to adhere to the stated deadline.
FTL_Timed_005=This is an FTL 'Sprint' order with a tight deadline. Keep an eye on the clock to make sure you finish on time.
FTL_delivery_desc_0001=ATTENTION ALL FTL COURIERS\nNEW RUN AVAILABLE FOR IMMEDIATE ASSIGNMENT\n\n**CONTRACT DETAILS** \n\nPICKUP LOCATION - The shipment is waiting for collection at ~mission(Location|Address). \n\nDROPOFF LOCATION - It will need to be delivered to ~mission(Destination|Address). \n\nDELIVERY WINDOW - ~mission(Contractor|Timed)\n\nTRAVEL - All transportation needs should be arranged by courier. ~mission(Contractor|Danger)\n\n~mission(Contractor|SignOff)
FTL_delivery_desc_intro=FTL COURIER SERVICES IS HIRING!\n\nAre you a committed, industrious and punctual individual who enjoys travel and is looking to work independently? \nIf your answer is yes, then FTL Courier Services may have the ideal opportunity for you!\n\nHandling over a billion collections and deliveries every year, FTL has been consistently rated the Empire's most trusted courier service by providing businesses and consumers a safe and reliable way to send and receive their shipments wherever, whenever.\n\nTo make all this happen, FTL contracts with thousands of self-employed couriers across every system in the UEE and we are currently looking for new people to join our ranks. \n\nFTL offers:\n* Great earning potential based on how many deliveries you complete.\n* Convenience of selecting only the routes that appeal to you. Stay local or explore father, the choice is yours.\n* Flexibility to accept multiple contracts, even from other companies. With our non-exclusive employment agreements, we leave it up to you to maximize your schedule.\n \nIn order to apply you’ll need:\n* Your own means of insured travel.\n* The right to work in the UEE and no current CrimeStat rating.\n* Excellent time management skills and the ability to plan your own travel routes.\n* Successful completion of the below Employment Evaluation.\n\nEMPLOYMENT EVALUATION\nTo make sure that you're a good fit for our company, we would like to see you in action! This trial contract will have you collect a package from ~mission(Location|Address) and deliver it to ~mission(Destination|Address). ~mission(Contractor|Timed)This is a paid evaluation. Participation is not a guarantee of any future work with FTL or FTL associates.\n\nDon’t wait! Complete your Employment Evaluation today and start your journey with FTL Courier Services.
FTL_delivery_title_001=FTL Courier Assignment
FTL_delivery_title_intro=FTL Courier Employment Evaluation
FW2022_DatapadScreen_Convo_1,P=Richardson. This is your last warning. No more movie quotes as passwords. It's not secure. I don't want to have to tell you again.
FW2022_DatapadScreen_Convo_2,P=You talking to me?
FW2022_DatapadScreen_Convo_3,P=Yes Richardson. You are the Richardson I was referring to.
FW2022_DatapadScreen_Convo_4,P=Nah, that was a movie quote boss. You started him up again.
FW2022_DatapadScreen_Convo_5,P=How does Richardson know movie quotes from the 20th century?
FW2022_DatapadScreen_Convo_6,P=He's gotta ducktick mind
FW2022_DatapadScreen_Convo_7,P=Didactic, you idiot.
FW2022_DatapadScreen_Convo_8,P=Watever
FW2022_DatapadScreen_Date,P=Date
FW2022_DatapadScreen_GroupMembersTitle,P=Group Members:
FW2022_DatapadScreen_GroupName,P=Nine Tails Wagon
FW2022_DatapadScreen_GroupNameTitle,P=Group Name:
FW2022_DatapadScreen_Name_1,P=Todd W.
FW2022_DatapadScreen_Name_2,P=Harold R.
FW2022_DatapadScreen_Name_3,P=Benjamin D.
FW2022_DatapadScreen_Name_4,P=Jon H.
FW2022_DatapadScreen_Time_1,P=13:57
FW2022_DatapadScreen_Time_2,P=14:01
FW2022_DatapadScreen_Time_3,P=14:02
FW2022_DatapadScreen_Time_4,P=14:07
FW2022_DatapadScreen_Time_5,P=14:08
FW2022_DatapadScreen_Time_6,P=14:09
FW2022_DatapadScreen_Time_7,P=14:11
FW2022_DatapadScreen_Time_8,P=14:12
FW2022_IFFIscreen_CEASEFIRE=Disconnect
FW2022_IFFIscreen_FirebaseBravo=Identity Friend or Foe Inverter
FW2022_IFFIscreen_Fluff_1=01
FW2022_IFFIscreen_Fluff_10=10
FW2022_IFFIscreen_Fluff_2=02
FW2022_IFFIscreen_Fluff_3=03
FW2022_IFFIscreen_Fluff_4=04
FW2022_IFFIscreen_Fluff_5=05
FW2022_IFFIscreen_Fluff_6=06
FW2022_IFFIscreen_Fluff_7=07
FW2022_IFFIscreen_Fluff_8=08
FW2022_IFFIscreen_Fluff_9=09
FW2022_IFFIscreen_Fluff_Activity=Activity
FW2022_IFFIscreen_Fluff_Decouple=Decouple
FW2022_IFFIscreen_Fluff_Diagnostics=Diagnostics
FW2022_IFFIscreen_Fluff_Engaging=Engaging Enemy
FW2022_IFFIscreen_Fluff_GunBattery=AA Battery
FW2022_IFFIscreen_Fluff_JUDAS=ARC1234_IFFI_SYS_MK01.3
FW2022_IFFIscreen_Fluff_Online=Inverted
FW2022_IFFIscreen_Fluff_Power=Power
FW2022_IFFIscreen_Fluff_Status=Status
FW2022_IFFIscreen_Fluff_TurretCoverage_1=FOF: 182, -32, 0 // 23r
FW2022_IFFIscreen_Fluff_TurretCoverage_2=FOF: 13, 80, 0 // 27r
FW2022_IFFIscreen_Fluff_TurretCoverage_3=FOF: 121, 30, 1 // 82r
FW2022_IFFIscreen_Fluff_TurretCoverage_4=FOF: 71, -123, 0 // 82r
FW2022_IFFIscreen_Fluff_TurretCoverage_5=FOF: 6, 4, 0 // 82r
FW2022_IFFIscreen_Fluff_TurretCoverage_6=FOF: 90, 90, 0 // 150r
FW2022_IFFIscreen_Fluff_TurretStatus=ID:
FW2022_IFFIscreen_Fluff_TurretStatus_0=Unverified
FW2022_IFFIscreen_Fluff_TurretStatus_100=Verified
FW2022_IFFIscreen_GunBatteriesTitle=Active Contacts
FW2022_IFFIscreen_ID_01=R3T6A3F
FW2022_IFFIscreen_ID_02=VP9JH01
FW2022_IFFIscreen_ID_03=EXT16L4
FW2022_IFFIscreen_ID_04=M982MAS
FW2022_IFFIscreen_ID_05=LRQ51PK
FW2022_IFFIscreen_Zone=Zone
FW2022_TransferScreen_AccountName=Admin
FW2022_TransferScreen_AppName=DATA UPLOAD MANAGER
FW2022_TransferScreen_Cancel=CANCEL TRANSFER
FW2022_TransferScreen_Failure=Data Transfer Incomplete
FW2022_TransferScreen_Fluff_Filename_1=KLEP_5SCDJSN9
FW2022_TransferScreen_Fluff_Filename_10=KCaplanNotes 510802
FW2022_TransferScreen_Fluff_Filename_11=SecProtocols GSL
FW2022_TransferScreen_Fluff_Filename_12=Stormwal Celebration
FW2022_TransferScreen_Fluff_Filename_13=TISC_NGIHM7
FW2022_TransferScreen_Fluff_Filename_14=TISC_OTUZTA
FW2022_TransferScreen_Fluff_Filename_15=MeetingNotes CST
FW2022_TransferScreen_Fluff_Filename_16=ORSN_1AYCLP15
FW2022_TransferScreen_Fluff_Filename_17=NineTails Concerns
FW2022_TransferScreen_Fluff_Filename_18=Bonus Payments
FW2022_TransferScreen_Fluff_Filename_19=KCaplanNotes 500401
FW2022_TransferScreen_Fluff_Filename_2=KLEP_TS61S00N
FW2022_TransferScreen_Fluff_Filename_20=ParRoute FLWK
FW2022_TransferScreen_Fluff_Filename_21=Trace Log
FW2022_TransferScreen_Fluff_Filename_22=Link63wif
FW2022_TransferScreen_Fluff_Filename_23=Order33 HalfMeasure
FW2022_TransferScreen_Fluff_Filename_24=DNLW_WVGOVL9F
FW2022_TransferScreen_Fluff_Filename_25=DNLW_QZGCVLZO
FW2022_TransferScreen_Fluff_Filename_26=DNLW_MH026KV5
FW2022_TransferScreen_Fluff_Filename_27=Kareah Station
FW2022_TransferScreen_Fluff_Filename_28=QUIP_NQ900EFP
FW2022_TransferScreen_Fluff_Filename_29=QUIP_KB2U6Q13
FW2022_TransferScreen_Fluff_Filename_3=ADJU_JD1Q5D
FW2022_TransferScreen_Fluff_Filename_30=Calibration Results
FW2022_TransferScreen_Fluff_Filename_31=BIN64
FW2022_TransferScreen_Fluff_Filename_32=Screenshots
FW2022_TransferScreen_Fluff_Filename_33=USER
FW2022_TransferScreen_Fluff_Filename_34=GAME CFG
FW2022_TransferScreen_Fluff_Filename_35=DATA P4k
FW2022_TransferScreen_Fluff_Filename_36=KCaplanNotes 490526
FW2022_TransferScreen_Fluff_Filename_37=Finley Spec
FW2022_TransferScreen_Fluff_Filename_38=HERC 2953 RVMP
FW2022_TransferScreen_Fluff_Filename_39=ORSN_QN6LS33A
FW2022_TransferScreen_Fluff_Filename_4=ADJU_D898E9
FW2022_TransferScreen_Fluff_Filename_40=ORSN_RDHGR2F8
FW2022_TransferScreen_Fluff_Filename_41=ORSN_YUFRMYHC
FW2022_TransferScreen_Fluff_Filename_42=ORSN_PA9YINAN
FW2022_TransferScreen_Fluff_Filename_43=ORSN_ILV33HPF
FW2022_TransferScreen_Fluff_Filename_44=Platform Maintenance U1D
FW2022_TransferScreen_Fluff_Filename_45=FinancialPlan2953
FW2022_TransferScreen_Fluff_Filename_46=LIM_EEET
FW2022_TransferScreen_Fluff_Filename_47=LIM_J5GU
FW2022_TransferScreen_Fluff_Filename_48=LIM_ANPJ
FW2022_TransferScreen_Fluff_Filename_49=SyndctUpdt URGENT
FW2022_TransferScreen_Fluff_Filename_5=ADJU_UKSG0G
FW2022_TransferScreen_Fluff_Filename_50=TLXCore_001
FW2022_TransferScreen_Fluff_Filename_51=TLXCore_002
FW2022_TransferScreen_Fluff_Filename_52=MSalte Appraisal
FW2022_TransferScreen_Fluff_Filename_53=Recall Notice LMN087
FW2022_TransferScreen_Fluff_Filename_54=DunlowLWT
FW2022_TransferScreen_Fluff_Filename_55=Senate 2949-03-19
FW2022_TransferScreen_Fluff_Filename_56=XenoThreat Update
FW2022_TransferScreen_Fluff_Filename_57=StrFght Proc Mod
FW2022_TransferScreen_Fluff_Filename_58=KCaplanNotes 500901
FW2022_TransferScreen_Fluff_Filename_59=FuelStats GNS
FW2022_TransferScreen_Fluff_Filename_6=ADJU_9K4CYP
FW2022_TransferScreen_Fluff_Filename_60=EMPLY CredData
FW2022_TransferScreen_Fluff_Filename_61=Client Records 2948
FW2022_TransferScreen_Fluff_Filename_62=Stratus Incident Report
FW2022_TransferScreen_Fluff_Filename_63=XRDrivePrototype
FW2022_TransferScreen_Fluff_Filename_64=BR_OV_FDTS
FW2022_TransferScreen_Fluff_Filename_65=BR_CG_55MZ
FW2022_TransferScreen_Fluff_Filename_66=KCaplanNotes 511220
FW2022_TransferScreen_Fluff_Filename_67=Charity Fundraiser Gala
FW2022_TransferScreen_Fluff_Filename_68=HullMTR_09
FW2022_TransferScreen_Fluff_Filename_69=FabricationMSTR
FW2022_TransferScreen_Fluff_Filename_7=New Ship Proposals
FW2022_TransferScreen_Fluff_Filename_70=2953 Release Schedule v3
FW2022_TransferScreen_Fluff_Filename_71=Q4 Overlook
FW2022_TransferScreen_Fluff_Filename_72=CrashHandler
FW2022_TransferScreen_Fluff_Filename_73=O2R_4Z_N73
FW2022_TransferScreen_Fluff_Filename_74=Imprint Concerns
FW2022_TransferScreen_Fluff_Filename_75=8BS_QV_T5G
FW2022_TransferScreen_Fluff_Filename_8=CAN_A00001
FW2022_TransferScreen_Fluff_Filename_9=CAN_A00002
FW2022_TransferScreen_Fluff_Filetype_1=TLP
FW2022_TransferScreen_Fluff_Filetype_10=LQI
FW2022_TransferScreen_Fluff_Filetype_2=VPD
FW2022_TransferScreen_Fluff_Filetype_3=DDF
FW2022_TransferScreen_Fluff_Filetype_4=XSC
FW2022_TransferScreen_Fluff_Filetype_5=XSR
FW2022_TransferScreen_Fluff_Filetype_6=CLK
FW2022_TransferScreen_Fluff_Filetype_7=DRV
FW2022_TransferScreen_Fluff_Filetype_8=BOB
FW2022_TransferScreen_Fluff_Filetype_9=NYN
FW2022_TransferScreen_InProgress=Transfer In Progress
FW2022_TransferScreen_LoggedInNotifier=Logged in as:
FW2022_TransferScreen_Logout=Log Out
FW2022_TransferScreen_OwnerName=Crusader Industries
FW2022_TransferScreen_ProgressIndicator=Progress:
FW2022_TransferScreen_ProgressPercentGlyph=%
FW2022_TransferScreen_ProgressValue=XYZ
FW2022_TransferScreen_Success=Data Transfer Complete
FW2022_TransferScreen_TimeRemainingIndicator=Time Remaining:
FW2022_TransferScreen_TimeRemainingValur=NN:NN:NN
FW22_NT_Datapad_Admin_MSG_01=Here's your code, Stax.
FW22_NT_Datapad_Admin_MSG_02=~mission(VeryHardCode)
FW22_NT_Datapad_Admin_MSG_03=Thanks, Mendo. How you feeling?
FW22_NT_Datapad_Admin_MSG_04=I give us solid odds. The plan is as good as they come and the IFFI tech's impressive. Only question is if we got the right people to pull it off.
FW22_NT_Datapad_Admin_MSG_05=Is this about me bailing for that stormwal tour?
FW22_NT_Datapad_Admin_MSG_06=Come on, man. You know I didn't mean you. Just worried about the download.
FW22_NT_Datapad_Admin_MSG_07=It's gonna go fine. Even if they find out what's going on, it'll be too late to do anything.
FW22_NT_Datapad_Admin_MSG_08=Yeah, especially since I got the system locked tight with a password generated from the first digit of all your codes.
FW22_NT_Datapad_Admin_MSG_09=Well, there you go. Pretty much the only way they'd be able to stop us is if they pull a Globy and guess the damn thing.
FW22_NT_Datapad_Admin_MSG_10=Out of curiosity, how was the tour?
FW22_NT_Datapad_Admin_MSG_11=Shit was crazy. Saw two of them out there in the last second.
FW22_NT_Datapad_Admin_MSG_12=Crazy.
FW22_NT_Datapad_Admin_MSG_13=Yeah, yeah. I know you don't give a shit.
FW22_NT_Datapad_Admin_MSG_14=Let's get through this and maybe I'll start.
FW22_NT_Datapad_Admin_MSG_15=Deal.
FW22_NT_Datapad_Admin_Time_01=12:53
FW22_NT_Datapad_Admin_Time_02=12:53
FW22_NT_Datapad_Admin_Time_03=12:54
FW22_NT_Datapad_Admin_Time_04=12:56
FW22_NT_Datapad_Admin_Time_05=12:57
FW22_NT_Datapad_Admin_Time_06=12:58
FW22_NT_Datapad_Admin_Time_07=13:01
FW22_NT_Datapad_Admin_Time_08=13:03
FW22_NT_Datapad_Admin_Time_09=13:04
FW22_NT_Datapad_Admin_Time_10=13:07
FW22_NT_Datapad_Admin_Time_11=13:08
FW22_NT_Datapad_Admin_Time_12=13:09
FW22_NT_Datapad_Admin_Time_13=13:10
FW22_NT_Datapad_Admin_Time_14=13:12
FW22_NT_Datapad_Admin_Time_15=13:12
FW22_NT_Datapad_Admin_Title=Party Supplies - Admin
FW22_NT_Datapad_Brushwood_MSG_01=~mission(MediumCode)
FW22_NT_Datapad_Brushwood_MSG_02=Here's your code. Now, I want you focused on keeping Brushwood safe and those AAs gunning.
FW22_NT_Datapad_Brushwood_MSG_03=Yeah, fine.
FW22_NT_Datapad_Brushwood_MSG_04=We're not going to have a problem are we? I don't need another Della happening today.
FW22_NT_Datapad_Brushwood_MSG_05=Last time I checked, Nine Tails still got paid for the Della.
FW22_NT_Datapad_Brushwood_MSG_06=That was a rain drop in the ocean compared to this job. Which is why I need you focused. We clear?
FW22_NT_Datapad_Brushwood_MSG_07=Sure. Whatever you say, Mendo.
FW22_NT_Datapad_Brushwood_Time_01=13:39
FW22_NT_Datapad_Brushwood_Time_02=13:41
FW22_NT_Datapad_Brushwood_Time_03=13:52
FW22_NT_Datapad_Brushwood_Time_04=13:53
FW22_NT_Datapad_Brushwood_Time_05=13:55
FW22_NT_Datapad_Brushwood_Time_06=13:57
FW22_NT_Datapad_Brushwood_Time_07=14:04
FW22_NT_Datapad_Brushwood_Title=Party Supplies - Brushwood
FW22_NT_Datapad_ChatMembers=CHAT MEMBERS:
FW22_NT_Datapad_ChatTitle=CHAT NAME:
FW22_NT_Datapad_Hartmoore_MSG_01=Here's the code for the containers.
FW22_NT_Datapad_Hartmoore_MSG_02=~mission(HardCode)
FW22_NT_Datapad_Hartmoore_MSG_03=Thanks.
FW22_NT_Datapad_Hartmoore_MSG_04=You ready for this?
FW22_NT_Datapad_Hartmoore_MSG_05=Yeah, sure. Why wouldn't I be?
FW22_NT_Datapad_Hartmoore_MSG_06=Just want to make sure that we'll have enough cover to get the job done.
FW22_NT_Datapad_Hartmoore_MSG_07=Not sure what you're getting so worked up about. With us owning the skies, it all seems pretty straight forward to me.
FW22_NT_Datapad_Hartmoore_MSG_08=Right. Let's just keep on task and not get creative.
FW22_NT_Datapad_Hartmoore_MSG_09=This again? I keep telling you, mate. If you want to scare people, you gotta do some scary shit.
FW22_NT_Datapad_Hartmoore_MSG_10=Is that what you call gutting Hender's whole family one by one?
FW22_NT_Datapad_Hartmoore_MSG_11=Look, I get it. You don't like getting your hands dirty. Fine. But how about you worry about doing your job and stay the hell out of my business.
FW22_NT_Datapad_Hartmoore_MSG_12=My job is making sure you do yours. That's why I got picked to run things and not you. Don't forget it.
FW22_NT_Datapad_Hartmoore_MSG_13=Yeah... I won't.
FW22_NT_Datapad_Hartmoore_Time_01=13:16
FW22_NT_Datapad_Hartmoore_Time_02=13:16
FW22_NT_Datapad_Hartmoore_Time_03=13:18
FW22_NT_Datapad_Hartmoore_Time_04=13:19
FW22_NT_Datapad_Hartmoore_Time_05=13:21
FW22_NT_Datapad_Hartmoore_Time_06=13:22
FW22_NT_Datapad_Hartmoore_Time_07=13:27
FW22_NT_Datapad_Hartmoore_Time_08=13:28
FW22_NT_Datapad_Hartmoore_Time_09=13:30
FW22_NT_Datapad_Hartmoore_Time_10=13:32
FW22_NT_Datapad_Hartmoore_Time_11=13:34
FW22_NT_Datapad_Hartmoore_Time_12=13:36
FW22_NT_Datapad_Hartmoore_Time_13=13:39
FW22_NT_Datapad_Hartmoore_Title=Party Supplies - Hartmoore
FW22_NT_Datapad_Mendo_MSG_01=Here.
FW22_NT_Datapad_Mendo_MSG_02=~mission(bargeCode)
FW22_NT_Datapad_Mendo_MSG_03=Thanks for the codes.
FW22_NT_Datapad_Mendo_MSG_04=How's it looking over there?
FW22_NT_Datapad_Mendo_MSG_05=Everything is set up. Expect things to kick off on schedule.
FW22_NT_Datapad_Mendo_MSG_06=Good luck.
FW22_NT_Datapad_Mendo_MSG_07=Who needs luck? Those IFFIs are impressive bits of tech. Thanks for the hookup.
FW22_NT_Datapad_Mendo_MSG_08=Glad you like the new toys. Onto business, that special package I prepped for you should match pretty seamlessly with their system.
FW22_NT_Datapad_Mendo_MSG_09=No doubt. I'll let you know once the transfer's complete.
FW22_NT_Datapad_Mendo_Time_01=12:24
FW22_NT_Datapad_Mendo_Time_02=12:24
FW22_NT_Datapad_Mendo_Time_03=12:26
FW22_NT_Datapad_Mendo_Time_04=12:30
FW22_NT_Datapad_Mendo_Time_05=12:34
FW22_NT_Datapad_Mendo_Time_06=12:37
FW22_NT_Datapad_Mendo_Time_07=12:39
FW22_NT_Datapad_Mendo_Time_08=12:43
FW22_NT_Datapad_Mendo_Time_09=12:46
FW22_NT_Datapad_Mendo_Title=Pressley Party Supplies
FW22_NT_Datapad_Name_01=Ren
FW22_NT_Datapad_Name_02=Phoenix
FW22_NT_Datapad_Name_03=Scorch
FW22_NT_Datapad_Name_04=N_Acker
FW22_NT_Datapad_Name_05=Stax
FW22_NT_Datapad_Name_06=ACR1234
FW22_NT_Datapad_Solanki_MSG_01=Here's the code for the containers on your platform.
FW22_NT_Datapad_Solanki_MSG_02=~mission(EasyCode)
FW22_NT_Datapad_Solanki_MSG_03=Hell yeah! Crusader's gonna be kipo surprised when we take over.
FW22_NT_Datapad_Solanki_MSG_04=Kipo?
FW22_NT_Datapad_Solanki_MSG_05=You know, like really surprised.
FW22_NT_Datapad_Solanki_MSG_06=Whatever. Just focus on doing your part and everything should be fine.
FW22_NT_Datapad_Solanki_MSG_07=No worries, boss. I'll keep 'em busy enough to get the job done. Doesn't matter how many times they regen me.
FW22_NT_Datapad_Solanki_MSG_08=We talked about this. It's better if you don't need a regen.
FW22_NT_Datapad_Solanki_MSG_09=Yeah, yeah. Aces.
FW22_NT_Datapad_Solanki_MSG_10=But if I do regen, you remember you swore to get my armor, right?
FW22_NT_Datapad_Solanki_MSG_11=Right?
FW22_NT_Datapad_Solanki_MSG_12=Don't die and I won't have to.
FW22_NT_Datapad_Solanki_Time_01=14:07
FW22_NT_Datapad_Solanki_Time_02=14:07
FW22_NT_Datapad_Solanki_Time_03=14:08
FW22_NT_Datapad_Solanki_Time_04=14:14
FW22_NT_Datapad_Solanki_Time_05=14:15
FW22_NT_Datapad_Solanki_Time_06=14:21
FW22_NT_Datapad_Solanki_Time_07=14:22
FW22_NT_Datapad_Solanki_Time_08=14:25
FW22_NT_Datapad_Solanki_Time_09=14:28
FW22_NT_Datapad_Solanki_Time_10=14:33
FW22_NT_Datapad_Solanki_Time_11=14:39
FW22_NT_Datapad_Solanki_Time_12=14:41
FW22_NT_Datapad_Solanki_Title=Party Supplies - Solanki
FW22_NT_Journal_Body_01=CHAT NAME: \nParty Supplies - Solanki\n\nCHAT MEMBERS:\nRen\nPhoenix\n\nRen [14:07]: \nHere's the code for the containers on your platform.\nRen [14:07]: \n~mission(EasyCode)\n\nPhoenix [14:08]: \nHell yeah! Crusader's gonna be kipo surprised when we take over.\n\nRen [14:14]: \nKipo?\n\nPhoenix [14:15]: \nYou know, like really surprised.\n\nRen [14:21]: \nWhatever. Just focus on doing your part and everything should be fine.\n\nPhoenix [14:22]: \nNo worries, boss. I'll keep 'em busy enough to get the job done. Doesn’t matter how many times they regen me\n\nRen [14:25]: \nWe talked about this. It's better if you don’t need a regen. \n\nPhoenix [14:28]: \nYeah, yeah. Aces\nPhoenix [14:33]: \nBut if I do regen, you remember you swore to get my armor, right?\nPhoenix [14:39]: \nRight?\n\nRen [14:41]: \nDon't die and I won't have to.\n
FW22_NT_Journal_Body_02=CHAT NAME: \nParty Supplies - Brushwood\n\nCHAT MEMBERS:\nRen\nScorch\n\nRen [13:39]: \n~mission(MediumCode)\nRen [13:41]: \nHere's your code. Now, I want you focused on keeping Brushwood safe and those AAs gunning. \n\nScorch [13:52]: \nYeah, fine. \n\nRen [13:53]: \nWe're not going to have a problem are we? I don't need another Della happening today.\n\nScorch [13:55]: \nLast time I checked, Nine Tails still got paid for the Della.\n\nRen [13:57]: \nThat was a rain drop in the ocean compared to this job. Which is why I need you focused. We clear?\n\nScorch [14:04}: \nSure. Whatever you say, Mendo.\n
FW22_NT_Journal_Body_03=CHAT NAME: \nParty Supplies - Hartmoore\n\nCHAT MEMBERS:\nRen\nN_Acker\n\nRen [13:16]: \nHere's the code for the containers. \nRen [13:16]: \n~mission(HardCode)\n\nN_Acker [13:18]: \nThanks.\n\nRen [13:19]: \nYou ready for this?\n\nN_Acker [13:21]: \nYeah, sure. Why wouldn't I be? \n\nRen [13:22]: \nJust want to make sure that we'll have enough cover to get the job done.\n\nN_Acker [13:27]: \nNot sure what you're getting so worked up about. With us owning the skies, it all seems pretty straight forward to me.\n\nRen [13:28]: \nRight. Let's just keep on task and not get creative.\n\nN_Acker [13:30]: \nThis again? I keep telling you, mate. If you want to scare people, you gotta do some scary shit.\n\nRen [13:32]: \nIs that what you call gutting Hender's whole family one by one?\n\nN_Acker [13:34]: \nLook, I get it. You don't like getting your hands dirty. Fine. But how about you worry about doing your job and stay the hell out my business. \n\nRen {13:36]: \nMy job is making sure you do yours. That's why I got picked to run things and not you. Don't forget it.\n\nN_Acker [13:39]: \nYeah… I won't.\n
FW22_NT_Journal_Body_04=CHAT NAME: \nParty Supplies - Admin\n\nCHAT MEMBERS:\nRen\nStax\n\nRen [12:53]: \nHere's your code, Stax.\nRen [12:53]: \n~mission(VeryHardCode)\n\nStax [12:54]: \nThanks, Mendo. How you feeling?\n\nRen [12:56]: \nI give us solid odds. The plan is as good as they come and the IFFI tech's impressive. Only question is if we got the right people to pull it off.\n\nStax [12:57]: \nIs this about me bailing for that stormwal tour?\n\nRen [12:58]: \nCome on, man. You know I didn't mean you.\n\nStax [13:01]: \nYeah, I know. Anything I can do?\n\nRen [13:03]: \nNah, I'm all set. You can just focus on the Admin Center. It's good knowing that I got you keeping an eye on things for me down there.\n\nStax [13:04]: \nHere to help, you know.\n\nRen {13:07]: \nHow was the tour?\n\nStax [13:08]: \nShit was crazy. Saw two of them out there in the last second.\n\nRen [13:09]: \nCrazy.\n\nStax [13:10]: \nYeah, yeah, I know you don't give a shit.\n\nRen [13:12]: \nLet's get through this and maybe I'll start.\n\nStax [13:12]: \nDeal.\n
FW22_NT_Journal_Body_05=CHAT NAME: \nPressley Party Supplies\n\nCHAT MEMBERS:\nRen\nACR1234\n\nACR1234 [12:24]: \nHere.\nACR1234 [12:24]: \n~mission(bargeCode)\n\nRen [12:26]: \nThanks for the codes.\n\nACR1234 [12:30]: \nHow's it looking over there?\n\nRen [12:34]: \nEverything is set up. Expect things to kick off on schedule.\n\nACR1234 [12:37]: \nGood luck.\n\nRen [12:39]: \nWho needs luck? Those IFFIs are impressive bits of tech. Thanks for the hookup. \n\nACR1234 [12:43]: \nGlad you like the new toys. Onto business, that special package I prepped for you should match pretty seamlessly with their system.\n\nRen [12:46]: \nNo doubt. I'll let you know once the transfer's complete.\n
FW22_NT_Journal_Title_01=Party Supplies - Solanki
FW22_NT_Journal_Title_02=Party Supplies - Brushwood
FW22_NT_Journal_Title_03=Party Supplies - Hartmoore
FW22_NT_Journal_Title_04=Party Supplies - Admin
FW22_NT_Journal_Title_05=Pressley Party Supplies
FW_QuantumMarker_Desc=During Invictus Launch week, meet the brave defenders and awe-inspiring ships of the UEE Naval fleet up close and personal as military vessels dock at stations above ArcCorp, Hurston, and microTech.
FW_QuantumMarker_Name=Invictus Launch Fleet
F_Ind_FullyCharged,P=Fully Charged
F_Ind_HackingFluff,P=namespace Hacking\n{\n //////////////////////////////////////////////////////////////////////////\n bool CHackingAbilityLineShift::CanActivate()\n {\n const CHackingGameboard& gameboard = m_hackingSession.GetGameboard();\n if (m_owner.GetSpareNodeId() == INVALID_NODE_ID || gameboard.IsNodeRotating(m_owner.GetSpareNodeId()) || !gameboard.CanShiftLine(m_targetLine, m_shiftDir, m_params.chargeUpTime))\n {\n return false;\n }\n \n return CHackingAbilityBase::CanActivate();\n }\n \n //////////////////////////////////////////////////////////////////////////\n bool CHackingAbilityLineShift::TryActivate()\n {\n const float shiftRate = m_params.duration > 0.0f ? (1.0f / m_params.duration) : 0.0f;\n if (CanActivate() && m_hackingSession.GetGameboard().StartLineShift(m_owner.GetId(), m_shiftDir, m_targetLine, m_owner.GetSpareNodeId(), m_params.chargeUpTime, shiftRate))\n {\n Activate();\n return true;\n }\n \n return false;\n }\n \n //////////////////////////////////////////////////////////////////////////\n void CHackingAbilityLineShift::HandleEvent(const SHackingEvtBase& evt)\n {\n switch (evt.type)\n {\n case EHackingEvtType::PC_InsertedNodeRotationRequested:\n {\n CHackingGameboard& gameboard = m_hackingSession.GetGameboard();\n const SHackingEvt_PlayerControlInsertedNodeRotationRequested controlEvt = static_cast(evt);\n if (m_owner.GetSpareNodeId() != INVALID_NODE_ID && controlEvt.agentId == m_owner.GetId() && !gameboard.IsNodeRotating(m_owner.GetSpareNodeId()) && \n m_currentState != EHackingAbilityState::Active && m_currentState != EHackingAbilityState::ChargeUp)\n {\n gameboard.StartNodeRotation(m_owner.GetSpareNodeId(), controlEvt.bRotateClockwise, NODE_ROTATION_RATE);\n }\n \n break;\n }\n \n case EHackingEvtType::LineShiftStatusChanged:\n {\n CHackingGameboard& gameboard = m_hackingSession.GetGameboard();\n const SHackingEvt_LineShiftStatusChanged lineShiftEvt = static_cast(evt);\n if (m_owner.GetSpareNodeId() != INVALID_NODE_ID && m_owner.GetSpareNodeId() == lineShiftEvt.insertedNodeId)\n {\n if (lineShiftEvt.IsShiftStarting() && GetAbilityState() != EHackingAbilityState::Active)\n {\n SwitchToState(EHackingAbilityState::Active);\n }\n else if (!lineShiftEvt.IsShiftStarting())\n {\n m_owner.SetSpareNodeId(lineShiftEvt.removedNodeId);\n if (GetAbilityState() != EHackingAbilityState::Cooldown)\n {\n SwitchToState(EHackingAbilityState::Cooldown);\n }\n }\n }\n break;\n }\n }\n }\n \n //////////////////////////////////////////////////////////////////////////\n void CHackingAbilityLineShift::SetTarget(const uint16 targetLine, const EPathPatternType shiftDir)\n {\n m_targetLine = targetLine;\n m_shiftDir = shiftDir;\n }\n}
F_Ind_Nominal,P=Nominal
Factions_Advocacy_DisplayName=Advocacy
Factions_BlacJac_DisplayName=BlacJac Security
Factions_CrusaderSecurity_DisplayName=Crusader Security
Factions_HurstonSecurity_DisplayName=Hurston Security
Factions_MTProt_DisplayName=MT Protection Services
Factions_Navy_DisplayName=UEE Navy
Factions_NineTail_DisplayName=Nine Tails
Factions_NorthRock_DisplayName=Northrock
Factions_XenoThreat_DisplayName=XenoThreat
Fines_Early=Early
Fines_Escalated=Escalated
Fines_Neglected=Neglected
FireMode_Burst=[BURST]
FireMode_Charge=[CHARGE]
FireMode_Rapid=[AUTO]
FireMode_Shotgun=[SHOTGUN]
FireMode_Single=[SEMI]
FleetWeek2950_Dioramas_999_Desc=We push boundaries.\nTo test the limits of what we can do.\nTo say the impossible can not define us.\nTo move us all beyond where we thought we could go.\nTo be the first. \nThe fastest. \nThe best. \n\nIt is not easy.\nLuck is as important as skill.\nFailure as important as success.\nBut we get better. \nAnd we learn.\nAnd we get back up and try again.\nAnd we carry on when others can’t.\nWe carry on so others can.\n
FleetWeek2950_Dioramas_999_SubTitle=A poem by former 999th Squadron pilot Lt. Ralph Kinoi
FleetWeek2950_Dioramas_999_Title=THE WRECKLESS
FleetWeek2950_Family_Body_01=Your loved one has just taken the first step towards a proud life in Naval service. You may have questions about what they will experience in basic training, the safety of your relative/friend, and what kind of contact you can expect during their training and subsequent deployment.\n\nWe know that this can be a scary time for some people and hope that this will offer some peace of mind about the wonderful opportunities that can result from this decision.\n
FleetWeek2950_Family_Body_02=Standard training begins as the recruits arrive on MacArthur via Naval transport. They are immediately given a choice, known as the Rubicon, which is a final opportunity to reconsider the enlistment. After which, the recruits will be divided into groups and assigned to their training camp, known as a Forge. They will also meet their Divisional Officer who will be their first mentor to train them for Naval Service.\n\nAfter an extended period of intense drilling, physical fitness, and education in military theory and technology, the recruits will transition into the Candidacy phase of their training. During this time, they will undergo a series of physical, psychological, and intellectual tests to determine where in the Navy they would be the best fit for. Some may move to the flight academy, some to research, a few may even be detailed for Marine training.\n\nFrom this point on, the recruit will receive dedicated training into whatever discipline they’ve been selected for. This will account for the remainder of their training and will end with their first ship assignment which will coincide with the next Invictus week unless there is a need for more specialized training. \nAfter that, they will deploy.\n
FleetWeek2950_Family_Body_03=We understand that the first few weeks away from the recruit are the most difficult for family and friends, but we ask that you refrain from attempting to contact them. \n\nTo help, all recruits will send a comm to let their family know that they’ve arrived on MacArthur safely, but as a common practice, we want to keep the recruits focused on these initial phases of their training as they can be crucial in their development. Therefore, we will restrict any inbound communications until after this blackout period ends. After that, you will be able to contact them on a more regular basis as comm access is a weekly privilege.\n
FleetWeek2950_Family_Body_04=A Starman’s deployment experience will vary based on their ship assignment and specialty. Many of these can take place far away from active combat zones or in dangerous areas of operations but some of these do end up placing them in harm’s way. You must understand that all of our service men and women will be trained to endure in these high intensity situations.\n\nThe Navy does offer several programs for friends and family who are having difficulty coping with a loved one on deployment, so feel free to contact the outreach department at your local Naval station to speak with a counselor who can walk you through the best options to put you at ease. \n
FleetWeek2950_Family_Body_05=While many of our personnel find that the Navy can offer a complete career, some are happy to take their experience and training back into the private sector as a Citizen. You’ll be pleased to know that honorable service in the Navy opens a variety of opportunities that may not have been available before such as continuing their education on one of the Empire’s many institutions or transforming their newfound skills into a high-paying career in the civilian world.\n\nRegardless of which path they choose, your loved one will be well-equipped to handle all the challenges that life throws at them, knowing that they have loving friends and family like yourselves, and a forever family in the Navy.\n
FleetWeek2950_Family_Title_01=FRIENDS & FAMILY OF NEW RECRUITS
FleetWeek2950_Family_Title_02=WHAT CAN NEW RECRUITS EXPECT?
FleetWeek2950_Family_Title_03=KEEPING IN TOUCH WITH RECRUITS
FleetWeek2950_Family_Title_04=THE FIRST DEPLOYMENT
FleetWeek2950_Family_Title_05=OPPORTUNITIES AFTER SERVICE
FleetWeek2950_History_Body_01=The UEE uses Invictus Launch Week as an opportunity to not only congratulate the latest graduating class of starmen and pilots, but also celebrate this newest group of recruits gathering to set off for training. All over the Empire, sons, daughters, partners, brothers, and sisters say goodbye to their loved ones before embarking to MacArthur to start their next journey in life: \n\nThe adventure of service in the UEE military.\n\nDuring this time, Naval vessels dock around the Empire and let the populace see these brave defenders and awe-inspiring ships up close. Invictus is also a wonderful opportunity for the community to come together with local governments, businesses, and law enforcement to talk about planetary security and outreach.\n
FleetWeek2950_History_Body_02=This may come as a surprise, but Invictus actually goes back several centuries to the days when the UEE was known as the United Planets of Earth (UPE). Shortly after the First Tevarin War began in 2541, Humanity suddenly found itself in need of an organized military force at a size previously unneeded. To this point, aside from the hostage situation with the Xi’an in 2530, there had only been local security forces under the control of the central Human government.\n\nWith Humanity facing an imminent and overwhelming threat, a fleet needed to be raised and trained quickly. The Tribunal sent out an immediate call for recruits to create this army.\n\nTransport ships on each of the settled planets would load up these volunteers and travel to a training facility on Mars known as Invictus. \n\nOn the morning of 2542-10-12, families and communities gathered at launch pads around the UPE territories to celebrate those that were going to defend against the alien invaders. As the conflict continued, more recruits would gather on that day to travel to Invictus to begin their training.\n\nOver the centuries, as the Empire has expanded, space travel has become even more accessible and most recruits are able to self-report, the need for Invictus Launch Week’s has diminished. The spirit of it, however, is stronger than ever.\n\nInvictus is a time to celebrate each other. To celebrate bravery, duty, and commitment to the goals that define Humanity at its finest.\n\nWelcome to Invictus.\n
FleetWeek2950_History_Title_01=WHAT IS INVICTUS LAUNCH WEEK?
FleetWeek2950_History_Title_02=WHEN DID INVICTUS START?
FleetWeek2950_Testimonial_Body_01="To me, it was never really a choice. I know a lot of people grapple with the decision, but honestly, it never crossed my mind. I mean, both my parents got their Citizenship from military service, so maybe that was a factor. There was a moment though when I touched down on the tarmac, I was suddenly seized with this fear that I wasn’t going to be able to make the cut. That was the scariest thing to me; being afraid that I was going to let down my parents and all the people who proudly wore the uniform before me. Thankfully, the Navy isn’t about me. My brothers and sisters built me up and made me the starman that I am today."
FleetWeek2950_Testimonial_Body_02="Growing up, I never really thought that I would be military. I was a rambunctious kid, to put it mildly. Wasn’t great with authority. To be honest, I was on a bad road and by all accounts probably would’ve stayed on it, until a Judge Advocate set me straight instead of sending me to jail. Once I was in, I managed to find the one thing that had been eluding me all my life: a family."
FleetWeek2950_Testimonial_Body_03=“I’m sure you’re talking to a lot of people who joined up wanting to be Aria Reilly or Cal Mason or something, but me? I wanted to learn. To me, all the wonder of the universe was found in nuts and bolts, in shaving fuel efficiency by three percent. That was my rush. If you want to get your hands on the latest in cutting edge technology and work with some of the greatest minds, the UEE Navy is the place to go.”
FleetWeek2950_Testimonial_Body_04=“I’ll just come right out and say it, the second after I signed up, it felt like I got hit by a ship because it was real now. Was I going to have to fight a Vanduul face-to-face? Hell, was I even going to make it through boot? I mean, I struggled to do a pull-up when I was a kid. What the hell was I thinking? Maybe I could try to get out of it. All these thoughts just ambushed me from that moment up to my Invictus. There was this Lieutenant monitoring all the recruits who must’ve seen how terrified I was. I was fumbling with the seat belt when suddenly the Lieutenant was right in front of me. All he said was “Calm down.” I don’t know. It was part consolation, mostly order, but whatever magic he used. It worked. I wasn’t totally calm when I hit my forge, but I found out everybody was freaking out too. That was our first bond.”
FleetWeek2950_Testimonial_SubTitle_01=Starman, UEES Drago
FleetWeek2950_Testimonial_SubTitle_02=Lieutenant JG, UEES Cestus
FleetWeek2950_Testimonial_SubTitle_03=Leading Starman, UEES Croshaw
FleetWeek2950_Testimonial_SubTitle_04=Lieutenant JG, 128th Squadron
FleetWeek2950_Testimonial_SubTitle_General=Real Testimonials on UEEN Service
FleetWeek2950_Testimonial_Title_01=Marshall Winter
FleetWeek2950_Testimonial_Title_02=Dina Rhogen
FleetWeek2950_Testimonial_Title_03=Niklaus Boone
FleetWeek2950_Testimonial_Title_04=Terrence Mally
FleetWeek2950_Testimonial_Title_General=THE NAVAL EXPERIENCE
ForceDepletionUnlawful_Desc,P=Thin out the security in this system. 750 UEC per head, with a 1500 UEC bonus upon completion.\n\nAny members of the following Organizations will count towards this mission:\n\nBlackJac Security\nCrusader Security\nHurston Security\nAdvocacy
ForceDepletionUnlawful_Title,P=Eliminate Security Forces
ForceDepletion_Desc,P=Eliminate members of the Nine Tails Organization. \n\nFor each member neutralized, you'll be paid 500 UEC, with a 1000 UEC bonus upon completion.
ForceDepletion_HUD,P=Force Depletion
ForceDepletion_LongDesc,P=Eliminate members of the Nine Tails Organization
ForceDepletion_Obj,P=Forces Remaining %ls
ForceDepletion_ShortDesc,P=Eliminate members of the Nine Tails Organization
ForceDepletion_Title,P=Eliminate members of the Nine Tails Organization
ForceDepletion_Unlawful_LongDesc,P=Eliminate members of any Private Security
ForceDepletion_Unlawful_ShortDesc,P=Eliminate members of any Private Security
Frontend_Add=新增好友
Frontend_Cancel_Friend_Invite=Cancel Invite
Frontend_CheckboxEquip=Equip Rental Item
Frontend_CheckboxRenew=Auto-Renew
Frontend_CompareItem=Compare Item
Frontend_CompareShip=Compare Ship
Frontend_ConfirmRental=Confirm Rental
Frontend_Contacts=好友
Frontend_Context_AbleJoinContact=加入好友所在的伺服器
Frontend_Context_AbleJoinParty=Join Party
Frontend_Context_NotAbleJoinContact=Cannot Join (Server Full)
Frontend_Context_NotAbleJoinParty=Cannot Join (Server Full)
Frontend_Continue=Continue Last Save
Frontend_DeleteAll=清除通知記錄
Frontend_Equip=Equip Item
Frontend_Equipped=Equipped
Frontend_Error=Error
Frontend_ExtendRental=Extend Rental
Frontend_FirstSpawn_Cancel=選擇其他地點
Frontend_FirstSpawn_Confirm=Confirm
Frontend_FirstSpawn_Warning=此地點將成為您的主要定居點。\n您確定要選擇此地點嗎?
Frontend_IsLeader=(Leader)
Frontend_ItemRented=Item Rented
Frontend_ItemSelectionText=Select an item from the left to view its details.
Frontend_Join_Party_Session=Join Leader
Frontend_LabelCost=Cost /week:
Frontend_LabelCurrentBalance=Current Balance:
Frontend_LabelCurrentQuantity=Quantity
Frontend_LabelFinalBalance=Final Balance:
Frontend_LabelQuantity=Quantity:
Frontend_LabelRentalPeriod=Rental Period:
Frontend_LevelSelect=Level Select
Frontend_LoadSave=Load Save
Frontend_Login_CharactersUpdate=Character Retrieval and Readiness
Frontend_Login_Concat=%ls\n%ls
Frontend_Login_EntitlementUpdate=Entitlement Processing
Frontend_Login_Error_During=This was encountered during the phase of %ls
Frontend_Login_Phase_Character_Retrieval=Character Retrieval
Frontend_Login_Phase_Entitlement=Entitlement
Frontend_Login_Phase_Initiation=Initiation
Frontend_Login_Phase_Legacy=Hub Authentication
Frontend_Login_Phase_Queue=Queue
Frontend_Login_QueueUpdate=You're in the login queue %S.\nYou're in position %u\nETA: Less than a minute.
Frontend_Login_QueueUpdate_Hours=You're in the login queue %S.\nYou're in position %u\nETA: %u hours %u minutes.
Frontend_Login_QueueUpdate_Long=You're in the login queue %S.\nYou're in position %u\nETA: More than 5 hours.
Frontend_Login_QueueUpdate_Minutes=You're in the login queue %S.\nYou're in position %u\nETA: %u minutes.
Frontend_Login_Started=Login Started
Frontend_Login_Waiting_Repair_Reset=Your character is in repair or reset. We will resume login shortly.
Frontend_MissingFriendList_Message=To unlock your friends list, select a Primary Residence in the Persistent Universe.
Frontend_NewGame=New Game
Frontend_Notifications=Notifications
Frontend_OEM=OEM
Frontend_Options=遊戲設定
Frontend_PU_CurrentHomeBase=主要定居點
Frontend_PU_FindingLocations=尋找位置中...
Frontend_PU_FindingSystems=尋找星系中...
Frontend_PU_HomeBaseExplained1=請選擇您角色的起始位置。在首次進入遊戲時,您將會重生於此地點,並且此處將會做為您的主要定居點,您的所有物品與載具都將存放於此。\n\n
Frontend_PU_HomeBaseExplained2=您通過官方網站所購買或訂閱系統獲得的物品或是載具都會被送至這裡。
Frontend_PU_LoadingHomeBase=獲取定居點信息...
Frontend_PU_LocationSelection=選擇主要定居點
Frontend_PU_PlayerCurrentLocation=角色目前位置
Frontend_PU_ReenterPU=進入星際公民宇宙
Frontend_PU_SelectHome=設定為主要居住地
Frontend_PU_SelectLocation=選擇地點
Frontend_PU_SelectRegion=選擇區域
Frontend_PU_SelectSystem=選擇星系
Frontend_PU_ServerLocation=伺服器區域
Frontend_PU_SubHeader=遊戲模式選擇
Frontend_PU_SubHeader_Desc=請從下列中選擇一項來體驗星際公民。
Frontend_PartyInviteMessage=%S has invited you to join a party. Press ~action(ui_notification|ui_notification_accept) to join or ~action(ui_notification|ui_notification_decline) to decline.
Frontend_Presence_AC=正在體驗《競技場指揮官》
Frontend_Presence_Away=暫離
Frontend_Presence_Busy=勿擾
Frontend_Presence_InMenu=正在選擇模式
Frontend_Presence_Offline=離線
Frontend_Presence_OnSpectrum=正在瀏覽《光譜論壇》
Frontend_Presence_PU=正在體驗《恆久宇宙》
Frontend_Presence_SM=正在體驗《星際陸戰隊》
Frontend_Rent=Rent
Frontend_RentItem=Rent Item
Frontend_RentShip=Rent Ship
Frontend_Rental=Rental
Frontend_RentalHeader=Rental Items
Frontend_RentalPricePeriod=/week
Frontend_Rented=Rented
Frontend_Search_NoResults=找不到搜尋結果
Frontend_Search_ServiceUnavailable=Service Unavailable
Frontend_SelectItem=Select Item
Frontend_SelectRentShip=Select/Rent Ship
Frontend_SelectShip=Select Ship
Frontend_Selected=Selected
Frontend_ShipCustomization=Ship Customization
Frontend_ShipRentalHeader=Rental Ships
Frontend_ShipRented=Ship Rented
Frontend_ShipSelect=Ship Rental/Select
Frontend_ShipSelectionText=Select a ship from the left to view its details.
Frontend_SoloPlay_Warning=Your party leader has yet to launch you into a server! Do you still wish to continue?
Frontend_StarCitizen=星際公民
Frontend_Unequip=Unequip Item
Frontend_VisitHangar=Visit Hangar
Frontend_VisitLocation=Visit Location
Frontend_Warning=Warning
Frontend_login_queue_position=You are connected to Login Server #%i.\n\nYour current position in the queue is %i.
GLoc_Bartender_Conv_001_1,P=How can I help you?
GLoc_Bartender_Conv_001_2,P=No problem. I've got just the thing.
GLoc_Bartender_Conv_001_3,P=Things have been quiet lately, sorry.
GLoc_Bartender_Conv_001_4,P=You let me know if there's anything else I can get you.
GLoc_Bartender_Conv_001_5,P=Thirsty...
GLoc_Bartender_Conv_001_6,P=Rumors...
GarethWIP_CaveMission=洞穴任務
GarethWIP_CaveMissionAssa_Stanton1=洞穴任務 ASSA STANTON1
GarethWIP_CaveMissionAssa_Stanton1b=洞穴任務 ASSA STANTON1B
GarethWIP_CaveMissionAssa_Stanton2b=洞穴任務 ASSA STANTON2B
GarethWIP_CaveMissionBounty_Stanton1=洞穴任務 BOUNTY STANTON1
GarethWIP_CaveMissionBounty_Stanton1b=洞穴任務 BOUNTY STANTON1b
GarethWIP_CaveMissionBounty_Stanton2b=洞穴任務 BOUNTY STANTON2b
GarethWIP_CaveMissionClearAll_Stanton1=洞穴任務 CLEAR ALL STANTON1
GarethWIP_CaveMissionClearAll_Stanton1b=洞穴任務 CLEAR ALL STANTON1B
GarethWIP_CaveMissionClearAll_Stanton2b=洞穴任務 CLEAR ALL STANTON2B
GarethWIP_CaveName=洞穴
Gathering_Desc=Gather some things. Might be crates, might be data. Who knows?! [WIP]
Gathering_MissionGiver=The Gathering Gang [WIP]
Gathering_Objective_01_Long=First Objective Long [WIP]
Gathering_Objective_01_Short=First Objective Short [WIP]
Gathering_Objective_02_Long=Second Objective Long [WIP]
Gathering_Objective_02_Short=Second Objective Short [WIP]
Gathering_Objective_02_Timer=Download Remaining: %ls [WIP]
Gathering_Title=A Gathering Mission [WIP]
GenResponse_LookingForMoreWork=Got any more work?
GenResponse_LookingForWork=I'm looking for work.
GenResponse_cant_right_now=I can't right now.
Gen_NPC_Conv_0001_1,P=Line 1: blah blah blah
Gen_NPC_Conv_0001_2,P=Line 2: blah blah blah
Gen_NPC_Conv_0002_1,P=Line 1: blah blah blah
Gen_NPC_Conv_0002_2,P=Line 2: blah blah blah
Gen_NPC_Conv_0003_1,P=Line 1: blah blah blah
Gen_NPC_Conv_0003_2,P=Line 2: blah blah blah
Gen_NPC_Conv_0004_1,P=Line 1: blah blah blah
Gen_NPC_Conv_0004_2,P=Line 2: blah blah blah
GenericLanding2_AllTheGrimHexOnesWouldJustBeTheSameStandardizedLinesJustDistorted_6,P=I'm sorry, you have insufficient credits to land.
GenericLanding_AllTheGrimHexOnesWouldJustBeTheSameStandardizedLinesJustDistorted_1,P=I'm sorry. Your regtags have been flagged for protocol violations. You are prohibited from landing at this facility.
GenericLanding_AllTheGrimHexOnesWouldJustBeTheSameStandardizedLinesJustDistorted_2,P=Stand by while we check for available hangar space.
GenericLanding_AllTheGrimHexOnesWouldJustBeTheSameStandardizedLinesJustDistorted_3,P=Landing Pad assigned.
GenericLanding_AllTheGrimHexOnesWouldJustBeTheSameStandardizedLinesJustDistorted_4,P=The owners of this facility have implemented a mandatory landing fee.
GenericLanding_AllTheGrimHexOnesWouldJustBeTheSameStandardizedLinesJustDistorted_5,P=Payment accepted.
GenericLanding_AllTheGrimHexOnesWouldJustBeTheSameStandardizedLinesJustDistorted_6,P=I'm sorry, you have insufficient credits to land.
GenericLanding_AllTheGrimHexOnesWouldJustBeTheSameStandardizedLinesJustDistorted_7,P=All of our landing pads are currently full. Please hold for pad assignment.
GenericLanding_AllTheGrimHexOnesWouldJustBeTheSameStandardizedLinesJustDistorted_8,P=I'm sorry. Your vessel exceeds the size limitations for our hangars.
GenericLanding_Encouragement_1,P=Please exit the hangar in a timely fashion. Thank you.
GenericLanding_Encouragement_2,P=You are clear to launch.
GenericLanding_Encouragement_3,P=Stop by the main office for information about fuel, repair and restocking services.
GenericLanding_Encouragement_4,P=Please request ships using the landing terminal.
GenericLanding_HangarIsMarkedOnThePlayersHud_1,P=Please proceed to assigned landing bay.
GenericLanding_HangarIsMarkedOnThePlayersHud_2,P=Stand by for EDL tractor assist.
GenericLanding_HangarIsMarkedOnThePlayersHud_3,P=Landing complete. Have a pleasant stay.
GenericLanding_IfHangarSpaceIsAvailable_1,P=Your ship has been delivered to the following landing bay.
GenericLanding_IfHangarSpaceIsNotAvailable_1,P=I'm sorry, we have no available landing bays. Your request has been processed and your ship will be delivered in the next available hangar.
GenericLanding_IfHangarSpaceIsNotAvailable_2,P=Request denied due to outstanding landing fees.
GenericLanding_IfHangarSpaceIsNotAvailable_3,P=Thank you and please visit again.
GenericLanding_IfPlayerKeepsGriefingLandingIsRevoked_1,P=Due to repeated violations of hangar safety protocols, your landing privileges have been revoked.
GenericLanding_IfThePlayerAndCrewAreLingeringInTheHangar_1,P=All personnel are expected to vacate hangar as soon as possible to accommodate fellow travellers.
GenericLanding_OncePlayerHasSelectedAShip_1,P=Standby, retrieving ship info.
GenericLanding_OverComms_1,P=Hello and thank you for contacting EDL landing assist.
GenericLanding_PlayerIsBlockingTheFlightLane_1,P=Warning. You are blocking an active flight lane. Please vacate the vicinity.
GenericLanding_PlayerIsBlockingTheFlightLane_2,P=Warning. You are in violation of hangar safety protocols.
Goss=Goss System
Goss1=Goss I
Goss1_Desc=The abundant farmlands that cover most of this planet's massive mono-continent are used to exclusively feed the large population on neighboring planet, Cassel. \n
Goss2=Cassel
Goss2_Desc=Hundreds of millions of tourists from all over the universe come to visit the beautiful coastlines of this biodiverse world. \n
Goss3=Goss III
Goss3_Desc=Access to this large sub-tropical world is restricted to those who receive clearance from the military base on its surface. \n
Goss_Desc=Generally regarded as one of the most visually stunning parts of the Empire, Goss is a binary star system situated near the massive stellar phenomenon known as the Olympus Pool. Consequently, the bulk of the system's economy comes from tourism, but Gossians pride themselves on being self sufficient as the system produces its raw materials internally, mining and harvesting resources on their own.\n
Goss_JumpPoint_Helios=格斯 - 赫利奧斯 躍遷點 [Goss - Helios Jump Point]
Goss_JumpPoint_Helios_Desc=該躍遷點連接著格斯[Goss]星系和赫里歐斯[Helios]星系。
Goss_JumpPoint_Osiris=格斯 - 歐西里斯 躍遷點 [Goss - Osiris Jump Point]
Goss_JumpPoint_Osiris_Desc=該躍遷點連接著格斯[Goss]星系和受「公平機會法案」保護的歐西里斯[Osiris]星系。
Goss_JumpPoint_Tayac=格斯 - 塔亞克 躍遷點 [Goss - Tayac Jump Point]
Goss_JumpPoint_Tayac_Desc=該躍遷點連接著格斯[Goss]星系和塔亞克[Tayac]星系。
Goss_JumpPoint_Terra=格斯 - 泰拉 躍遷點 [Goss - Terra Jump Point]
Goss_JumpPoint_Terra_Desc=該躍遷點連接著格斯[Goss]星系和泰拉[Terra]星系。
Goss_JumpPoint_Tyrol=格斯 - 蒂羅爾 躍遷點 [Goss - Tyrol Jump Point]
Goss_JumpPoint_Tyrol_Desc=該躍遷點連接著格斯[Goss]星系和無主的蒂羅爾[Tyrol]星系。
Goss_Star1=Goss A
Goss_Star1_Desc=A class-K main sequence star that is part of a binary pairing with Goss B.
Goss_Star2=Goss B
Goss_Star2_Desc=A class-K main sequence star that is part of a binary pairing with Goss A.
GraceWarnings_NoFly_001=Restricted Area, Alter Flight Path
GraceWarnings_NoFly_002=No Public Access, Change Course Now
GraceWarnings_Trespassing1stDegree_001=Government Property, No Trespassing
GraceWarnings_Trespassing1stDegree_002=WARNING: Felony Trespassing, Leave Now
GraceWarnings_Trespassing_001=Private Property, Please Leave
GraceWarnings_Trespassing_002=Trespassers Will Be Prosecuted, Vacate Now
GraceWarnings_Velocity_001=Halt Current Velocity: %im/s
Greeter_EndConversation=That's All
Greeter_RequestInfo_City=Ask About the City
Greeter_RequestInfo_Greeter=Ask About the Greeter
Greeter_RequestInfo_Location=Ask About the Location
Greeter_RequestInfo_Planet=Ask About the Planet
Greeter_RequestJoke=Ask for Joke
GrimhexLanding_Approaching,P=Helloooo and wellll-come to-Grim HEX!Would youuuuuu like to land?
GuideStarTaxi_Allies=Silver Leaf Society
GuideStarTaxi_RepUI_Area=UEE
GuideStarTaxi_RepUI_Description=GuideStar began life as a service that would rent private ships that were stored in ASOP, so that owners could offset storage costs. The program did not prove as popular as GuideStar's secondary service of offering a safe and secure ride share program matching people in the need of transportation to available pilots. Today, the company has thousands of verified contractors across all systems in the UEE who affordably shuttle millions of passengers.
GuideStarTaxi_RepUI_Focus=Livery Services
GuideStarTaxi_RepUI_Founded=2912年
GuideStarTaxi_RepUI_Headquarters=Fujin City, Saisei, Centauri System
GuideStarTaxi_RepUI_Leadership=Taj Walburn, CEO
GuideStarTaxi_RepUI_Name=GuideStar Taxi
GuideStarTaxi_Rivals=Sidekick Shuttles
Hadrian=Hadrian System
Hadrian1=Hadrian I
Hadrian1_Desc=A gas planet with a rocky core, Hadrian I's atmosphere is too volatile to terraform.\n
Hadrian2=Hadrian II
Hadrian2_Desc=A Class III gas giant, Hadrian II is a featureless blue globe.
Hadrian3=The Watcher
Hadrian3_Desc=Nicknamed "the Watcher" thanks to the large dark spot in the planet's otherwise pale color, Hadrian III is a massive ice giant on the fringe of the system.\n
Hadrian_AsteroidBelt1=Hadrian Belt Alpha
Hadrian_AsteroidBelt1_Desc=Located near a jump point, there are still some undetonated anti-ship mines lurking about in here lingering from the cold war. As such, the asteroids were never mined, so daring miners will risk it. A path between the Terra jump point and the remaining jumps was cleared through the belt (buoys were placed to make sure people stayed on the path).\n
Hadrian_Desc=Known as "No Man's Land", Hadrian's location near Xi'an space made it a militarily strategic system during the cold war. Now it is famous for being a main shipping checkpoint between the UEE and Xi'an Empire. Travelers are advised to stay in the system's safe space lanes, which are demarcated by buoys. Those who ignore the space lanes are liable to encounter unexploded anti-ship mines left over from the cold war.\n
Hadrian_Flotilla=Kedsu Reef
Hadrian_Flotilla_Desc=On the lagrange point of Hadrian II, there's a mini-mall cluster of former military stations that have been converted into a massive bazaar. Some newer trade stations have opened in recent years as the site has become a mecca of trade to the Xi'an.
Hadrian_JumpPoint_Castra=哈德良 - 卡斯塔 躍遷點 [Hadrian - Castra Jump Point]
Hadrian_JumpPoint_Castra_Desc=該躍遷點連接著哈德良[Hadrian]星系和卡斯塔[Castra]星系。
Hadrian_JumpPoint_Gurzil=哈德良 - 古爾齊爾 躍遷點 [Hadrian - Gurzil Jump Point]
Hadrian_JumpPoint_Gurzil_Desc=該躍遷點連接著哈德良[Hadrian]星系和古爾齊爾[Gurzil]星系。
Hadrian_JumpPoint_Kiel=哈德良 - 基爾 躍遷點 [Hadrian - Kiel Jump Point]
Hadrian_JumpPoint_Kiel_Desc=該躍遷點連接著哈德良[Hadrian]星系和基爾[Kiel]星系。
Hadrian_JumpPoint_Oya=哈德良 - 歐雅 躍遷點 [Hadrian - Oya Jump Point]
Hadrian_JumpPoint_Oya_Desc=該躍遷點連接著哈德良[Hadrian]星系和歐雅[Oya]星系。
Hadrian_JumpPoint_Pyro=哈德良 - 派羅 躍遷點 [Hadrian - Pyro Jump Point]
Hadrian_JumpPoint_Pyro_Desc=該躍遷點連接著哈德良[Hadrian]星系和無主的派羅[Pyro]星系。
Hadrian_JumpPoint_Terra=哈德良 - 泰拉 躍遷點 [Hadrian - Terra Jump Point]
Hadrian_JumpPoint_Terra_Desc=該躍遷點連接著哈德良[Hadrian]星系和泰拉[Terra]星系。
Hadrian_Star=Hadrian
Hadrian_Star_Desc=A class-M red giant star.
Heads_Male_01=Face 01
Heads_Male_02=Face 02
Heads_Male_03=Face 03
Heads_Male_04=Face 04
Heads_Male_05=Face 05
Heads_Male_06=Face 06
Heads_Male_07=Face 07
Heads_Male_08=Face 08
Heads_Male_09=Face 09
Hints_ADS1=Use ~action(player|zoom) to aim down the weapon sights.
Hints_ADSContext01=To hold breath use ~action(player|stabilize).\nTo zoom in and out use ~action(player|zoom_in) / ~action(player|zoom_out).
Hints_ADSContext01_Gamepad=To hold breath use ~action(player|stabilize).\nTo zoom use ~action(player|zoom_in_out).
Hints_ASOP1=Fleet Manager kiosks located in stations, spaceports and hangars, allow you to retrieve any of the vehicles you own or are currently renting.
Hints_ASOP2=Pass through an Airlock to reach the landing pads. Follow the AR waypoint on your visor to locate your ship.
Hints_ASOP3=While interacting with the Fleet Manager kiosk, select 'Retrieve' on the vehicle you wish to have brought to a hangar.
Hints_ASOP_Title=載具取回
Hints_ATC1=To receive a hangar assignment or permission to take-off, contact landing services via the Comms menu on your MFD or in your mobiGlas.
Hints_ATC2=Select the Comms icon next to the landing service to make the request.
Hints_ATC3=Select the Comms icon next to the landing service to request take-off.
Hints_ATC_Title=Air Traffic Control (ATC)
Hints_ActorStatusBleeding_Title=Bleeding
Hints_ActorStatusBuffApplied=A "+" or "-" symbol next to a HUD icon represents an active buff or debuff is being applied to that system.
Hints_ActorStatusBuff_Title=Player Buffs & Debuffs
Hints_ActorStatusClothingChanged=Some armor and clothing can protect against extreme temperatures as detailed in their descriptions.
Hints_ActorStatusCorpseMarkerShown=Your previous body and any items on it can be found at the Corpse marker. To dismiss, open the Personal Inner Thought menu, and go to Actions, Player.
Hints_ActorStatusCorpseMarkerShown_Title=Corpse Retrieval
Hints_ActorStatusDeadlyInjuryStarted=您已嚴重受傷。使用藥物來緩解症狀,並使用一級醫療床來獲得全面的治療。
Hints_ActorStatusDigestionAbsorptionEmpty=Eat and drink regularly to avoid negative effects as your Nutrition and Hydration levels decrease.
Hints_ActorStatusDownedEnter=While incapacitated, ask others in your party, in chat, or through rescue service beacons to revive you before the 'Time to Death' timer expires.
Hints_ActorStatusDowned_Title=Incapacitated
Hints_ActorStatusEating_Title=Eating & Drinking
Hints_ActorStatusEffectArmsLockCannotClimbLadder=You cannot climb ladders while your arms are experiencing Partial Paralysis. Treat with an Opioid like Roxaphen to temporarily regain function.
Hints_ActorStatusEffectArmsLockCannotMantle=You cannot mantle while your arms are experiencing Partial Paralysis. Treat with an Opioid like Roxaphen to temporarily regain function.
Hints_ActorStatusEffectArmsLockCannotSteerShip=You cannot pilot ships while your arms are experiencing Partial Paralysis. Treat with an Opioid like Roxaphen to temporarily regain function.
Hints_ActorStatusEffectArmsLockCannotTakeDown=You cannot perform a take down while your arms are experiencing Partial Paralysis. Treat with an Opioid like Roxaphen to temporarily regain function.
Hints_ActorStatusEffectArmsLockCannotUseMountedGun=You cannot use a mounted gun while your arms are experiencing Partial Paralysis. Treat with an Opioid like Roxaphen to temporarily regain function.
Hints_ActorStatusEffectArmsLockCannotUseTrolley=You cannot use a trolley while your arms are experiencing Partial Paralysis. Treat with an Opioid like Roxaphen to temporarily regain function.
Hints_ActorStatusEffectArmsLockDropItem=You cannot carry heavy objects while your arms are experiencing Partial Paralysis. Treat with an Opioid like Roxaphen to temporarily regain function.
Hints_ActorStatusEffectArmsLockLowerWeapon=You cannot raise weapons while your arms are experiencing Partial Paralysis. Treat with an Opioid like Roxaphen to temporarily regain function.
Hints_ActorStatusEffectArmsLockStart=You arms are experiencing Partial Paralysis. Treat with an Opioid like Roxaphen to temporarily regain function.
Hints_ActorStatusEffectBleedStart=You are bleeding and will continue to lose health over time. Use a coagulant like Hemozal to reduce the effects.
Hints_ActorStatusEffectProneLockStart=Your legs are experiencing Partial Paralysis. Treat with an Opioid like Roxaphen to temporarily regain function.
Hints_ActorStatusFoodDrinkItemHeld=手上持有的食物通常可以一口吃掉,但飲料可以小口啜飲,也可以長時間連續飲用,直到內容物空了為止。
Hints_ActorStatusFoodDrinkItemInInventory=Use your personal inventory menu to view consumables and equip or discard them.
Hints_ActorStatusHospitalEnter=若想使用醫療床,請使用大廳的登記終端來預訂一間醫療室。
Hints_ActorStatusHospitalRoomReserved=如需前往您預訂的醫療室,請查看附近的指示牌。醫療室可能位於不同的樓層,需要使用電梯前往。
Hints_ActorStatusHospital_Title=醫院及診所
Hints_ActorStatusHungerThirstDamageStarted=When Nutrition and Hydration levels are too low, you will take damage and eventually become unconscious. Eat and drink to replenish your levels.
Hints_ActorStatusHungerThirstDeath=Your depleted Nutrition and Hydration levels have rendered you unconscious. Remember to eat and drink to replenish them.
Hints_ActorStatusHungerThirstFull=When Nutrition and Hydration levels are full, consuming items no longer grants the full effect. Consider saving them until you are hungry or thirsty.
Hints_ActorStatusHungerThirstStatusStarted=You are suffering ill effects from low Nutrition and / or Hydration levels. Consume food and drinks as soon as possible to restore your levels.
Hints_ActorStatusHunger_Title=Hunger & Thirst
Hints_ActorStatusHyperthermiaDamageStarted=Your body temperature is too high and you're taking damage from hyperthermia. Seek shelter or equip clothing and armor able to withstand the heat.
Hints_ActorStatusHyperthermiaStarted=You are too hot and hyperthermia is beginning to set in. Seek shelter or equip clothing and armor able to withstand the heat.
Hints_ActorStatusHypothermiaDamageStarted=Your body temperature is too low and you are taking damage from hypothermia. Seek shelter or equip clothing and armor able to withstand the cold.
Hints_ActorStatusHypothermiaStarted=You are too cold and hypothermia is beginning to set in. Seek shelter or equip clothing and armor able to withstand the cold.
Hints_ActorStatusInjuryMinor_Title=Minor Injuries
Hints_ActorStatusInjuryModerate_Title=Moderate Injuries
Hints_ActorStatusInjurySevere_Title=Severe Injuries
Hints_ActorStatusInjuryStarted=你受了輕傷。使用藥物來緩解症狀,並使用三級醫療床來獲得全面的治療。
Hints_ActorStatusIntoxicatedEnter=An elevated Blood Drug Level can cause feelings of intoxication, making getting around or piloting a vehicle difficult and potentially dangerous.
Hints_ActorStatusIntoxicated_Title=血藥濃度(BDL)
Hints_ActorStatusMajorInjuryStarted=你受到了中等程度的傷害。使用藥物來緩解症狀,並使用二級醫療床來獲得全面的治療。
Hints_ActorStatusMedBedEnter=醫療床已經恢復了您的健康度並將血藥濃度清除。使用「治療」分頁來治療傷勢(可治療的傷勢取決於醫療床的等級),並使用「藥物」分頁來調整藥劑量。
Hints_ActorStatusMedBed_Title=醫療床
Hints_ActorStatusOverdoseEnter=A high Blood Drug Level (BDL) can make you stunned, losing health, and eventually incapacitated. BDL lowers naturally but a dose of Resurgia can help.
Hints_ActorStatusOverdose_Title=Overdose
Hints_ActorStatusPartialParalysis_Title=Partial Paralysis
Hints_ActorStatusRegenerationLocation_Title=Regeneration - Location
Hints_ActorStatusRespawnCriminal=Due to your current CrimeStat, you have been regenerated at the nearest facility outside of the UEE's jurisdiction.
Hints_ActorStatusRespawnCriminal_Title=Regeneration - CrimeStat
Hints_ActorStatusRespawnLocationSet=若想將你的重生地點重設至主要定居點,請於任意一個醫療床或保險公司的終端進行操作。
Hints_ActorStatusRespawnMedBed=正常情況下,您將在主要定居點重生,但您也能透過醫療床或保險公司終端選擇其他地點。
Hints_ActorStatusRespawnPrison=Due to your current CrimeStat, local authorities have incarcerated you after regeneration.
Hints_ActorStatusRespawnPrison_Title=Regeneration - Prison
Hints_ActorStatusTemperatureAboveMaxResistance=You're experiencing high temperatures and are at risk of hyperthermia. Seek shelter or equip clothing and armor able to withstand the heat.
Hints_ActorStatusTemperatureBelowMinResistance=You're experiencing low temperatures and are at risk of hypothermia. Seek shelter or equip clothing and armor able to withstand the cold.
Hints_ActorStatusTemperatureDeath=To avoid negative effects and becoming unconscious, remember to equip clothing or armor rated for the temperature you are in.
Hints_ActorStatusTemperature_Title=Player Temperature
Hints_ActorStatusWearingHelmetConsume=You must remove your helmet to consume food or drink.
Hints_ActorStatusWeatherLocomotionEntered=Be aware that severe weather and strong winds can drop temperatures and make it difficult to move. Have equipment ready in case a storm breaks out.
Hints_ActorStatus_PITMenuDrugs=mobiGlas上的健康app會顯示目前所有受傷狀況以及作用中藥效、持續時間和緩解的症狀。
Hints_ActorStatus_PITMenuDrugs_Title=藥物
Hints_ActorStatus_PITMenuInjury=如需查看您目前的受傷、症狀及其嚴重程度,以及目前作用藥效的完整列表,請使用 mobiGlas上的健康app。
Hints_ActorStatus_PITMenuInjury_Title=Injuries
Hints_Airlocks_Title=Airlocks
Hints_BodyDrag_DropBody=To let go, use Interaction Mode and select “Drop Body.” Actions like sprint, jump, crouch, or using two-handed items will automatically drop the body.
Hints_BodyDrag_Title=Body Dragging
Hints_BodyDrag_WhilstDragging=Move at a walking pace to drag the body along with you. You may use one-handed weapons without detaching from the body.
Hints_Camera1=While piloting a vehicle, you have the option to cycle through multiple camera views.
Hints_Camera1_Title=Camera
Hints_Cargo_Align=To transfer cargo, maintain alignment of your ship in the loading area. If your deck assignment is revoked, contact Cargo Services for a new one.
Hints_Cargo_Align_Title=Cargo Transfer - Alignment
Hints_Cargo_Collect=Ships like the Hull C require loading and unloading through the Cargo Transfer system. Contact Cargo Services to be assigned an open cargo deck.
Hints_Cargo_Collect_Title=Cargo Transfer - Purchases
Hints_Cargo_Deliver=To transfer cargo with ships like the Hull C, contact Cargo Services to be assigned a cargo deck. Payment will be sent when the transfer is complete.
Hints_Cargo_Deliver_Title=Cargo Transfer – Sold Items
Hints_Cargo_Forfeit=If you exit the area before finishing the transfer, contact Cargo Services to resume. Depart entirely and your remaining cargo lost.
Hints_Cargo_Forfeit_Title=Cargo Transfer - Interrupted
Hints_Cargo_Hail=To transfer cargo, contact Cargo Services from the Commlink in your mobiGlas or the Comm’s menu on your ship’s multi-function displays (MFDs).
Hints_Cargo_Hail_Title=Cargo Services
Hints_Cargo_Interrupt_Transfer=Cargo transfers can be halted by things like: moving or exiting your ship, retracting the cargo spindles, or an obstructed loading area.
Hints_Cargo_Interrupt_Transfer_Title=Cargo Transfer - Halted
Hints_Cargo_Invalid_Ship=Cargo Services can only accommodate larger vehicles that support exterior loading, such as the Hull series of ships.
Hints_Cargo_Invalid_Ship_Title=貨運服務 – 載具尺寸
Hints_Cargo_Loading_Revoked=If you fail to report to your assigned cargo deck in a timely manner your loading area will be revoked. Contact Cargo Services for a new deck assignment.
Hints_Cargo_Loading_Revoked_Title=Cargo Transfer - Revoked
Hints_Cargo_Spindles=To load cargo onto the Hull series of ships, the cargo spindles must be extended.
Hints_Cargo_Spindles_Title=Cargo Spindles
Hints_Chat1=You can chat with others using the mobiGlas Comms app, or by opening the chat window on your visor.
Hints_Chat_Title=Chat
Hints_Combat1=Press and hold ~action(player|holster) to holster weapons.
Hints_Combat2=If you have ammo reserves, pressing ~action(player|reload) will reload your equipped weapon.
Hints_Combat3=Use ~action(player|selectpistol) to select your sidearm. ~action(player|selectprimary) and ~action(player|selectsecondary) will select equipped primary weapons. \nHold any of these to bring up the Quick Weapon Select menu.
Hints_Combat3_Gamepad=Use ~action(player|nextweapon) to equip a weapon.\nPressing ~action(player|nextweapon) will cycle weapons should you have more equipped.
Hints_Combat4=Press ~action(player|weapon_melee) to perform a melee strike with an equipped weapon.
Hints_Combat4_Gamepad=Click in ~action(player|weapon_melee) to perform a melee strike with an equipped weapon.
Hints_Combat_Title=Combat
Hints_Contacts1=Open and Close the CommLink App with ~action(default|toggle_contact).
Hints_Contacts_Title=Contacts
Hints_Criminality1=You've gained a CrimeStat level by committing an infraction in monitored space. Your current CrimeStat level is displayed on your HUD.
Hints_Criminality2=The higher your CrimeStat level, the more hostility you'll encounter from local Security.
Hints_Criminality3=Your CrimeStat level can limit which contracts are available. Crimestat levels can be legally removed by paying fines or serving jail time.
Hints_Criminality_Title=CrimeStat
Hints_CryAstro1=For a price, your ship's damage, fuel, and ammo supplies can be fixed and topped up at many landing areas via the mobiGlas Landing app.
Hints_CryAstro2=Find an available landing platform to land on to start your transaction.
Hints_CryAstro_Title=Repair, Refuel, Restock
Hints_EVA1=In Zero-G, use ~action(zero_gravity_eva|eva_strafe_forward), ~action(zero_gravity_eva|eva_strafe_back), ~action(zero_gravity_eva|eva_strafe_left) and ~action(zero_gravity_eva|eva_strafe_right) to strafe forward, back, left and right.
Hints_EVA1_Axis=In Zero-G, use ~action(zero_gravity_eva|eva_strafe_longitudinal) to strafe forward and back and ~action(zero_gravity_eva|eva_strafe_lateral) to strafe left and right.
Hints_EVA2=~action(zero_gravity_eva|eva_strafe_up) and ~action(zero_gravity_eva|eva_strafe_down) strafe up and down.\n~action(zero_gravity_eva|eva_roll_left) and ~action(zero_gravity_eva|eva_roll_right) roll left and right.
Hints_EVA2_Axis=~action(zero_gravity_eva|eva_strafe_vertical) strafe up and down.\n~action(zero_gravity_eva|eva_roll) roll left and right.
Hints_EVA_Title=Zero-G (EVA)
Hints_Emergency_Treatment_Title=Emergency Treatment
Hints_EnterBedNoPlayersNear=Logging Out\nWhen no other people are in the area, your ship will despawn from the server
Hints_EnterBedNotPlayersShip=Logging Out\nYou'll respawn on another player's ship if it is available on the server\nOtherwise, you'll respawn at the last station you stored a ship at
Hints_EnterBedPlayersNear=Logging Out\nWhen people are nearby, your ship remains on the server for a short time\nDuring this time there is a risk of it being destroyed or stolen
Hints_EnterBedPlayersOnShip=Logging Out\nIf there are people aboard, your ship will not despawn until it is empty\nDuring this time there is a risk of it being destroyed or stolen
Hints_Exit_Bed_Title=離開床位
Hints_FPSHarvesting_Collection_Title=FPS Harvesting - Collection
Hints_FPSHarvesting_OnFPSHarvestableItemInHandBackpackNotFull=You have successfully harvested an item. To add it to your personal inventory, interact with the item and choose to store it.
Hints_FPSHarvesting_OnHarvestableItemLootedIntoBackpack=Items that you collect in your inventory can be sold at various locations. To maximize your profits, consider collecting until your inventory is full.
Hints_FPSHarvesting_OnHarvestableStowed=You have successfully collected and stored an item. Collected mineables and harvestables can be sold at trading consoles for profit.
Hints_FPSHarvesting_OnPlayerLooksAtFPSHarvestableItemBackpackNotFull=You have found a harvestable item. To collect it, simply interact with it.
Hints_FPSHarvesting_OnPlayerLooksAtFPSHarvestableItemNoBackpack=You have found a harvestable item but you don't have an armor with an inventory equipped. You cannot store this item without one.
Hints_FPSMining_Collection_Title=FPS Mining - Collection
Hints_FPSMining_Deposits_Title=FPS Mining - Deposits
Hints_FPSMining_Fracturing_Title=FPS Mining - Fracturing
Hints_FPSMining_OnPlayerBackpackFull=Your inventory is full. You cannot store any more shards until you empty it or sell its contents.
Hints_FPSMining_OnPlayerFinishedScanningRock=Once scanned, prepare the deposit for collection by fracturing it with energy from your mining tool.
Hints_FPSMining_OnPlayerLooksAtFPSRock=You have found a harvestable deposit. To collect the valuable shards, the rock will first need to be fractured with energy from a mining tool.
Hints_FPSMining_OnPlayerOwningMiningTool=This mining tool allows for the collection of valuable materials from smaller ore deposits too delicate to be harvested by larger mining vehicles.
Hints_FPSMining_OnPlayerSelectingMiningTool=To find deposits suitable for use with the mining tool, search caves, moons, planets, and asteroids for rocks embedded with crystals.
Hints_FPSMining_OnPlayerShootMiningToolAtEnvironment=Trying to use the tool for anything other than mining will have little effect. Find a suitable ore deposit to use the tool properly.
Hints_FPSMining_OnPlayerStartMining=Throttle the mining tool's power to keep the rock's energy level optimal. High instability needs more adjustment. High resistance needs more energy.
Hints_FPSMining_OnPlayerTargetsFPSRock=To scan an ore deposit, hold ~action(player|zoom) with the mining tool equipped. The compositional details provided are critical to successful mining.
Hints_FPSMining_OnRockEnterDangerZone=Careful. Overcharging a rock can result in a dangerous and even lethal explosion.
Hints_FPSMining_OnRockEnterOptimalZone=Once a deposit has been charged with the optimal amount of energy for enough time, they will soon fracture.
Hints_FPSMining_OnRockSuccessfulyFractured=Now that the rock has been fractured, interact with the shards to store them in your personal inventory.
Hints_FPSMining_OnShardLootedIntoBackpack=Collected shards in your inventory can be sold at various locations. To maximize your profits, consider collecting until your inventory is full.
Hints_FPSMining_Scanning_Title=FPS Mining - Scanning
Hints_FPSMining_Title=FPS Mining
Hints_FPSMining_Tool_Title=FPS Mining Tool
Hints_ForceReaction_KnockDown_FirstTime=Large impacts can knock you prone. Press or hold ~action(player|zoom) mid-fall to recover and gain weapon control sooner.
Hints_ForceReaction_KnockDown_Title=Force Reaction - Knockdowns
Hints_Fuel1=Refuel at a hangar with your Landing mobi-app from the pilot's seat. If your ship has intakes, limit your speed to refill over time.
Hints_Fuel2=To refuel, park at a pad or hangar and use your Landing mobi-app from the pilot’s seat.
Hints_Fuel3=If your spaceship has fuel intakes, limit your maneuvering to refill over time.
Hints_Fuel_Title=Low Fuel
Hints_Green_Zone1=您已離開武裝管制區範圍並進入開放空域。武裝管制區內的戰鬥限制現已失效。
Hints_Green_Zone_Title=離開武裝管制區
Hints_Grenades_Indicator_Title=Grenades – Indicator
Hints_Grenades_Priming_Title=Grenades – Priming
Hints_Grenades_Title=Grenades
Hints_Heal1=你的健康度目前偏低。如果你的個人庫存中有醫療針,可以裝備並使用它來進行治療。你可以從商店中購買更多醫療針。
Hints_Heal2=如果你的個人庫存中有醫療針,可以裝備並使用它來進行治療。你可以從商店中購買更多醫療針。
Hints_Heal_Title=Heal
Hints_Hint_System1=You can disable the Hints at any time via the Game Settings.
Hints_Hint_System_Title=Hints
Hints_Interaction_Condition_Carry=This item is too heavy to pick up.
Hints_Interaction_Condition_Generic=Some interaction options can become unavailable based on context. Use the inner thought text or hint to help resolve the blocking condition.
Hints_Interaction_Condition_Helmet=You cannot use this interaction while wearing a helmet. Remove your helmet through mobiGlas or Personal Inner Thought menu and try again.
Hints_Interaction_Condition_Helmet_Consume=Remove your helmet to eat or drink.
Hints_Interaction_Condition_Standing=You must be standing in order to use this interaction.
Hints_Interaction_Condition_Title=Blocked Interactions
Hints_Interaction_Mode1=Tap (~action(player_choice|pc_interaction_mode)) to open doors, enter seats and activate terminals using Quick Interact.
Hints_Interaction_Mode2=Hold ~action(player_choice|pc_interaction_mode) to switch to Interaction Mode.\nInteraction points will be highlighted.
Hints_Interaction_Mode2_Gamepad=Press ~action(player_choice|pc_interaction_mode) to toggle in and out of Interaction Mode.
Hints_Interaction_Mode3=Confirm an Inner Thought selection with ~action(player_choice|pc_select).
Hints_Interaction_Mode4=Zoom in and out with ~action(player_choice|pc_zoom_in) and ~action(player_choice|pc_zoom_out).
Hints_Interaction_Mode4_Gamepad=Zoom in and out with ~action(default|ui_3d_display_zoom_toggle).
Hints_Interaction_Mode5=Hold ~action(player_choice|pc_interaction_mode) to use Interaction Mode\nConfirm an Inner Thought selection with ~action(player_choice|pc_select).
Hints_Interaction_Mode5_Gamepad=Press ~action(player_choice|pc_interaction_mode) to use Interaction Mode.\nConfirm an Inner Thought selection with ~action(player_choice|pc_select).\nPress ~action(player_choice|pc_interaction_mode) again to exit Interaction Mode.
Hints_Interaction_Mode_Title=Interaction Mode
Hints_Inventory_ClosedExternalInventoryOutOfRange=Moving too far away from a source or container will close the inventory screen. To reopen, move back within range.
Hints_Inventory_Clothing_Title=Clothing & Armor
Hints_Inventory_ContainerFull=Storage Containers have capacity limits. When full or almost full, you cannot add items that would exceed the limit.
Hints_Inventory_ContainerSizeLimits=Storage containers have size limits. Items that are too large cannot be placed inside.
Hints_Inventory_ContainerSizeLimits_Title=Storage Containers
Hints_Inventory_HomeItemAdded=A new item(s) has been added to your primary residence's local storage and can accessed while there via the inventory.
Hints_Inventory_HomeItemAdded_Title=New Item In Inventory
Hints_Inventory_InvalidClothingArmorEquip=Clothing and undersuits (and thus armor) cannot be equipped at the same time.
Hints_Inventory_InvalidClothingArmorEquip_Title=Clothing & Undersuits
Hints_Inventory_ItemPurchased=Your purchase has been transferred to your local storage and can be accessed while at this location via the inventory.
Hints_Inventory_ItemPurchased_Title=Local Storage
Hints_Inventory_Open=Drag and drop items to transfer them between storage containers and personal storage; including any items being worn or held.
Hints_Inventory_OpenInVehicle=Navigate between your personal inventory and various storage containers using the tabs on the sides of the screen.
Hints_Inventory_OpenWithNoContainer=Equip clothing, armor, and backpacks to manage their storage. Visit a container to manage its inventory. To drop items, drag them to the drop hand icon.
Hints_Inventory_SpawnPointExit=To find where your items are being stored, use the mobiGlas Asset app to track all your belongings and their current whereabouts.
Hints_Inventory_SpawnPointExit_2=Use your inventory to equip and unequip items, weapons, clothing, and armor by dragging and dropping.
Hints_Inventory_Title=Inventory
Hints_Inventory_Tracking_Title=Inventory - Tracking
Hints_Inventory_UndersuitClothingIncompatible=You must wear an undersuit to equip armor pieces. Since undersuits can't be worn with clothing, you are unable to pair clothing with armor.
Hints_Inventory_VehicleDestroyed=When a vehicle is destroyed, some items aboard have a chance of surviving. To recover, search the wreckage. (A tractor beam may be helpful.)
Hints_Inventory_VehicleEnter=Being aboard a vehicle allows you to access and manage its vehicle storage by using the inventory (~action(player_choice|pc_pit_inventory)).\nEveryone aboard has access to their own private vehicle storage. This is distinct from the vehicle's cargo space.
Hints_Inventory_VehicleStorageUsed=To find the locations of your belongings, use the mobiGlas Asset app.
Hints_Inventory_VehicleStorage_Title=載具存放
Hints_Item_Collection_Title=Item Collecting
Hints_Items1=Press ~action(player_choice|pc_qs_grenades) to grab an equipped grenade. Hold ~action(player_choice|pc_qs_grenades) to choose from the Quick Select Wheel.\nPress ~action(player|throw_overhand) to toss the grenade overarm, or press ~action(player|throw_underhand) to throw underarm.
Hints_Items1_Priming=裝備的手榴彈可以啟動引爆倒數,開始爆炸倒數計時。請務必在手榴彈爆炸前將其扔出或取消引爆。
Hints_Items2=Watch out for the grenade icon that indicates when a grenade has been thrown near to you.
Hints_Journal1=The Journal app is for reviewing your correspondence and collected data.
Hints_Journal_Title=日誌
Hints_KeyBindingCancelPopuUp=To cancel the key rebind press (~action(default|ui_toggle_pause))
Hints_Keybinding1=If a Hint action is UNBOUND you should remap it in the Keybinding menu. Find the Keybinding menu in the Options.
Hints_Keybinding_Title=Keybindings
Hints_LogInBedSpawnFailGeneric=The bed you last logged out from is currently unavailable on this server. Instead, you have respawned at your previous location.
Hints_LogInBedSpawnFailGeneric_Title=Bed Unavailable
Hints_LoggingOut=While in your ship's bed, interact with it to see the option to log out.
Hints_LoggingOut_Title=Logging Out
Hints_LogoutAIShip=Only ships owned by a player can be used as an initial spawn location.
Hints_LogoutEnteredNoPlayersAround=When no other people are in the area, your ship will despawn from the server.
Hints_LogoutEnteredNonOwned=You can spawn on another player's ship if it is available on the server. Otherwise, your initial spawn will be the last location you stored a ship at.
Hints_LogoutEnteredPlayersAround=When people are nearby, your ship remains on the server for a short time. During this time there is a risk of it being destroyed or stolen.
Hints_LogoutEnteredPlayersInShip=If there are people aboard, your ship will not despawn until it is empty. During this time there is a risk of it being destroyed or stolen.
Hints_LogoutShipWithinShip=Vehicles stored on another ship's landing area are not available for player spawning.
Hints_Logout_Title=Logging Out
Hints_MFD1=Manage your ship's power, heat, weapons and shields via the interactive screens in your cockpit.
Hints_MFD2=Use Interaction Mode to switch between and manipulate the information displayed on screen.
Hints_MFD3=請花點時間熟悉這裡提供的各種選項。能夠快速讀取這些螢幕提供的資訊至關重要。
Hints_MFD_Title=Multi-Function Displays
Hints_Map01=From your mobiGlas Map you can set destinations, place markers, and plan routes.
Hints_Map01_Gamepad=From your mobiGlas Map you can set destinations, place markers, and plan routes.
Hints_Map_Title=Maps
Hints_MedBeam_FireMode=選擇要治療的對象,可以在治療自己和其他受傷者之間切換。
Hints_MedBeam_MT_BDLCrit=多功能工具的治療配件無法治療血藥濃度達到限界值的目標。
Hints_MedBeam_MT_TargetRequired=您可以使用多功能工具的治療配件來治療短距離內的目標。
Hints_MedBeam_MT_Title=多功能工具 - 治療
Hints_MedBeam_Medgun_AdvMode=在「進階模式」中,您可以調整供應給目標的藥物類型和劑量。
Hints_MedBeam_Medgun_AdvModeButtons=按下「自動」按鈕可自動設定目標劑量。按「清除」按鈕重設目標劑量。
Hints_MedBeam_Medgun_AdvModeCritBDLBypass=進階模式不受血藥濃度限界值的限制,應謹慎使用。調整瑞舒吉拉[Resurgera]的用量可以讓血藥濃度的下降速度更快。
Hints_MedBeam_Medgun_BDLCrit=在基本模式下,醫療裝置無法為血藥濃度達到限界值的目標進行注射。使用進階模式可繞過血藥濃度安全限制。
Hints_MedBeam_Medgun_TargetRequired=您可以使用醫療裝置在短距離內對目標進行治療和施藥。
Hints_MedBeam_Medgun_ToggleAdvMode=切換到進階模式,可獲得更多藥物應用選項。
Hints_MedBeam_MedicalDeviceDosage_Title=醫療裝置 - 劑量
Hints_MedBeam_MedicalDeviceModes_Title=醫療裝置 - 模式
Hints_MedBeam_Title=醫療光束
Hints_MedBeam_ValidTargetAcquired=可以在醫療設備的AR顯示器中找到有關目標當前健康狀況的詳細資訊。
Hints_MedBeam_ValidTargetAcquired_Hurt=使用藥物緩解受傷症狀,改善受傷目標患者的健康狀況。請注意,這會提高目標患者的血藥濃度。
Hints_Medical_Device_Title=醫療裝置
Hints_MedpenStabBlockedInGreenZone=在武裝管制區內無法使用醫療針救治他人。
Hints_MedpenStabBlockedInGreenZone_Title=武裝管制區 - 醫療
Hints_Melee_Blocking=To successfully block, turn to face the incoming attack.
Hints_Melee_Combat_Title=Melee Combat
Hints_Melee_ComboAttacks=To perform combinations, alternate left and right attacks.
Hints_Melee_Dodging=To dodge attacks, double tap ~action(player|melee_dodgeLeft), ~action(player|melee_dodgeRight) or ~action(player|melee_dodgeBack) to quickly step left, right or backwards.
Hints_Melee_EquipFists=按下~action(player|selectUnarmedCombat)舉起你的拳頭,擺出戰鬥姿勢。
Hints_Melee_HeavyHaymaker=To throw a Haymaker, preform a heavy punch with the opposite hand after performing a Jab.
Hints_Melee_HeavyHook=To throw a heavy Hook, hold ~action(player|melee_AttackHeavyLeft) or ~action(player|melee_AttackHeavyRight).
Hints_Melee_KnifeEquip=Press ~action(player|selectMeleeWeapon) to equip your combat knife.
Hints_Melee_KnifeHeavy=To perform a heavy stab, hold ~action(player|melee_AttackHeavyLeft) or ~action(player|melee_AttackHeavyRight).
Hints_Melee_KnifeLight=To perform a quick slash, tap ~action(player|melee_AttackLightLeft) or ~action(player|melee_AttackLightRight).
Hints_Melee_LightAttacks=To throw a quick Jab, tap ~action(player|melee_AttackLightLeft) or ~action(player|melee_AttackLightRight).
Hints_Melee_Stun=When hit by fists you will suffer stun damage. This is not lethal, but get hit too much and you will be knocked down.
Hints_Melee_TakedownFists=Press ~action(player|weapon_melee) for a non-lethal takedown.
Hints_Melee_TakedownGun=Press ~action(player|weapon_melee) for a non-lethal takedown.
Hints_Melee_TakedownWeapon=Press ~action(player|weapon_melee) for a lethal takedown.
Hints_Melee_Uppercut=To throw an Uppercut, follow up a hook with an attack from the alternate hand.
Hints_MiningConsumables_OnConsumableExpired=An Active Mining Module has expired and its effects have ended. However, they can be activated multiple times until they're depleted.
Hints_MiningConsumables_OnConsumableExpiredNoCharges=An Active Mining Module has expired and is now fully depleted. Return to a mining equipment supplier to purchase more.
Hints_MiningConsumables_OnConsumableUsed=Each type of Mining Module has different effects and durations. Experiment with Modules to find what works best for you in various situations.
Hints_MiningConsumables_OnFirstMiningConsumableBought=Purchased Mining Modules can be equipped on compatible mining lasers. Assign the module to an available slot via the Vehicle Manager.
Hints_MiningConsumables_OnFirstMiningWithConsumablesEquipped=Passive Mining Modules are always functional. For Active Mining Modules, use Interaction Mode on the Mining Module Panel on your Dashboard.
Hints_Mining_Cargo_Title=Mining - Cargo
Hints_Mining_Difficulty_Title=Mining - Difficulty
Hints_Mining_Extraction_Title=Mining - Extraction
Hints_Mining_Fracture_Title=Mining - Fracture
Hints_Mining_Intro_Title=Mining - Intro
Hints_Mining_Mode_Welcome_Title=Welcome to Mining
Hints_Mining_Modules_Title=Mining Modules
Hints_Mining_Scanning_Title=Mining - Scanning
Hints_Mining_Title=Mining
Hints_Missions_Title=Missions
Hints_Monitored1=Local security forces uphold monitored space zones throughout the system. Any area where the satellite icon is displayed on your visor is monitored.
Hints_Monitored2=Working Comm Arrays are required to maintain monitored space.
Hints_Monitored3=You have passed outside of the local security's monitored zone.
Hints_Monitored_Title=Monitored Space
Hints_OnProspectorCargoFull=Your cargo hold is full. Any additional minerals extracted will be lost. Travel to a rest stop with a Refinery to refine or sell your materials.
Hints_OnProspectorCargoHalfFull=Your cargo hold is half full.
Hints_OnProspectorEngineStart=To start mining, travel above the surface of a planet, moon, or asteroid and use your vehicle's radar ping to find and identify mineral deposits.
Hints_OnProspectorExtractableRockTargetted=Once the rock is small enough to harvest, it will have a purple outline. Target the rock and switch to Extraction Mode to extract the minerals inside the rock.
Hints_OnProspectorFracturableRockTargetted=Target a rock to scan it, collecting more data over time. Switch to Fracture Mode to use the Mining Laser, adjusting the throttle as needed.
Hints_OnProspectorInLowOrbitOverMoon=To find valuable materials, switch to your scanning mode and use the radar ping to locate potential mineral deposits.
Hints_OnProspectorMiningModeSwitch=Mining is split into two phases: Fracture and Extraction. Fracture Mode is used to shatter rocks into smaller pieces while Extraction mode is used to extract minerals from the smallest rocks.
Hints_OnProspectorMiningNoProgress=Some deposits are too resistant or big for your current equipment. Try upgrading your laser, finding different deposits, or teaming up with others.
Hints_OnProspectorRadarBlobFound=Mineral deposit detected. Fly closer to narrow down its position and identify what it is.
Hints_OnProspectorRockExtracted=You have extracted your first valuable materials. You can continue to mine resources until your cargo hold is full.
Hints_OnProspectorRockFractured=Now that the rock has fractured, keep shattering the fragments (yellow) until they become small enough to be extracted (purple).
Hints_OnProspectorRockInPassiveRadar=You have found a rock rich in ore. Get close and switch your ship to Mining Mode to begin the fracturing and extraction process.
Hints_OnProspectorRockPowerDangerLevel=If a rock being mined reaches dangerous levels (red) it will potentially explode, damaging everything nearby.
Hints_OnProspectorRockPowerOptimalLevel=Keeping the energy level inside the rock's optimal window (green) will cause a controlled fracture to occur.
Hints_Oxygen1=To refill your oxygen tank when its low, equip an OxyPen from your inventory and then use it. OxyPens are available for purchase at shops.
Hints_Oxygen2=Your oxygen's running low. Equip an OxyPen from your inventory and use it to refill your tank. OxyPens are available for purchase at shops.
Hints_Oxygen3=Your oxygen tank's very low. Equip an OxyPen from your inventory and use it to refill your tank. OxyPens are available for purchase at shops.
Hints_Oxygen4=Your Oxygen Tank is running low. Return to an environment with life support or use an OxyPen to replenish it.
Hints_Oxygen5=Your Oxygen Tank is very low\nHurry towards the center of the map to find OxyPens.
Hints_Oxygen6=Your Oxygen Tank is very low. Quickly return to an environment with life support or use an OxyPen to replenish it.
Hints_Oxygen_Title=Oxygen
Hints_PIT_FlightModeSelect_Menu=Highlight a segment and release to toggle a mode on or off. Tapping will toggle the last selected Flight Mode.
Hints_PIT_FlightModeSelect_Open=In the Flight Mode Select menu, hold to select and release to perform the action.
Hints_PIT_FlightModeSelect_Title=Flight Mode Select Menu
Hints_PIT_Menu_Favorites=Favorites are contextual and only available when in the correct state. For example, the Quantum Travel toggle is only available when in a ship seat.
Hints_PIT_Menu_Inactive=當某些動作目前無法使用時,它們將顯示為灰色且無法使用。例如,在武裝管制區內裝備武器。
Hints_PIT_Menu_Inactive_Title=PIT Menu - Inactive
Hints_PIT_Menu_Navigation=Select an action or navigate to a category with Left Mouse Button\nTo open a highlighted segment's contextual menu or return to the previous menu hierarchy, use Right Mouse Button.
Hints_PIT_Menu_Navigation_Title=PIT Menu - Navigation
Hints_PIT_Menu_Open=Managing your avatar's behavior and carriable inventory is done through the Personal Inner Thoughts menu.
Hints_PIT_Menu_Summary=From the PIT menu, you can trigger contextual actions, set hot keys, and assign favorites.
Hints_PIT_QuickWeaponSelect_Menu=Highlight a segment and release ~action(pc_qs_weapons) to perform the selected action.
Hints_PIT_QuickWeaponSelect_Title=Quick Weapon Select Menu
Hints_Personal_Inner_Thought1=Use Interaction Mode (~action(player_choice|pc_interaction_mode)) and press ~action(player_choice|pc_personal_thought) to open your Personal Inner Thought menu.
Hints_Personal_Inner_Thought_Title=Personal Inner Thought (PIT)
Hints_Personal_Inventory01=To open your Full Inventory press (~action(player_choice|pc_pit_inventory)). To open the Quick Inventory use ~action(player_choice|pc_pit_looting).
Hints_Personal_Inventory_Title=Personal Inventory
Hints_Pickups1=When enemies are defeated, they drop pickups that replenish your spaceship. There are four different kinds: Fuel, Ammo, Missiles and Repair.
Hints_Pickups2=The pickups offer larger rewards to the players that dealt the most damage.
Hints_Pickups_Title=Pickups
Hints_Player_Movement1=Use ~action(player|fixed_speed_increment) to increase your movement speed.
Hints_Player_Movement2=Use ~action(player|sprint) to sprint.
Hints_Player_Movement2_Gamepad=Click in ~action(player|sprint) to sprint.
Hints_Player_Movement3=Press ~action(player|crouch) to crouch.\n~action(player|prone) will make you go prone.
Hints_Player_Movement3_Gamepad=Press ~action(player|gp_crouch) to crouch.\nHolding ~action(player|prone) will make you go prone.
Hints_Player_Movement3_Joystick=Press ~action(player|gp_crouch) to crouch\n~action(player|prone) will make you go prone.
Hints_Player_Movement4=Press ~action(player|jump) to jump.\nThis will also stand you up from prone or crouch.
Hints_Player_Movement4_Gamepad=Press ~action(player|gp_jump) to jump.\nThis will also stand you up from prone or crouch.
Hints_Player_Movement_Title=Movement
Hints_Port_Olisar3=在試圖透過任何氣閘通往外部之前,檢查你是否穿戴了標準服和頭盔。
Hints_Private_Match1=Private matches are unranked meaning your scores aren't recorded.
Hints_Private_Match_Title=Private Matches
Hints_Quantum_Drive_CoolDown_Title=Quantum Drive - Cool-Down
Hints_Quantum_Drive_Cooldown1=After you QT, your drive will need to cooldown. How long of a cooldown depends on the distance Quantum Travelled.
Hints_Quantum_Drive_Spooling1=Ships must fully spool up their Quantum Drives in order to Quantum Travel.
Hints_Quantum_Drive_Spooling2=Spooling your Quantum Drive will expose nearby navigation markers if nothing is selected in the Map.\n
Hints_Quantum_Drive_Spooling3=Your Quantum Drive's spooling status shows on your Flight HUD and the Calibration UI.
Hints_Quantum_Drive_Spooling4=Spooling your Quantum Drive will draw power from other elements in your ship; most notably, your ship's Weapons and Shields.
Hints_Quantum_Drive_Spooling_Title=Quantum Drive - Spooling
Hints_Quantum_Drive_Title=Quantum Drive
Hints_Quantum_Linking1=Once linked, you will be able to initiate QT for the group. Nearby group members that are aligned and spooled will travel with you.
Hints_Quantum_Linking_Title=Quantum Linking
Hints_Quantum_Travel1=Once you've set a destination in the Map, a waypoint will appear on your visor. Align your ship to the waypoint to calibrate for QT.
Hints_Quantum_Travel2=Your destination is obstructed and Quantum Travel cannot be initiated. You may need to travel somewhere else first to find a clear path.
Hints_Quantum_Travel_Calibration1=Align to a Nav Marker to start Calibrating your QT Target.
Hints_Quantum_Travel_Calibration2=The more closely you align to the QT Target, the faster your drive will calibrate.
Hints_Quantum_Travel_Calibration3=Spooling your Quantum Drive will allow you to Quantum Travel to any marked destination once calibrated.
Hints_Quantum_Travel_Calibration4=Once your Quantum Drive is aligned and calibrated you will be able initiate Quantum Travel.
Hints_Quantum_Travel_Calibration_Title=Quantum Travel - Calibration
Hints_Quantum_Travel_Cancel1=While Quantum Travel can be cancelled mid-route, it must be done PRIOR to starting the deceleration phase.
Hints_Quantum_Travel_Cancel_Title=Quantum Travel - Cancel
Hints_Quantum_Travel_Title=Quantum Travel
Hints_RepairBeam_AmmoEmpty=Repairing consumes Recycled Material Composite (RMC), which can be acquired in shops or by using the Salvage Beam.
Hints_RepairBeam_HullOverview=The Repair Beam can partially repair damage done to a hull as long as the ship or vehicle's shields are deactivated.
Hints_RepairBeam_HullOverview_Title=Repair - Hull Restoration
Hints_RepairBeam_Repairing=The repair capabilities of the Cambio-Lite SRT Attachment are limited. It won't produce a pristine hull but field repairs can be vital for survival.
Hints_RepairBeam_Title=Multi-Tool - Repair
Hints_RepairBeam_VehicleTargetAquired=Use Repair mode to patch a damaged hull by moving the beam at a steady pace and targeting damaged areas.
Hints_Respawn_MedBed_ClearAllRespawn=若刻印被從載具的醫療床移除或載具無法使用時,將會在主要定居點的醫療設施內重生。
Hints_Respawn_MedBed_ClearRespawn=在醫療設施中建立新的刻印來將其設定為您的重生點。重置您的重生點來將您的刻印重新綁定至主要定居點。
Hints_Respawn_MedBed_FirstUnavailable=如果重生時您的優先重生地點無法使用,您將會重生於主要定居點附近的醫療設施中。
Hints_Respawn_MedBed_OutOfRange=重生地點有最大有效範圍。在這個範圍之外死亡將導致你在其他地方重生。
Hints_Respawn_MedBed_SetRespawn=在某個地點建立一個刻印,以便在死亡後於該處重生。在刻印重置或於其他地點建立新刻印之前,您都會在該地點重生。
Hints_RestrictedAreaNavigation_Title=Restricted Area - Navigation
Hints_RestrictedAreaTunnelActivatedLanding=Safely traverse through Restricted Areas via the designated AR Marker Tunnels.
Hints_RestrictedAreaTunnelActivatedTakeOff=Safely traverse through Restricted Areas via the designated AR Marker Tunnels.
Hints_RestrictedAreaTunnelEdge=Stay within the AR Marker Tunnel to traverse through the Restricted Area safely.
Hints_RestrictedAreaTunnelNearby=To safely traverse the Restricted Area, locate the nearby AR Marker Tunnel and fly along its path.
Hints_SalvageBeam_AmmoFull=The Cambio-Lite SRT Attachment converts scrap into Recycled Material Composite (RMC), which can be sold or used to repair damaged hulls.
Hints_SalvageBeam_HullOverview=The Salvage Beam strips vehicle hulls into Recycled Material Composite (RMC). Collected material can be sold or used to repair damaged hulls.
Hints_SalvageBeam_HullOverview_Title=Salvage - Hull Scraping
Hints_SalvageBeam_MaterialDepleeted=Move the Salvage Beam across the surface at a steady pace to ensure the collection of all the salvageable material in an area.
Hints_SalvageBeam_Salvaging=Salvaging turns various materials into Recycled Material Composite (RMC) and stores it in the accompanying canister until it's full.
Hints_SalvageBeam_Salvaging_Title=Multi-Tool - Salvage
Hints_SalvageBeam_VehicleTargetAquired=Salvaging the hull weakens the structural integrity of that part of the ship or vehicle.
Hints_SalvageBeam_VehicleTargetAquired_Title=Salvage - FPS Hull Scraping
Hints_SalvageRepairBeam_Shields=The Salvage or Repair process is ineffective if the ship or vehicle's shields are active.
Hints_SalvageRepairBeam_Shields_Title=FPS Salvage & Repair - Shields
Hints_SalvageRepairBeam_SwitchFireMode=Use ~action(player|weapon_change_firemode) to toggle between Salvage and Repair mode.
Hints_SalvageRepairBeam_SwitchFireMode_Title=FPS Salvage & Repair - Fire Modes
Hints_Scan_Mode1=Press ~action(player|scan_toggle_mode) to switch to Scan Mode.
Hints_Scan_Mode1_Flight=Press ~action(spaceship_general|v_toggle_scan_mode) to switch to Scan Mode.
Hints_Scan_Mode_Title=Scan Mode
Hints_Scheduler1=可透過合約管理器來追蹤任務目標
Hints_Scheduler2=Completed contracts are also shown here.
Hints_Security1=Unless prior authorization has been given, entering a Comm Array is considered trespassing.
Hints_Security_Title=Comm Arrays
Hints_Ship_Ammo1=Ballistic weapons are running low on ammo.
Hints_Ship_Ammo2=You are almost out of missiles.
Hints_Ship_Ammo_Title=Ship Ammo
Hints_Ship_Combat1=Press ~action(spaceship_weapons|v_attack_group1) to fire your spaceship's weapons.
Hints_Ship_Combat2=Your shields are down. You will be more vulnerable to weapons until they recharge.
Hints_Ship_Combat3=Press ~action(spaceship_weapons|v_attack_group2) to fire your secondary weapon group.\nNot all ships have secondary weapons.
Hints_Ship_Combat4=Your spaceship's energy weapons will run out of power when used too frequently. Allow them time to recharge.
Hints_Ship_Combat5=Your spaceship's weapons are overheating from too much use. Allow them time to cool down.
Hints_Ship_Combat6=To select a target, use ~action(spaceship_targeting_advanced|v_target_cycle_hostile_reset) to lock onto the nearest hostile.\nOr ~action(spaceship_targeting_advanced|v_target_cycle_in_view_reset) to lock onto a target in your crosshairs.
Hints_Ship_Combat7=一旦你發現了目標,進入飛彈操控模式來發射任何裝備好的飛彈。
Hints_Ship_Combat_Title=Ship Combat
Hints_Ship_Customization1=The changes made here will only affect your spaceship's setup in Arena Commander.
Hints_Ship_Customization_Title=Ship Customization
Hints_Ship_Defense1=Launching countermeasures allow you to avoid missiles. Cycle between Decoy or Noise types to select the correct countermeasure for the situation.
Hints_Ship_Defense2=Match your countermeasure selection to the missile lock icon. Timing is important and varies for each type of countermeasure.
Hints_Ship_Health1=Your spaceship's hull integrity is dangerously low.
Hints_Ship_Hover_Movement1_Axis=Use ~action(spaceship_movement|v_yaw) to turn left and right.
Hints_Ship_Hover_Movement1_Mouse=Use ~action(spaceship_movement|v_yaw_mouse) to yaw left and right.
Hints_Ship_Movement1=~action(spaceship_movement|v_strafe_forward) ~action(spaceship_movement|v_strafe_left) ~action(spaceship_movement|v_strafe_back) ~action(spaceship_movement|v_strafe_right) controls your cardinal movement.
Hints_Ship_Movement1_Abs=~action(spaceship_movement|v_strafe_longitudinal) and ~action(spaceship_movement|v_strafe_lateral) controls your cardinal movement.
Hints_Ship_Movement2=Use ~action(spaceship_movement|v_pitch_up) and ~action(spaceship_movement|v_pitch_down) to pitch and ~action(spaceship_movement|v_yaw_left) and ~action(spaceship_movement|v_yaw_right) to yaw.
Hints_Ship_Movement2_Axis=Use ~action(spaceship_movement|v_pitch) and ~action(spaceship_movement|v_yaw) to pitch and yaw.
Hints_Ship_Movement2_Mouse=Use ~action(spaceship_movement|v_pitch_mouse) and ~action(spaceship_movement|v_yaw_mouse) to pitch and yaw.
Hints_Ship_Movement3=Remember to raise the landing gear to fly at full speed.
Hints_Ship_Movement4=Remember to manage your speed with ~action(spaceship_movement||v_strafe_forward) ~action(spaceship_movement|v_strafe_left) ~action(spaceship_movement|v_strafe_back) ~action(spaceship_movement|v_strafe_right) to help avoid collisions.
Hints_Ship_Movement4_Abs=Remember to manage your speed with ~action(spaceship_movement|v_strafe_longitudinal) and ~action(spaceship_movement|v_strafe_lateral) to help avoid collisions.
Hints_Ship_Movement5=Decoupled mode means your ship is no longer correcting your trajectory and will fly under Newtonian laws. Not recommended for beginner pilots.
Hints_Ship_Movement6=Activate your ship's boost to overclock your thrusters for higher maneuverability. Maintaining this for too long can burnout and damage your ship.
Hints_Ship_Movement_Title=Ship Movement
Hints_Ship_Startup1=Look for the Engage Systems dashboard button to start your system, or press ~action(spaceship_general|v_flightready).
Hints_Ship_Startup2=Look for the Engage Systems dashboard button to start your system, or press ~action(spaceship_general|v_flightready).
Hints_Ship_Startup_Title=Ship Startup
Hints_Shopping1=Shops are available throughout most stations. Use them to buy items and equipment before a journey.
Hints_Shopping2=Make a purchase by selecting the 'Buy' option via Interaction Mode or using the shop's kiosk.
Hints_Shopping3=You can also 'Try On' or 'Inspect' items in a shop before purchasing.
Hints_Shopping_Title=Shopping
Hints_SignatureSystem_EmissionHUD_01=The HUD Emission Bars indicate the strength of your signature vs. the current ambient signature. Signatures lower than the ambient are hard to detect.
Hints_SignatureSystem_EmissionHUD_Title=Emissions HUD
Hints_SignatureSystem_EmissionsHUD_02=Lower your vehicle's power usage to decrease EM signature, present a smaller profile to decrease your CS, and lower your temperature to decrease IR.
Hints_SignatureSystem_Ping=Pinging will highlight new contacts or areas worth investigating, but will temporarily increase your EM signature making you more detectable.
Hints_SignatureSystem_PingAngleChanged=Lowering the Ping’s angle reduces the area the wave will cover while increasing its amplification of encountered signatures.
Hints_SignatureSystem_PingAngle_Title=Radar Ping Angle
Hints_SignatureSystem_PingTriggered_01=When pinging, a wave accelerates outwards from your radar, highlighting any new contacts or areas worth investigating.\n
Hints_SignatureSystem_PingTriggered_02=The Ping can be adjusted from an expanding sphere to a smaller projected cone. The narrower the Ping, the more it will amplify encountered signatures.
Hints_SignatureSystem_Ping_Title=Radar's Ping
Hints_SignatureSystem_ScanAbandoned=The Scan Progress Bar shows how much information you've obtained. Once full, you have acquired all the available information.
Hints_SignatureSystem_ScanCompleted_01=If the Signature Strength Bar is not full, there may be more information available. Try getting closer to the target and/or increase your Scan Focus.
Hints_SignatureSystem_ScanCompleted_02=Scan Noise is indicated by the top of the Signature Strength Bar being red. Mitigate Scan Noise by increasing Scan Focus or upgrading your Scanner.
Hints_SignatureSystem_ScanModeEntered_01=To analyze a target, first adjust your direction so that the desired target is within the Scan Reticle, then scan until the Scan Progress Bar is full.
Hints_SignatureSystem_ScanModeEntered_02=You can increase or decrease your Scan Focus to adjust which objects you're trying to analyze.
Hints_SignatureSystem_ScanStarted=The Scan Progress fills as information is obtained. Keep scanning to receive all currently available info.
Hints_SignatureSystem_ScanZoomChanged=To improve a target's Signature Strength, try increasing your Scan Focus. Note, increased Focus may make targets difficult to follow.
Hints_SignatureSystem_Scanning_Title=Scan Mode
Hints_Sim_Cab1=Arena Commander allows you to practice your combat encounters from the safety of a Sim Cab.
Hints_Sim_Cab_Title=Sim Cab
Hints_Spawn01=Press ~action(default|pl_exit) to stand up.
Hints_Stamina1=Monitor your Heart Rate to avoid becoming fatigued. Running and jumping will increase your Heart Rate.
Hints_Stamina2=Your Heart Rate is very high. Rest to allow it time to return to normal rates.
Hints_Stamina_Title=Stamina
Hints_StowContractItem=To store an item you're holding, interact with the item and select 'Store' or use the inventory screen.
Hints_StowContractItem_Title=Storing Personal Items
Hints_Take-off1=Strafe up with ~action(spaceship_movement|v_strafe_up).
Hints_Take-off1_Axis=Strafe up with ~action(spaceship_movement|v_strafe_vertical).
Hints_Take-off2=Landing pads are shared.\nRemember to consider your fellow travelers by clearing the platform in good time.
Hints_Take-off_Demo1=Grav-Lev vehicles automatically hover when powered on.
Hints_Take-off_Demo1_Axis=Grav-Lev vehicles automatically hover when powered on.
Hints_Take-off_Title=Take-Off
Hints_TeamElimination1=Scavenge for OxyPens to survive. Central locations have the most oxygen resources.
Hints_TeamElimination_Title=Team Elimination
Hints_TractorBeam_OnPlayerEquipped=To tether the beam to an appropriate object, target it with the multi-tool and press ~action(player|attack1).\nTo access additional information about tractor beam power usage, press ~action(player|zoom).
Hints_TractorBeam_OnPlayerUseDistControl=To rotate a tethered object, hold ~action(tractor_beam|tractor_beam_rotate) and adjust the position with ~action(tractor_beam|tractor_beam_rotate_x) and ~action(tractor_beam|tractor_beam_rotate_y).
Hints_TractorBeam_OnTetherBreak_Distance=Both weight and distance factor into the tractor beam's ability to tether to a target. The heavier the object, the shorter the tether will need to be.
Hints_TractorBeam_OnTetherBreak_LineOfSight=If the tractor beam path to the target is interrupted or blocked, the tether will break. Move carefully to prevent accidental release.
Hints_TractorBeam_OnTetherBroke_ViewCone=Attempting to move a tethered object at too sharp an angle will sever the tractor beam. Adjust carefully to prevent accidental release.
Hints_TractorBeam_OnTetherToTarget=To move a tethered object use ~action(player|rotatepitch) and ~action(player|rotateyaw).\nTo adjust the length of the tether itself, use ~action(tractor_beam|tractor_beam_increase_distance) and ~action(tractor_beam|tractor_beam_decrease_distance).
Hints_TractorBeam_TargetCantLift_Mass=The tractor beam is unable to safely target objects that are too distant or heavy (in gravity). Use the multi-tool's HUD to see viable targets.
Hints_TractorBeam_TargetCantLift_Size=Some objects are too large for the tractor beam to safely manipulate. The multi-tool's HUD will indicate if an object is an appropriate target.
Hints_TractorBeam_Title=Multi-Tool - Tractor Beam
Hints_TractorBeam_ZeroGTraversal=While in zero-g, tethering to a large enough object (like a ship or station) will pull you towards it.
Hints_Trade_Kiosks1=Purchase commodities for trade or sell commodities you own from vehicles stored here or the local warehouse.
Hints_Trade_Kiosks2=The Local Market Value tab will let you know which commodities will net you the most profit.
Hints_Trade_Kiosks_Title=Trading and Shipping Console
Hints_UnstowContractItem=To retrieve a stowed contract item from your personal inventory press ~action(player|selectUtilityItem).
Hints_UnstowContractItem_Title=Personal Inventory - Stowed Items
Hints_Vehicle_Movement1=Press and hold ~action(vehicle_driver|v_brake) to brake.
Hints_Vehicle_Movement2=Hold ~action(vehicle_driver|v_move_forward) to drive forwards.\nHold ~action(vehicle_driver|v_move_back) to reverse.
Hints_Vehicle_Movement2_Axis=Use ~action(vehicle_driver|v_move) to drive forward and reverse.
Hints_Vehicle_Movement_Title=載具移動
Hints_Vehicle_Startup1=Use Interaction Mode (~action(player_choice|pc_interaction_mode)) to startup your vehicle.\nLook for the Engage Systems dashboard button.
Hints_Vehicle_Startup_Title=載具啓動
Hints_VolatileCargo_Collection_Title=Volatile Cargo - Collection
Hints_VolatileCargo_Jettisoned_Title=Volatile Cargo - Jettisoned
Hints_VolatileCargo_OnVolatileCargoCollected=Your vehicle is now transporting volatile cargo. Use caution and avoid damage to keep the cargo stable.
Hints_VolatileCargo_OnVolatileCargoCollectedFirstTime=Volatile cargo stored aboard your vehicle can become unstable if it takes damage. If it becomes critically unstable, it may explode.
Hints_VolatileCargo_OnVolatileCargoCritical=Your volatile cargo is about to explode! Jettison all cargo via the 'Cargo Warning' panel now!
Hints_VolatileCargo_OnVolatileCargoExplodedNoDeath=Your volatile cargo has exploded and severely damaged your vehicle.
Hints_VolatileCargo_OnVolatileCargoJettisoned=You have jettisoned the contents of your hold and your 'Cargo Warning' light is now deactivated.
Hints_VolatileCargo_OnVolatileCargoLightOnCritical=Your volatile cargo is critically unstable and may explode. Consider jettisoning the entire contents of your cargo hold via the 'Cargo Warning' panel.
Hints_VolatileCargo_OnVolatileCargoLightOnWarning=Your volatile cargo has become unstable and may explode. Consider jettisoning the volatile cargo if its stability drops further.
Hints_VolatileCargo_Title=Volatile Cargo
Hints_VolatileCargo_Warning_Title=Volatile Cargo - Warning
Hints_WeaponZeroing_Automatic_ChangeZoom=To sight the weapon scope to the current target distance, press ~action(player|weapon_zeroing_increase).
Hints_WeaponZeroing_Automatic_ResetZoom=To restore the default sighting distance of your scope, press ~action(player|weapon_zeroing_decrease).
Hints_WeaponZeroing_Automatic_Title=Weapon Zeroing - Automatic
Hints_WeaponZeroing_Manual_ChangeZoom=To increase the sighting distance of your weapon scope, press ~action(player|weapon_zeroing_increase).\nTo decrease the sighting distance, press ~action(player|weapon_zeroing_decrease).
Hints_WeaponZeroing_Manual_Title=Weapon Zeroing - Manual
Hints_mobiGlas1=Open and Close your mobiGlas with ~action(player|mobiglas).
Hints_mobiGlas2=To switch between mobiGlas applications, select an icon on the bottom left.
Hints_mobiGlas_Title=mobiGlas
Hostile_RepUI_Area,P=[PH] Area
Hostile_RepUI_Description,P=[PH] Hostile Description
Hostile_RepUI_Focus,P=[PH] Hostile Focus
Hostile_RepUI_Founded,P=[PH] N/A
Hostile_RepUI_Headquarters,P=[PH] Hostile Headquarters
Hostile_RepUI_Leadership,P=[PH] Hostile Leadership
Hostile_RepUI_Name,P=[PH] Hostile
Human_Crew_Titles_001=Captain
Human_Crew_Titles_002=Pilot
Human_Crew_Titles_003=Copilot
Human_Crew_Titles_004=First Officer
Human_Crew_Titles_005=Second Officer
Human_Crew_Titles_006=Navigator
Human_Crew_Titles_007=Gunner
Human_Crew_Titles_008=Engineer
Human_Crew_Titles_009=Assistant Engineer
Human_Crew_Titles_010=Chief Engineer
Human_Crew_Titles_011=Mechanic
Human_Crew_Titles_012=Comms Officer
Human_Crew_Titles_013=Shield Tech
Human_Crew_Titles_014=Systems Tech
Human_Crew_Titles_015=Security Officer
Human_Crew_Titles_016=Security Guard
Human_Crew_Titles_017=Bosun
Human_Crew_Titles_018=Electrician
Human_Crew_Titles_019=Deckhand
Human_Crew_Titles_020=船醫
Human_Crew_Titles_021=Ensign
Human_Crew_Titles_022=Scan Tech
Human_Crew_Titles_023=Technician
Human_Crew_Titles_024=Operator
Human_Crew_Titles_025=Lead Operator
Human_Crew_Titles_026=Refinery Operator
Human_Crew_Titles_027=Field Tech
Human_Crew_Titles_028=Cook
Human_Crew_Titles_029=Cargo Officer
Human_Crew_Titles_030=Cargo Handler
Human_First_Names_F_0001=Cherie
Human_First_Names_F_0002=Leah
Human_First_Names_F_0003=Roisin
Human_First_Names_F_0004=Aadya
Human_First_Names_F_0005=Aarin
Human_First_Names_F_0006=Aarthi
Human_First_Names_F_0007=Abbie
Human_First_Names_F_0008=Abby
Human_First_Names_F_0009=Abelina
Human_First_Names_F_0010=Abida
Human_First_Names_F_0011=Abigail
Human_First_Names_F_0012=Abrar
Human_First_Names_F_0013=Abril
Human_First_Names_F_0014=Abryann
Human_First_Names_F_0015=Ada
Human_First_Names_F_0016=Adair
Human_First_Names_F_0017=Adama
Human_First_Names_F_0018=Addie
Human_First_Names_F_0019=Addison
Human_First_Names_F_0020=Adel
Human_First_Names_F_0021=Adela
Human_First_Names_F_0022=Adelae
Human_First_Names_F_0023=Adeline
Human_First_Names_F_0024=Adi
Human_First_Names_F_0025=Adia
Human_First_Names_F_0026=Adianka
Human_First_Names_F_0027=Adina
Human_First_Names_F_0028=Adisa
Human_First_Names_F_0029=Adrean
Human_First_Names_F_0030=Adrian
Human_First_Names_F_0031=Adriana
Human_First_Names_F_0032=Adrianne
Human_First_Names_F_0033=Aeon
Human_First_Names_F_0034=Afra
Human_First_Names_F_0035=Agam
Human_First_Names_F_0036=Agnes
Human_First_Names_F_0037=Agra
Human_First_Names_F_0038=Ahanti
Human_First_Names_F_0039=Ai
Human_First_Names_F_0040=Aida
Human_First_Names_F_0041=Aidynn
Human_First_Names_F_0042=Aika
Human_First_Names_F_0043=Aikira
Human_First_Names_F_0044=Aiko
Human_First_Names_F_0045=Aila
Human_First_Names_F_0046=Aileen
Human_First_Names_F_0047=Ailsa
Human_First_Names_F_0048=Aimee
Human_First_Names_F_0049=Aimi
Human_First_Names_F_0050=Aina
Human_First_Names_F_0051=Airele
Human_First_Names_F_0052=Airen
Human_First_Names_F_0053=Airi
Human_First_Names_F_0054=Aisha
Human_First_Names_F_0055=Aiva
Human_First_Names_F_0056=Aiyana
Human_First_Names_F_0057=Ajai
Human_First_Names_F_0058=Akari
Human_First_Names_F_0059=Akeely
Human_First_Names_F_0060=Akemi
Human_First_Names_F_0061=Akeno
Human_First_Names_F_0062=Akhila
Human_First_Names_F_0063=Aki
Human_First_Names_F_0064=Akie
Human_First_Names_F_0065=Akiko
Human_First_Names_F_0066=Akili
Human_First_Names_F_0067=Akina
Human_First_Names_F_0068=Aksa
Human_First_Names_F_0069=Alaia
Human_First_Names_F_0070=Alaina
Human_First_Names_F_0071=Alana
Human_First_Names_F_0072=Alani
Human_First_Names_F_0073=Alba
Human_First_Names_F_0074=Albana
Human_First_Names_F_0075=Alberta
Human_First_Names_F_0076=Albina
Human_First_Names_F_0077=Aldean
Human_First_Names_F_0078=Aleena
Human_First_Names_F_0079=Alejandra
Human_First_Names_F_0080=Aleksandra
Human_First_Names_F_0081=Alena
Human_First_Names_F_0082=Alenka
Human_First_Names_F_0083=Alesia
Human_First_Names_F_0084=Alex
Human_First_Names_F_0085=Alexa
Human_First_Names_F_0086=Alexandra
Human_First_Names_F_0087=Alexandria
Human_First_Names_F_0088=Alexis
Human_First_Names_F_0089=Alexy
Human_First_Names_F_0090=Alfreda
Human_First_Names_F_0091=Ali
Human_First_Names_F_0092=Alice
Human_First_Names_F_0093=Alicia
Human_First_Names_F_0094=Alija
Human_First_Names_F_0095=Alika
Human_First_Names_F_0096=Alima
Human_First_Names_F_0097=Aline
Human_First_Names_F_0098=Alisa
Human_First_Names_F_0099=Alisha
Human_First_Names_F_0100=Alison
Human_First_Names_F_0101=Alissa
Human_First_Names_F_0102=Aliza
Human_First_Names_F_0103=Allacia
Human_First_Names_F_0104=Allie
Human_First_Names_F_0105=Allison
Human_First_Names_F_0106=Allyson
Human_First_Names_F_0107=Alma
Human_First_Names_F_0108=Almer
Human_First_Names_F_0109=Aloma
Human_First_Names_F_0110=Alondra
Human_First_Names_F_0111=Alta
Human_First_Names_F_0112=Althea
Human_First_Names_F_0113=Alva
Human_First_Names_F_0114=Alvia
Human_First_Names_F_0115=Aly
Human_First_Names_F_0116=Alya
Human_First_Names_F_0117=Alycia
Human_First_Names_F_0118=Alysha
Human_First_Names_F_0119=Alyson
Human_First_Names_F_0120=Alyssa
Human_First_Names_F_0121=Amadi
Human_First_Names_F_0122=Amaira
Human_First_Names_F_0123=Amalia
Human_First_Names_F_0124=Amalie
Human_First_Names_F_0125=Amanda
Human_First_Names_F_0126=Amandeep
Human_First_Names_F_0127=Amane
Human_First_Names_F_0128=Amara
Human_First_Names_F_0129=Amari
Human_First_Names_F_0130=Amber
Human_First_Names_F_0131=Ambika
Human_First_Names_F_0132=Amel
Human_First_Names_F_0133=Amelia
Human_First_Names_F_0134=Amelija
Human_First_Names_F_0135=Ami
Human_First_Names_F_0136=Amie
Human_First_Names_F_0137=Amil
Human_First_Names_F_0138=Amina
Human_First_Names_F_0139=Amita
Human_First_Names_F_0140=Amori
Human_First_Names_F_0141=Amory
Human_First_Names_F_0142=Amparo
Human_First_Names_F_0143=Amrit
Human_First_Names_F_0144=Amrita
Human_First_Names_F_0145=Amy
Human_First_Names_F_0146=An
Human_First_Names_F_0147=Ana
Human_First_Names_F_0148=Ananya
Human_First_Names_F_0149=Anastasia
Human_First_Names_F_0150=Anasuya
Human_First_Names_F_0151=Anay
Human_First_Names_F_0152=Anaya
Human_First_Names_F_0153=Anber
Human_First_Names_F_0154=Anda
Human_First_Names_F_0155=Andrea
Human_First_Names_F_0156=Andreaka
Human_First_Names_F_0157=Andrijana
Human_First_Names_F_0158=Andy
Human_First_Names_F_0159=Aneta
Human_First_Names_F_0160=Anett
Human_First_Names_F_0161=Angela
Human_First_Names_F_0162=Angelica
Human_First_Names_F_0163=Angelina
Human_First_Names_F_0164=Angelique
Human_First_Names_F_0165=Angelita
Human_First_Names_F_0166=Angie
Human_First_Names_F_0167=Ani
Human_First_Names_F_0168=Anijah
Human_First_Names_F_0169=Anika
Human_First_Names_F_0170=Anita
Human_First_Names_F_0171=Anitra
Human_First_Names_F_0172=Anjali
Human_First_Names_F_0173=Ankita
Human_First_Names_F_0174=Ann
Human_First_Names_F_0175=Anna
Human_First_Names_F_0176=Annabella
Human_First_Names_F_0177=Annabelle
Human_First_Names_F_0178=Annalisa
Human_First_Names_F_0179=Anne
Human_First_Names_F_0180=Annette
Human_First_Names_F_0181=Annie
Human_First_Names_F_0182=Annika
Human_First_Names_F_0183=Annmarie
Human_First_Names_F_0184=Anthea
Human_First_Names_F_0185=Antoinette
Human_First_Names_F_0186=Antonella
Human_First_Names_F_0187=Antonia
Human_First_Names_F_0188=Antra
Human_First_Names_F_0189=Anya
Human_First_Names_F_0190=Anzu
Human_First_Names_F_0191=Aolani
Human_First_Names_F_0192=Apolena
Human_First_Names_F_0193=April
Human_First_Names_F_0194=Ara
Human_First_Names_F_0195=Arabella
Human_First_Names_F_0196=Arbana
Human_First_Names_F_0197=Ardell
Human_First_Names_F_0198=Arden
Human_First_Names_F_0199=Ardie
Human_First_Names_F_0200=Areon
Human_First_Names_F_0201=Aretha
Human_First_Names_F_0202=Aria
Human_First_Names_F_0203=Ariana
Human_First_Names_F_0204=Ariane
Human_First_Names_F_0205=Arie
Human_First_Names_F_0206=Ariel
Human_First_Names_F_0207=Arielle
Human_First_Names_F_0208=Arien
Human_First_Names_F_0209=Aries
Human_First_Names_F_0210=Arin
Human_First_Names_F_0211=Aris
Human_First_Names_F_0212=Arleen
Human_First_Names_F_0213=Arleigh
Human_First_Names_F_0214=Armani
Human_First_Names_F_0215=Armari
Human_First_Names_F_0216=Arnedra
Human_First_Names_F_0217=Arpita
Human_First_Names_F_0218=Arti
Human_First_Names_F_0219=Artie
Human_First_Names_F_0220=Ary
Human_First_Names_F_0221=Asako
Human_First_Names_F_0222=Asami
Human_First_Names_F_0223=Ashanique
Human_First_Names_F_0224=Ashby
Human_First_Names_F_0225=Ashkira
Human_First_Names_F_0226=Ashlee
Human_First_Names_F_0227=Ashley
Human_First_Names_F_0228=Astrid
Human_First_Names_F_0229=Asuka
Human_First_Names_F_0230=Asumi
Human_First_Names_F_0231=Athena
Human_First_Names_F_0232=Atley
Human_First_Names_F_0233=Atsuko
Human_First_Names_F_0234=Atsumi
Human_First_Names_F_0235=Aubrey
Human_First_Names_F_0236=Audra
Human_First_Names_F_0237=Audrey
Human_First_Names_F_0238=Augusta
Human_First_Names_F_0239=Augustina
Human_First_Names_F_0240=Augustine
Human_First_Names_F_0241=Aundra
Human_First_Names_F_0242=Aurea
Human_First_Names_F_0243=Aurelia
Human_First_Names_F_0244=Aurora
Human_First_Names_F_0245=Austin
Human_First_Names_F_0246=Autumn
Human_First_Names_F_0247=Ava
Human_First_Names_F_0248=Avarie
Human_First_Names_F_0249=Avery
Human_First_Names_F_0250=Avice
Human_First_Names_F_0251=Avigail
Human_First_Names_F_0252=Avis
Human_First_Names_F_0253=Avishan
Human_First_Names_F_0254=Aviva
Human_First_Names_F_0255=Avrey
Human_First_Names_F_0256=Avry
Human_First_Names_F_0257=Aya
Human_First_Names_F_0258=Ayako
Human_First_Names_F_0259=Ayame
Human_First_Names_F_0260=Ayana
Human_First_Names_F_0261=Ayleanna
Human_First_Names_F_0262=Ayo
Human_First_Names_F_0263=Ayumi
Human_First_Names_F_0264=Azahara
Human_First_Names_F_0265=Azariah
Human_First_Names_F_0266=Aziah
Human_First_Names_F_0267=Azumi
Human_First_Names_F_0268=Bailey
Human_First_Names_F_0269=Bao
Human_First_Names_F_0270=Barbara
Human_First_Names_F_0271=Barbra
Human_First_Names_F_0272=Barrie
Human_First_Names_F_0273=Bay
Human_First_Names_F_0274=Baylin
Human_First_Names_F_0275=Bea
Human_First_Names_F_0276=Beatrice
Human_First_Names_F_0277=Beatrix
Human_First_Names_F_0278=Becki
Human_First_Names_F_0279=Becky
Human_First_Names_F_0280=Bela
Human_First_Names_F_0281=Belinda
Human_First_Names_F_0282=Belle
Human_First_Names_F_0283=Benita
Human_First_Names_F_0284=Bennett
Human_First_Names_F_0285=Bera
Human_First_Names_F_0286=Bergen
Human_First_Names_F_0287=Berkley
Human_First_Names_F_0288=Berlin
Human_First_Names_F_0289=Bernadeta
Human_First_Names_F_0290=Bernadette
Human_First_Names_F_0291=Bernadine
Human_First_Names_F_0292=Bernice
Human_First_Names_F_0293=Berta
Human_First_Names_F_0294=Bertha
Human_First_Names_F_0295=Bertie
Human_First_Names_F_0296=Beryl
Human_First_Names_F_0297=Bess
Human_First_Names_F_0298=Bessie
Human_First_Names_F_0299=Beth
Human_First_Names_F_0300=Bethany
Human_First_Names_F_0301=Betsy
Human_First_Names_F_0302=Bette
Human_First_Names_F_0303=Bettie
Human_First_Names_F_0304=Betty
Human_First_Names_F_0305=Beverly
Human_First_Names_F_0306=Bianca
Human_First_Names_F_0307=Billie
Human_First_Names_F_0308=Bipasha
Human_First_Names_F_0309=Birdie
Human_First_Names_F_0310=Blair
Human_First_Names_F_0311=Blanca
Human_First_Names_F_0312=Blanche
Human_First_Names_F_0313=Blayke
Human_First_Names_F_0314=Bless
Human_First_Names_F_0315=Blythe
Human_First_Names_F_0316=Bobbi
Human_First_Names_F_0317=Bobbie
Human_First_Names_F_0318=Bonita
Human_First_Names_F_0319=Bonnie
Human_First_Names_F_0320=Bora
Human_First_Names_F_0321=Braden
Human_First_Names_F_0322=Brady
Human_First_Names_F_0323=Brae
Human_First_Names_F_0324=Braelin
Human_First_Names_F_0325=Brandi
Human_First_Names_F_0326=Brandy
Human_First_Names_F_0327=Braylin
Human_First_Names_F_0328=Bree
Human_First_Names_F_0329=Brenda
Human_First_Names_F_0330=Brenn
Human_First_Names_F_0331=Breslin
Human_First_Names_F_0332=Breyann
Human_First_Names_F_0333=Bria
Human_First_Names_F_0334=Briana
Human_First_Names_F_0335=Bridget
Human_First_Names_F_0336=Bridgette
Human_First_Names_F_0337=Brighten
Human_First_Names_F_0338=Brigita
Human_First_Names_F_0339=Britain
Human_First_Names_F_0340=Britney
Human_First_Names_F_0341=Britt
Human_First_Names_F_0342=Brooke
Human_First_Names_F_0343=Brooklyn
Human_First_Names_F_0344=Bryden
Human_First_Names_F_0345=Burnice
Human_First_Names_F_0346=Cabrina
Human_First_Names_F_0347=Cache
Human_First_Names_F_0348=Caden
Human_First_Names_F_0349=Cadence
Human_First_Names_F_0350=Caelin
Human_First_Names_F_0351=Cagney
Human_First_Names_F_0352=Caidyn
Human_First_Names_F_0353=Cailyn
Human_First_Names_F_0354=Caitlin
Human_First_Names_F_0355=Callan
Human_First_Names_F_0356=Callaway
Human_First_Names_F_0357=Callie
Human_First_Names_F_0358=Cally
Human_First_Names_F_0359=Camari
Human_First_Names_F_0360=Camdyn
Human_First_Names_F_0361=Camella
Human_First_Names_F_0362=Cameron
Human_First_Names_F_0363=Camila
Human_First_Names_F_0364=Camille
Human_First_Names_F_0365=Candice
Human_First_Names_F_0366=Capria
Human_First_Names_F_0367=Cara
Human_First_Names_F_0368=Carey
Human_First_Names_F_0369=Carissa
Human_First_Names_F_0370=Carla
Human_First_Names_F_0371=Carlin
Human_First_Names_F_0372=Carlota
Human_First_Names_F_0373=Carly
Human_First_Names_F_0374=Carmella
Human_First_Names_F_0375=Carmen
Human_First_Names_F_0376=Carol
Human_First_Names_F_0377=Carolina
Human_First_Names_F_0378=Caroline
Human_First_Names_F_0379=Carolyn
Human_First_Names_F_0380=Carrie
Human_First_Names_F_0381=Carson
Human_First_Names_F_0382=Casandra
Human_First_Names_F_0383=Casey
Human_First_Names_F_0384=Cassidy
Human_First_Names_F_0385=Cassie
Human_First_Names_F_0386=Catalina
Human_First_Names_F_0387=Catharine
Human_First_Names_F_0388=Catherine
Human_First_Names_F_0389=Cathie
Human_First_Names_F_0390=Cathleen
Human_First_Names_F_0391=Cathryn
Human_First_Names_F_0392=Cathy
Human_First_Names_F_0393=Catlynne
Human_First_Names_F_0394=Cayden
Human_First_Names_F_0395=Cecile
Human_First_Names_F_0396=Cecilia
Human_First_Names_F_0397=Celeste
Human_First_Names_F_0398=Celia
Human_First_Names_F_0399=Celina
Human_First_Names_F_0400=Celinda
Human_First_Names_F_0401=Celine
Human_First_Names_F_0402=Chae
Human_First_Names_F_0403=Chanara
Human_First_Names_F_0404=Chandra
Human_First_Names_F_0405=Chanita
Human_First_Names_F_0406=Channing
Human_First_Names_F_0407=Charity
Human_First_Names_F_0408=Charlene
Human_First_Names_F_0409=Charley
Human_First_Names_F_0410=Charlie
Human_First_Names_F_0411=Charlize
Human_First_Names_F_0412=Charlotte
Human_First_Names_F_0413=Chelsea
Human_First_Names_F_0414=Cheri
Human_First_Names_F_0415=Cheryl
Human_First_Names_F_0416=Chesiree
Human_First_Names_F_0417=Chiharu
Human_First_Names_F_0418=Chiho
Human_First_Names_F_0419=Chisato
Human_First_Names_F_0420=Chiyo
Human_First_Names_F_0421=Chloe
Human_First_Names_F_0422=Christa
Human_First_Names_F_0423=Christi
Human_First_Names_F_0424=Christie
Human_First_Names_F_0425=Christina
Human_First_Names_F_0426=Christine
Human_First_Names_F_0427=Christy
Human_First_Names_F_0428=Cindy
Human_First_Names_F_0429=Clair
Human_First_Names_F_0430=Claire
Human_First_Names_F_0431=Clara
Human_First_Names_F_0432=Clarice
Human_First_Names_F_0433=Clarissa
Human_First_Names_F_0434=Claudette
Human_First_Names_F_0435=Claudia
Human_First_Names_F_0436=Claudine
Human_First_Names_F_0437=Clementine
Human_First_Names_F_0438=Cleo
Human_First_Names_F_0439=Clover
Human_First_Names_F_0440=Codi
Human_First_Names_F_0441=Colette
Human_First_Names_F_0442=Colleen
Human_First_Names_F_0443=Connie
Human_First_Names_F_0444=Constance
Human_First_Names_F_0445=Consuelo
Human_First_Names_F_0446=Cora
Human_First_Names_F_0447=Coralee
Human_First_Names_F_0448=Corin
Human_First_Names_F_0449=Corina
Human_First_Names_F_0450=Corley
Human_First_Names_F_0451=Cosette
Human_First_Names_F_0452=Courtney
Human_First_Names_F_0453=Crista
Human_First_Names_F_0454=Cristina
Human_First_Names_F_0455=Cristy
Human_First_Names_F_0456=Cynthia
Human_First_Names_F_0457=Cypress
Human_First_Names_F_0458=Dai
Human_First_Names_F_0459=Daisy
Human_First_Names_F_0460=Dakala
Human_First_Names_F_0461=Dakota
Human_First_Names_F_0462=Dalal
Human_First_Names_F_0463=Daliana
Human_First_Names_F_0464=Dallas
Human_First_Names_F_0465=Dalyn
Human_First_Names_F_0466=Dana
Human_First_Names_F_0467=Danah
Human_First_Names_F_0468=Daniella
Human_First_Names_F_0469=Danielle
Human_First_Names_F_0470=Daniz
Human_First_Names_F_0471=Danny
Human_First_Names_F_0472=Daphne
Human_First_Names_F_0473=Darcy
Human_First_Names_F_0474=Daria
Human_First_Names_F_0475=Darla
Human_First_Names_F_0476=Darlene
Human_First_Names_F_0477=Darrisha
Human_First_Names_F_0478=Davea
Human_First_Names_F_0479=Davi
Human_First_Names_F_0480=Dawn
Human_First_Names_F_0481=Day
Human_First_Names_F_0482=Deb
Human_First_Names_F_0483=Debbie
Human_First_Names_F_0484=Debora
Human_First_Names_F_0485=Deborah
Human_First_Names_F_0486=Debra
Human_First_Names_F_0487=Dee
Human_First_Names_F_0488=Deepa
Human_First_Names_F_0489=Deirdre
Human_First_Names_F_0490=Delanna
Human_First_Names_F_0491=Delia
Human_First_Names_F_0492=Deliana
Human_First_Names_F_0493=Della
Human_First_Names_F_0494=Delores
Human_First_Names_F_0495=Demi
Human_First_Names_F_0496=Deniz
Human_First_Names_F_0497=Denosha
Human_First_Names_F_0498=Denyse
Human_First_Names_F_0499=Deone
Human_First_Names_F_0500=Derivia
Human_First_Names_F_0501=Deshay
Human_First_Names_F_0502=Deshondra
Human_First_Names_F_0503=Desiree
Human_First_Names_F_0504=Destiny
Human_First_Names_F_0505=Devanshi
Human_First_Names_F_0506=Devanta
Human_First_Names_F_0507=Devine
Human_First_Names_F_0508=Dezi
Human_First_Names_F_0509=Dharia
Human_First_Names_F_0510=Diamond
Human_First_Names_F_0511=Diana
Human_First_Names_F_0512=Diane
Human_First_Names_F_0513=Dita
Human_First_Names_F_0514=Dixie
Human_First_Names_F_0515=Dollie
Human_First_Names_F_0516=Dolly
Human_First_Names_F_0517=Dolores
Human_First_Names_F_0518=Dominica
Human_First_Names_F_0519=Dominique
Human_First_Names_F_0520=Dona
Human_First_Names_F_0521=Donna
Human_First_Names_F_0522=Donnelle
Human_First_Names_F_0523=Dontae
Human_First_Names_F_0524=Dora
Human_First_Names_F_0525=Doreen
Human_First_Names_F_0526=Doris
Human_First_Names_F_0527=Dorothy
Human_First_Names_F_0528=Dorthy
Human_First_Names_F_0529=Dot
Human_First_Names_F_0530=Dottie
Human_First_Names_F_0531=Drew
Human_First_Names_F_0532=Dylan
Human_First_Names_F_0533=Eaden
Human_First_Names_F_0534=Earlie
Human_First_Names_F_0535=Eastyn
Human_First_Names_F_0536=Ebba
Human_First_Names_F_0537=Eda
Human_First_Names_F_0538=Edie
Human_First_Names_F_0539=Edith
Human_First_Names_F_0540=Edna
Human_First_Names_F_0541=Edris
Human_First_Names_F_0542=Edwina
Human_First_Names_F_0543=Effie
Human_First_Names_F_0544=Eiko
Human_First_Names_F_0545=Eileen
Human_First_Names_F_0546=Eimi
Human_First_Names_F_0547=Eisha
Human_First_Names_F_0548=Elaine
Human_First_Names_F_0549=Eleanor
Human_First_Names_F_0550=Elena
Human_First_Names_F_0551=Elenor
Human_First_Names_F_0552=Elfi
Human_First_Names_F_0553=Eli
Human_First_Names_F_0554=Elidee
Human_First_Names_F_0555=Elinor
Human_First_Names_F_0556=Elisa
Human_First_Names_F_0557=Elisabeth
Human_First_Names_F_0558=Elise
Human_First_Names_F_0559=Elisha
Human_First_Names_F_0560=Elissa
Human_First_Names_F_0561=Eliza
Human_First_Names_F_0562=Elizabeth
Human_First_Names_F_0563=Ella
Human_First_Names_F_0564=Ellen
Human_First_Names_F_0565=Ellie
Human_First_Names_F_0566=Ellington
Human_First_Names_F_0567=Eloise
Human_First_Names_F_0568=Elsa
Human_First_Names_F_0569=Elsie
Human_First_Names_F_0570=Ema
Human_First_Names_F_0571=Emanuelle
Human_First_Names_F_0572=Emari
Human_First_Names_F_0573=Emelie
Human_First_Names_F_0574=Emerson
Human_First_Names_F_0575=Emery
Human_First_Names_F_0576=Emi
Human_First_Names_F_0577=Emiko
Human_First_Names_F_0578=Emilia
Human_First_Names_F_0579=Emily
Human_First_Names_F_0580=Emma
Human_First_Names_F_0581=Enid
Human_First_Names_F_0582=Erica
Human_First_Names_F_0583=Ericka
Human_First_Names_F_0584=Erika
Human_First_Names_F_0585=Eriko
Human_First_Names_F_0586=Erin
Human_First_Names_F_0587=Erma
Human_First_Names_F_0588=Ernestine
Human_First_Names_F_0589=Esma
Human_First_Names_F_0590=Esmeralda
Human_First_Names_F_0591=Esperanza
Human_First_Names_F_0592=Essie
Human_First_Names_F_0593=Estella
Human_First_Names_F_0594=Estelle
Human_First_Names_F_0595=Ester
Human_First_Names_F_0596=Esther
Human_First_Names_F_0597=Ethel
Human_First_Names_F_0598=Etti
Human_First_Names_F_0599=Eula
Human_First_Names_F_0600=Eunice
Human_First_Names_F_0601=Eva
Human_First_Names_F_0602=Evangelia
Human_First_Names_F_0603=Evangelina
Human_First_Names_F_0604=Evangeline
Human_First_Names_F_0605=Eve
Human_First_Names_F_0606=Evelyn
Human_First_Names_F_0607=Evette
Human_First_Names_F_0608=Evie
Human_First_Names_F_0609=Fabia
Human_First_Names_F_0610=Fatima
Human_First_Names_F_0611=Fay
Human_First_Names_F_0612=Faye
Human_First_Names_F_0613=Felicia
Human_First_Names_F_0614=Feliz
Human_First_Names_F_0615=Fen
Human_First_Names_F_0616=Ferlisha
Human_First_Names_F_0617=Fern
Human_First_Names_F_0618=Fey
Human_First_Names_F_0619=Finley
Human_First_Names_F_0620=Fiona
Human_First_Names_F_0621=Fionna
Human_First_Names_F_0622=Flannery
Human_First_Names_F_0623=Flora
Human_First_Names_F_0624=Florence
Human_First_Names_F_0625=Flynn
Human_First_Names_F_0626=Fran
Human_First_Names_F_0627=Francesca
Human_First_Names_F_0628=Francine
Human_First_Names_F_0629=Frankie
Human_First_Names_F_0630=Freddi
Human_First_Names_F_0631=Frederique
Human_First_Names_F_0632=Freja
Human_First_Names_F_0633=Frida
Human_First_Names_F_0634=Fujiko
Human_First_Names_F_0635=Fukumi
Human_First_Names_F_0636=Fumiko
Human_First_Names_F_0637=Gabija
Human_First_Names_F_0638=Gabriela
Human_First_Names_F_0639=Gabrielle
Human_First_Names_F_0640=Gail
Human_First_Names_F_0641=Galenka
Human_First_Names_F_0642=Garnett
Human_First_Names_F_0643=Gayle
Human_First_Names_F_0644=Gena
Human_First_Names_F_0645=Genesis
Human_First_Names_F_0646=Genevieve
Human_First_Names_F_0647=George
Human_First_Names_F_0648=Georgette
Human_First_Names_F_0649=Georgia
Human_First_Names_F_0650=Geraldine
Human_First_Names_F_0651=Gerri
Human_First_Names_F_0652=Gertrude
Human_First_Names_F_0653=Gilda
Human_First_Names_F_0654=Gillian
Human_First_Names_F_0655=Gina
Human_First_Names_F_0656=Ginger
Human_First_Names_F_0657=Ginny
Human_First_Names_F_0658=Gisele
Human_First_Names_F_0659=Glenda
Human_First_Names_F_0660=Gloria
Human_First_Names_F_0661=Goldie
Human_First_Names_F_0662=Grace
Human_First_Names_F_0663=Gracie
Human_First_Names_F_0664=Gratia
Human_First_Names_F_0665=Greta
Human_First_Names_F_0666=Gretchen
Human_First_Names_F_0667=Gretta
Human_First_Names_F_0668=Guadalupe
Human_First_Names_F_0669=Gurpreet
Human_First_Names_F_0670=Gwen
Human_First_Names_F_0671=Gwendolyn
Human_First_Names_F_0672=Gwyneth
Human_First_Names_F_0673=Hadley
Human_First_Names_F_0674=Hadyn
Human_First_Names_F_0675=Hailey
Human_First_Names_F_0676=Hala
Human_First_Names_F_0677=Halen
Human_First_Names_F_0678=Haley
Human_First_Names_F_0679=Hana
Human_First_Names_F_0680=Hanita
Human_First_Names_F_0681=Hannah
Human_First_Names_F_0682=Harley
Human_First_Names_F_0683=Harlyn
Human_First_Names_F_0684=Harper
Human_First_Names_F_0685=Harriet
Human_First_Names_F_0686=Hartley
Human_First_Names_F_0687=Haruko
Human_First_Names_F_0688=Haruyo
Human_First_Names_F_0689=Hattie
Human_First_Names_F_0690=Hayden
Human_First_Names_F_0691=Hazel
Human_First_Names_F_0692=Heather
Human_First_Names_F_0693=Heidi
Human_First_Names_F_0694=Helen
Human_First_Names_F_0695=Helena
Human_First_Names_F_0696=Helga
Human_First_Names_F_0697=Helma
Human_First_Names_F_0698=Henrietta
Human_First_Names_F_0699=Hentie
Human_First_Names_F_0700=Hermione
Human_First_Names_F_0701=Hero
Human_First_Names_F_0702=Hester
Human_First_Names_F_0703=Hetty
Human_First_Names_F_0704=Hideko
Human_First_Names_F_0705=Hilary
Human_First_Names_F_0706=Hildegard
Human_First_Names_F_0707=Hildur
Human_First_Names_F_0708=Hiroko
Human_First_Names_F_0709=Hisaya
Human_First_Names_F_0710=Hitomi
Human_First_Names_F_0711=Hollie
Human_First_Names_F_0712=Holly
Human_First_Names_F_0713=Hope
Human_First_Names_F_0714=Hortense
Human_First_Names_F_0715=Hudson
Human_First_Names_F_0716=Hunter
Human_First_Names_F_0717=Hyun
Human_First_Names_F_0718=Ichiko
Human_First_Names_F_0719=Ida
Human_First_Names_F_0720=Idina
Human_First_Names_F_0721=Ikumi
Human_First_Names_F_0722=Ilana
Human_First_Names_F_0723=Ilene
Human_First_Names_F_0724=Imogene
Human_First_Names_F_0725=Ina
Human_First_Names_F_0726=Indigo
Human_First_Names_F_0727=Indira
Human_First_Names_F_0728=Indrani
Human_First_Names_F_0729=Ines
Human_First_Names_F_0730=Inez
Human_First_Names_F_0731=Ingrid
Human_First_Names_F_0732=Ioanna
Human_First_Names_F_0733=Irena
Human_First_Names_F_0734=Irene
Human_First_Names_F_0735=Iris
Human_First_Names_F_0736=Irma
Human_First_Names_F_0737=Isa
Human_First_Names_F_0738=Isabel
Human_First_Names_F_0739=Isabella
Human_First_Names_F_0740=Isabelle
Human_First_Names_F_0741=Ishawna
Human_First_Names_F_0742=Isidora
Human_First_Names_F_0743=Isobel
Human_First_Names_F_0744=Itsumi
Human_First_Names_F_0745=Ivana
Human_First_Names_F_0746=Ivita
Human_First_Names_F_0747=Ivonne
Human_First_Names_F_0748=Ivy
Human_First_Names_F_0749=Jackie
Human_First_Names_F_0750=Jacklyn
Human_First_Names_F_0751=Jaclyn
Human_First_Names_F_0752=Jacqueline
Human_First_Names_F_0753=Jacquie
Human_First_Names_F_0754=Jada
Human_First_Names_F_0755=Jaden
Human_First_Names_F_0756=Jae
Human_First_Names_F_0757=Jaime
Human_First_Names_F_0758=Jakeline
Human_First_Names_F_0759=Jaki
Human_First_Names_F_0760=Jalani
Human_First_Names_F_0761=Jaleen
Human_First_Names_F_0762=Jalen
Human_First_Names_F_0763=Jamani
Human_First_Names_F_0764=Jami
Human_First_Names_F_0765=Jamie
Human_First_Names_F_0766=Jan
Human_First_Names_F_0767=Jana
Human_First_Names_F_0768=Jane
Human_First_Names_F_0769=Janelle
Human_First_Names_F_0770=Janet
Human_First_Names_F_0771=Janette
Human_First_Names_F_0772=Janice
Human_First_Names_F_0773=Janine
Human_First_Names_F_0774=Janis
Human_First_Names_F_0775=Janna
Human_First_Names_F_0776=Jara
Human_First_Names_F_0777=Jari
Human_First_Names_F_0778=Jarmila
Human_First_Names_F_0779=Jashanna
Human_First_Names_F_0780=Jasmine
Human_First_Names_F_0781=Jax
Human_First_Names_F_0782=Jayne
Human_First_Names_F_0783=Jaynie
Human_First_Names_F_0784=Jaz
Human_First_Names_F_0785=Jazmin
Human_First_Names_F_0786=Jean
Human_First_Names_F_0787=Jeanette
Human_First_Names_F_0788=Jeanie
Human_First_Names_F_0789=Jelinda
Human_First_Names_F_0790=Jemisha
Human_First_Names_F_0791=Jemma
Human_First_Names_F_0792=Jen
Human_First_Names_F_0793=Jenifer
Human_First_Names_F_0794=Jenna
Human_First_Names_F_0795=Jenni
Human_First_Names_F_0796=Jennica
Human_First_Names_F_0797=Jennifer
Human_First_Names_F_0798=Jenny
Human_First_Names_F_0799=Jeri
Human_First_Names_F_0800=Jerri
Human_First_Names_F_0801=Jerzy
Human_First_Names_F_0802=Jess
Human_First_Names_F_0803=Jessica
Human_First_Names_F_0804=Jessie
Human_First_Names_F_0805=Jewel
Human_First_Names_F_0806=Jianni
Human_First_Names_F_0807=Jill
Human_First_Names_F_0808=Jillian
Human_First_Names_F_0809=Jing
Human_First_Names_F_0810=Jinny
Human_First_Names_F_0811=Jo
Human_First_Names_F_0812=Joan
Human_First_Names_F_0813=Joana
Human_First_Names_F_0814=Joanie
Human_First_Names_F_0815=Joann
Human_First_Names_F_0816=Joanne
Human_First_Names_F_0817=Jocelyn
Human_First_Names_F_0818=Jodi
Human_First_Names_F_0819=Jodie
Human_First_Names_F_0820=Jody
Human_First_Names_F_0821=Joey
Human_First_Names_F_0822=Johana
Human_First_Names_F_0823=Johari
Human_First_Names_F_0824=Jolena
Human_First_Names_F_0825=Jolene
Human_First_Names_F_0826=Joni
Human_First_Names_F_0827=Jordan
Human_First_Names_F_0828=Josefina
Human_First_Names_F_0829=Josefine
Human_First_Names_F_0830=Josephine
Human_First_Names_F_0831=Josie
Human_First_Names_F_0832=Joslin
Human_First_Names_F_0833=Joy
Human_First_Names_F_0834=Joyce
Human_First_Names_F_0835=Juanita
Human_First_Names_F_0836=Judi
Human_First_Names_F_0837=Judie
Human_First_Names_F_0838=Judith
Human_First_Names_F_0839=Judy
Human_First_Names_F_0840=Jules
Human_First_Names_F_0841=Julia
Human_First_Names_F_0842=Julian
Human_First_Names_F_0843=Juliana
Human_First_Names_F_0844=Julianne
Human_First_Names_F_0845=Julie
Human_First_Names_F_0846=Juliet
Human_First_Names_F_0847=June
Human_First_Names_F_0848=Justina
Human_First_Names_F_0849=Justine
Human_First_Names_F_0850=Kadasha
Human_First_Names_F_0851=Kadian
Human_First_Names_F_0852=Kadrea
Human_First_Names_F_0853=Kahley
Human_First_Names_F_0854=Kaidyn
Human_First_Names_F_0855=Kailanni
Human_First_Names_F_0856=Kaimi
Human_First_Names_F_0857=Kaitlin
Human_First_Names_F_0858=Kala
Human_First_Names_F_0859=Kalahni
Human_First_Names_F_0860=Kalea
Human_First_Names_F_0861=Kalin
Human_First_Names_F_0862=Kaliope
Human_First_Names_F_0863=Kam
Human_First_Names_F_0864=Kamali
Human_First_Names_F_0865=Kamani
Human_First_Names_F_0866=Kamari
Human_First_Names_F_0867=Kamdyn
Human_First_Names_F_0868=Kamie
Human_First_Names_F_0869=Kamila
Human_First_Names_F_0870=Kana
Human_First_Names_F_0871=Kanika
Human_First_Names_F_0872=Kao
Human_First_Names_F_0873=Kara
Human_First_Names_F_0874=Karen
Human_First_Names_F_0875=Kari
Human_First_Names_F_0876=Karin
Human_First_Names_F_0877=Karina
Human_First_Names_F_0878=Karla
Human_First_Names_F_0879=Karolina
Human_First_Names_F_0880=Karsen
Human_First_Names_F_0881=Kary
Human_First_Names_F_0882=Kasey
Human_First_Names_F_0883=Kassidy
Human_First_Names_F_0884=Katarina
Human_First_Names_F_0885=Kate
Human_First_Names_F_0886=Katelyn
Human_First_Names_F_0887=Katey
Human_First_Names_F_0888=Katharine
Human_First_Names_F_0889=Katherine
Human_First_Names_F_0890=Katheryn
Human_First_Names_F_0891=Kathie
Human_First_Names_F_0892=Kathleen
Human_First_Names_F_0893=Kathlyn
Human_First_Names_F_0894=Kathrine
Human_First_Names_F_0895=Kathy
Human_First_Names_F_0896=Katie
Human_First_Names_F_0897=Katrina
Human_First_Names_F_0898=Katy
Human_First_Names_F_0899=Kavita
Human_First_Names_F_0900=Kay
Human_First_Names_F_0901=Kaydin
Human_First_Names_F_0902=Kayla
Human_First_Names_F_0903=Kaylee
Human_First_Names_F_0904=Keegan
Human_First_Names_F_0905=Keiko
Human_First_Names_F_0906=Keisha
Human_First_Names_F_0907=Kelley
Human_First_Names_F_0908=Kelli
Human_First_Names_F_0909=Kellie
Human_First_Names_F_0910=Kelly
Human_First_Names_F_0911=Kelsey
Human_First_Names_F_0912=Kemani
Human_First_Names_F_0913=Kendal
Human_First_Names_F_0914=Kendra
Human_First_Names_F_0915=Kennedy
Human_First_Names_F_0916=Keri
Human_First_Names_F_0917=Kerri
Human_First_Names_F_0918=Khali
Human_First_Names_F_0919=Khinara
Human_First_Names_F_0920=Kiana
Human_First_Names_F_0921=Kiandra
Human_First_Names_F_0922=Kiko
Human_First_Names_F_0923=Kileyna
Human_First_Names_F_0924=Kim
Human_First_Names_F_0925=Kimani
Human_First_Names_F_0926=Kimberly
Human_First_Names_F_0927=Kimiko
Human_First_Names_F_0928=Kinsey
Human_First_Names_F_0929=Kira
Human_First_Names_F_0930=Kirsten
Human_First_Names_F_0931=Kirsty
Human_First_Names_F_0932=Kishana
Human_First_Names_F_0933=Kitt
Human_First_Names_F_0934=Kizzie
Human_First_Names_F_0935=Klara
Human_First_Names_F_0936=Kodi
Human_First_Names_F_0937=Konomi
Human_First_Names_F_0938=Korah
Human_First_Names_F_0939=Kris
Human_First_Names_F_0940=Krista
Human_First_Names_F_0941=Kristen
Human_First_Names_F_0942=Kristi
Human_First_Names_F_0943=Kristie
Human_First_Names_F_0944=Kristin
Human_First_Names_F_0945=Kristina
Human_First_Names_F_0946=Kristine
Human_First_Names_F_0947=Kristy
Human_First_Names_F_0948=Kumi
Human_First_Names_F_0949=Kyri
Human_First_Names_F_0950=Lacara
Human_First_Names_F_0951=Lacey
Human_First_Names_F_0952=Ladell
Human_First_Names_F_0953=Lakedra
Human_First_Names_F_0954=Lakeisha
Human_First_Names_F_0955=Lakoda
Human_First_Names_F_0956=Lamari
Human_First_Names_F_0957=Lana
Human_First_Names_F_0958=Landon
Human_First_Names_F_0959=Landry
Human_First_Names_F_0960=Lane
Human_First_Names_F_0961=Lanie
Human_First_Names_F_0962=Lara
Human_First_Names_F_0963=Laren
Human_First_Names_F_0964=Larissa
Human_First_Names_F_0965=Larkin
Human_First_Names_F_0966=Lashaya
Human_First_Names_F_0967=Latasha
Human_First_Names_F_0968=Latavia
Human_First_Names_F_0969=Latika
Human_First_Names_F_0970=Latisha
Human_First_Names_F_0971=Latoya
Human_First_Names_F_0972=Laura
Human_First_Names_F_0973=Laurel
Human_First_Names_F_0974=Lauren
Human_First_Names_F_0975=Laurie
Human_First_Names_F_0976=Laverne
Human_First_Names_F_0977=Lawanda
Human_First_Names_F_0978=Laylani
Human_First_Names_F_0979=Lea
Human_First_Names_F_0980=Leandra
Human_First_Names_F_0981=Leanne
Human_First_Names_F_0982=Lee
Human_First_Names_F_0983=Leela
Human_First_Names_F_0984=Leelannee
Human_First_Names_F_0985=Leia
Human_First_Names_F_0986=Leigh
Human_First_Names_F_0987=Leila
Human_First_Names_F_0988=Leilani
Human_First_Names_F_0989=Leisha
Human_First_Names_F_0990=Leisley
Human_First_Names_F_0991=Lena
Human_First_Names_F_0992=Lenka
Human_First_Names_F_0993=Lenora
Human_First_Names_F_0994=Lenore
Human_First_Names_F_0995=Lenzie
Human_First_Names_F_0996=Leona
Human_First_Names_F_0997=Leonie
Human_First_Names_F_0998=Leslee
Human_First_Names_F_0999=Lesley
Human_First_Names_F_1000=Lesli
Human_First_Names_F_1001=Leslie
Human_First_Names_F_1002=Lexington
Human_First_Names_F_1003=Leyla
Human_First_Names_F_1004=Liana
Human_First_Names_F_1005=Lianne
Human_First_Names_F_1006=Liddy
Human_First_Names_F_1007=Lidia
Human_First_Names_F_1008=Liesl
Human_First_Names_F_1009=Lili
Human_First_Names_F_1010=Liliana
Human_First_Names_F_1011=Lillian
Human_First_Names_F_1012=Lillie
Human_First_Names_F_1013=Lilly
Human_First_Names_F_1014=Lilo
Human_First_Names_F_1015=Lily
Human_First_Names_F_1016=Lin
Human_First_Names_F_1017=Lina
Human_First_Names_F_1018=Lincoln
Human_First_Names_F_1019=Linda
Human_First_Names_F_1020=Lindsey
Human_First_Names_F_1021=Lisa
Human_First_Names_F_1022=Livia
Human_First_Names_F_1023=Liz
Human_First_Names_F_1024=Lizzie
Human_First_Names_F_1025=Logan
Human_First_Names_F_1026=Lois
Human_First_Names_F_1027=Lola
Human_First_Names_F_1028=Loni
Human_First_Names_F_1029=Lora
Human_First_Names_F_1030=Loraine
Human_First_Names_F_1031=Lorene
Human_First_Names_F_1032=Loretta
Human_First_Names_F_1033=Lori
Human_First_Names_F_1034=Lorna
Human_First_Names_F_1035=Lou
Human_First_Names_F_1036=Louella
Human_First_Names_F_1037=Louisa
Human_First_Names_F_1038=Louise
Human_First_Names_F_1039=Lovelle
Human_First_Names_F_1040=Luana
Human_First_Names_F_1041=Luann
Human_First_Names_F_1042=Lucille
Human_First_Names_F_1043=Lucinda
Human_First_Names_F_1044=Lucy
Human_First_Names_F_1045=Ludmila
Human_First_Names_F_1046=Luella
Human_First_Names_F_1047=Luisa
Human_First_Names_F_1048=Luiza
Human_First_Names_F_1049=Lupe
Human_First_Names_F_1050=Luverne
Human_First_Names_F_1051=Lydia
Human_First_Names_F_1052=Lynda
Human_First_Names_F_1053=Lynn
Human_First_Names_F_1054=Mabel
Human_First_Names_F_1055=Mackinley
Human_First_Names_F_1056=Maddy
Human_First_Names_F_1057=Maddyx
Human_First_Names_F_1058=Madeline
Human_First_Names_F_1059=Madge
Human_First_Names_F_1060=Madison
Human_First_Names_F_1061=Magdalena
Human_First_Names_F_1062=Maggie
Human_First_Names_F_1063=Magnolia
Human_First_Names_F_1064=Mahari
Human_First_Names_F_1065=Mai
Human_First_Names_F_1066=Maiko
Human_First_Names_F_1067=Maja
Human_First_Names_F_1068=Makayla
Human_First_Names_F_1069=Malaya
Human_First_Names_F_1070=Malia
Human_First_Names_F_1071=Malinda
Human_First_Names_F_1072=Maliyah
Human_First_Names_F_1073=Mallory
Human_First_Names_F_1074=Malone
Human_First_Names_F_1075=Malou
Human_First_Names_F_1076=Mana
Human_First_Names_F_1077=Mandy
Human_First_Names_F_1078=Maneet
Human_First_Names_F_1079=Manjula
Human_First_Names_F_1080=Mara
Human_First_Names_F_1081=Marcella
Human_First_Names_F_1082=Marci
Human_First_Names_F_1083=Marcia
Human_First_Names_F_1084=Marcy
Human_First_Names_F_1085=Margaret
Human_First_Names_F_1086=Margery
Human_First_Names_F_1087=Margie
Human_First_Names_F_1088=Margot
Human_First_Names_F_1089=Margret
Human_First_Names_F_1090=Maria
Human_First_Names_F_1091=Mariam
Human_First_Names_F_1092=Mariana
Human_First_Names_F_1093=Maribelle
Human_First_Names_F_1094=Marie
Human_First_Names_F_1095=Marietta
Human_First_Names_F_1096=Marilyn
Human_First_Names_F_1097=Marisa
Human_First_Names_F_1098=Marji
Human_First_Names_F_1099=Marjorie
Human_First_Names_F_1100=Marla
Human_First_Names_F_1101=Marlena
Human_First_Names_F_1102=Marley
Human_First_Names_F_1103=Marrion
Human_First_Names_F_1104=Marsha
Human_First_Names_F_1105=Marta
Human_First_Names_F_1106=Martha
Human_First_Names_F_1107=Marviana
Human_First_Names_F_1108=Mary
Human_First_Names_F_1109=Maryann
Human_First_Names_F_1110=Marylou
Human_First_Names_F_1111=Mason
Human_First_Names_F_1112=Matavia
Human_First_Names_F_1113=Matilda
Human_First_Names_F_1114=Matsuko
Human_First_Names_F_1115=Mattie
Human_First_Names_F_1116=Maude
Human_First_Names_F_1117=Maura
Human_First_Names_F_1118=Maureen
Human_First_Names_F_1119=Maven
Human_First_Names_F_1120=Mavis
Human_First_Names_F_1121=Max
Human_First_Names_F_1122=Maxine
Human_First_Names_F_1123=Maya
Human_First_Names_F_1124=Maybelle
Human_First_Names_F_1125=Mayumi
Human_First_Names_F_1126=Meagan
Human_First_Names_F_1127=Meg
Human_First_Names_F_1128=Megan
Human_First_Names_F_1129=Meghan
Human_First_Names_F_1130=Megumi
Human_First_Names_F_1131=Mei
Human_First_Names_F_1132=Meiko
Human_First_Names_F_1133=Mel
Human_First_Names_F_1134=Melania
Human_First_Names_F_1135=Melanie
Human_First_Names_F_1136=Melicia
Human_First_Names_F_1137=Melinda
Human_First_Names_F_1138=Melissa
Human_First_Names_F_1139=Mell
Human_First_Names_F_1140=Melly
Human_First_Names_F_1141=Melody
Human_First_Names_F_1142=Memphis
Human_First_Names_F_1143=Meredith
Human_First_Names_F_1144=Micah
Human_First_Names_F_1145=Michelle
Human_First_Names_F_1146=Miki
Human_First_Names_F_1147=Mila
Human_First_Names_F_1148=Mildred
Human_First_Names_F_1149=Miley
Human_First_Names_F_1150=Millicent
Human_First_Names_F_1151=Millie
Human_First_Names_F_1152=Milly
Human_First_Names_F_1153=Mimi
Human_First_Names_F_1154=Mina
Human_First_Names_F_1155=Mindy
Human_First_Names_F_1156=Mineko
Human_First_Names_F_1157=Minerva
Human_First_Names_F_1158=Minnie
Human_First_Names_F_1159=Mira
Human_First_Names_F_1160=Mirabel
Human_First_Names_F_1161=Miranda
Human_First_Names_F_1162=Miriam
Human_First_Names_F_1163=Missy
Human_First_Names_F_1164=Mitzi
Human_First_Names_F_1165=Miyabi
Human_First_Names_F_1166=Mizuki
Human_First_Names_F_1167=Moana
Human_First_Names_F_1168=Mollie
Human_First_Names_F_1169=Molly
Human_First_Names_F_1170=Mona
Human_First_Names_F_1171=Monica
Human_First_Names_F_1172=Monique
Human_First_Names_F_1173=Monroe
Human_First_Names_F_1174=Montana
Human_First_Names_F_1175=Morgan
Human_First_Names_F_1176=Muriel
Human_First_Names_F_1177=Myra
Human_First_Names_F_1178=Nadia
Human_First_Names_F_1179=Nadine
Human_First_Names_F_1180=Naila
Human_First_Names_F_1181=Nakala
Human_First_Names_F_1182=Nalani
Human_First_Names_F_1183=Nancy
Human_First_Names_F_1184=Nandi
Human_First_Names_F_1185=Nanette
Human_First_Names_F_1186=Naomi
Human_First_Names_F_1187=Narumi
Human_First_Names_F_1188=Nasiah
Human_First_Names_F_1189=Natale
Human_First_Names_F_1190=Natalia
Human_First_Names_F_1191=Natalie
Human_First_Names_F_1192=Natasha
Human_First_Names_F_1193=Natroya
Human_First_Names_F_1194=Natsume
Human_First_Names_F_1195=Nedaara
Human_First_Names_F_1196=Neema
Human_First_Names_F_1197=Nelinka
Human_First_Names_F_1198=Nell
Human_First_Names_F_1199=Nellie
Human_First_Names_F_1200=Nelly
Human_First_Names_F_1201=Neomi
Human_First_Names_F_1202=Nerissa
Human_First_Names_F_1203=Nevada
Human_First_Names_F_1204=Nia
Human_First_Names_F_1205=Nichole
Human_First_Names_F_1206=Nicole
Human_First_Names_F_1207=Nikita
Human_First_Names_F_1208=Nikki
Human_First_Names_F_1209=Nikola
Human_First_Names_F_1210=Nina
Human_First_Names_F_1211=Noelle
Human_First_Names_F_1212=Nora
Human_First_Names_F_1213=Noreen
Human_First_Names_F_1214=Noriko
Human_First_Names_F_1215=Norma
Human_First_Names_F_1216=Nozomi
Human_First_Names_F_1217=Octavia
Human_First_Names_F_1218=Odessa
Human_First_Names_F_1219=Okalani
Human_First_Names_F_1220=Olanda
Human_First_Names_F_1221=Olga
Human_First_Names_F_1222=Oliana
Human_First_Names_F_1223=Olive
Human_First_Names_F_1224=Olivia
Human_First_Names_F_1225=Ollie
Human_First_Names_F_1226=Onnie
Human_First_Names_F_1227=Onyx
Human_First_Names_F_1228=Opal
Human_First_Names_F_1229=Ophelia
Human_First_Names_F_1230=Oriana
Human_First_Names_F_1231=Orion
Human_First_Names_F_1232=Ozie
Human_First_Names_F_1233=Paiden
Human_First_Names_F_1234=Paige
Human_First_Names_F_1235=Pallavi
Human_First_Names_F_1236=Pam
Human_First_Names_F_1237=Pamela
Human_First_Names_F_1238=Parker
Human_First_Names_F_1239=Parvati
Human_First_Names_F_1240=Pasha
Human_First_Names_F_1241=Pat
Human_First_Names_F_1242=Patricia
Human_First_Names_F_1243=Patsy
Human_First_Names_F_1244=Patti
Human_First_Names_F_1245=Patty
Human_First_Names_F_1246=Paula
Human_First_Names_F_1247=Paulette
Human_First_Names_F_1248=Paulina
Human_First_Names_F_1249=Pauline
Human_First_Names_F_1250=Pavla
Human_First_Names_F_1251=Pavlina
Human_First_Names_F_1252=Pavlinka
Human_First_Names_F_1253=Paxton
Human_First_Names_F_1254=Payton
Human_First_Names_F_1255=Pearl
Human_First_Names_F_1256=Peggy
Human_First_Names_F_1257=Penelope
Human_First_Names_F_1258=Penny
Human_First_Names_F_1259=Petra
Human_First_Names_F_1260=Phoebe
Human_First_Names_F_1261=Phoenix
Human_First_Names_F_1262=Phylicity
Human_First_Names_F_1263=Phyllis
Human_First_Names_F_1264=Piper
Human_First_Names_F_1265=Pippa
Human_First_Names_F_1266=Polina
Human_First_Names_F_1267=Polly
Human_First_Names_F_1268=Poppy
Human_First_Names_F_1269=Posey
Human_First_Names_F_1270=Preet
Human_First_Names_F_1271=Prima
Human_First_Names_F_1272=Priscilla
Human_First_Names_F_1273=Priya
Human_First_Names_F_1274=Priyanka
Human_First_Names_F_1275=Quinn
Human_First_Names_F_1276=Rachael
Human_First_Names_F_1277=Rachel
Human_First_Names_F_1278=Rachelle
Human_First_Names_F_1279=Radana
Human_First_Names_F_1280=Radmila
Human_First_Names_F_1281=Rae
Human_First_Names_F_1282=Rain
Human_First_Names_F_1283=Raleigh
Human_First_Names_F_1284=Ramona
Human_First_Names_F_1285=Ranisha
Human_First_Names_F_1286=Raquel
Human_First_Names_F_1287=Rashi
Human_First_Names_F_1288=Rati
Human_First_Names_F_1289=Reagan
Human_First_Names_F_1290=Reba
Human_First_Names_F_1291=Rebecca
Human_First_Names_F_1292=Rebeka
Human_First_Names_F_1293=Rebekah
Human_First_Names_F_1294=Rebel
Human_First_Names_F_1295=Reese
Human_First_Names_F_1296=Regina
Human_First_Names_F_1297=Reika
Human_First_Names_F_1298=Remy
Human_First_Names_F_1299=Rena
Human_First_Names_F_1300=Rhiannon
Human_First_Names_F_1301=Rhoda
Human_First_Names_F_1302=Rhonda
Human_First_Names_F_1303=Ricki
Human_First_Names_F_1304=Rihanna
Human_First_Names_F_1305=Rika
Human_First_Names_F_1306=Riley
Human_First_Names_F_1307=Rio
Human_First_Names_F_1308=Rita
Human_First_Names_F_1309=River
Human_First_Names_F_1310=Robbie
Human_First_Names_F_1311=Roberta
Human_First_Names_F_1312=Robin
Human_First_Names_F_1313=Roma
Human_First_Names_F_1314=Ronie
Human_First_Names_F_1315=Rory
Human_First_Names_F_1316=Rosa
Human_First_Names_F_1317=Rosalie
Human_First_Names_F_1318=Rosalind
Human_First_Names_F_1319=Rosalyn
Human_First_Names_F_1320=Rosanna
Human_First_Names_F_1321=Rosario
Human_First_Names_F_1322=Rose
Human_First_Names_F_1323=Rosemarie
Human_First_Names_F_1324=Rosemary
Human_First_Names_F_1325=Roxanne
Human_First_Names_F_1326=Roxie
Human_First_Names_F_1327=Ruby
Human_First_Names_F_1328=Ruth
Human_First_Names_F_1329=Ryoko
Human_First_Names_F_1330=Sabina
Human_First_Names_F_1331=Sabrina
Human_First_Names_F_1332=Sadie
Human_First_Names_F_1333=Safa
Human_First_Names_F_1334=Sage
Human_First_Names_F_1335=Sakura
Human_First_Names_F_1336=Salem
Human_First_Names_F_1337=Salenna
Human_First_Names_F_1338=Sallie
Human_First_Names_F_1339=Sally
Human_First_Names_F_1340=Sam
Human_First_Names_F_1341=Samantha
Human_First_Names_F_1342=Samara
Human_First_Names_F_1343=Sammy
Human_First_Names_F_1344=Sandra
Human_First_Names_F_1345=Sandy
Human_First_Names_F_1346=Sara
Human_First_Names_F_1347=Sarah
Human_First_Names_F_1348=Sasha
Human_First_Names_F_1349=Satomi
Human_First_Names_F_1350=Savannah
Human_First_Names_F_1351=Savitri
Human_First_Names_F_1352=Sawyer
Human_First_Names_F_1353=Scarlett
Human_First_Names_F_1354=Selby
Human_First_Names_F_1355=Selena
Human_First_Names_F_1356=Selma
Human_First_Names_F_1357=Seneca
Human_First_Names_F_1358=Serafina
Human_First_Names_F_1359=Serena
Human_First_Names_F_1360=Shamari
Human_First_Names_F_1361=Shana
Human_First_Names_F_1362=Shanaya
Human_First_Names_F_1363=Shaniqua
Human_First_Names_F_1364=Shannon
Human_First_Names_F_1365=Shaquira
Human_First_Names_F_1366=Sharlene
Human_First_Names_F_1367=Sharon
Human_First_Names_F_1368=Shauna
Human_First_Names_F_1369=Shawndell
Human_First_Names_F_1370=Shay
Human_First_Names_F_1371=Sheila
Human_First_Names_F_1372=Shelby
Human_First_Names_F_1373=Shell
Human_First_Names_F_1374=Shelley
Human_First_Names_F_1375=Shelly
Human_First_Names_F_1376=Sheri
Human_First_Names_F_1377=Sherrie
Human_First_Names_F_1378=Sherry
Human_First_Names_F_1379=Sheryl
Human_First_Names_F_1380=Shia
Human_First_Names_F_1381=Shira
Human_First_Names_F_1382=Siah
Human_First_Names_F_1383=Silvia
Human_First_Names_F_1384=Simona
Human_First_Names_F_1385=Simone
Human_First_Names_F_1386=Sky
Human_First_Names_F_1387=Skyler
Human_First_Names_F_1388=Sloan
Human_First_Names_F_1389=Sofia
Human_First_Names_F_1390=Sofie
Human_First_Names_F_1391=Solvita
Human_First_Names_F_1392=Sonnie
Human_First_Names_F_1393=Sonya
Human_First_Names_F_1394=Sophia
Human_First_Names_F_1395=Sophie
Human_First_Names_F_1396=Stacey
Human_First_Names_F_1397=Staci
Human_First_Names_F_1398=Stacie
Human_First_Names_F_1399=Stacy
Human_First_Names_F_1400=Stefanie
Human_First_Names_F_1401=Steffi
Human_First_Names_F_1402=Stella
Human_First_Names_F_1403=Steph
Human_First_Names_F_1404=Stephanie
Human_First_Names_F_1405=Stephie
Human_First_Names_F_1406=Sterling
Human_First_Names_F_1407=Stevie
Human_First_Names_F_1408=Sue
Human_First_Names_F_1409=Suellen
Human_First_Names_F_1410=Summer
Human_First_Names_F_1411=Susan
Human_First_Names_F_1412=Susannah
Human_First_Names_F_1413=Susie
Human_First_Names_F_1414=Suzana
Human_First_Names_F_1415=Suzanne
Human_First_Names_F_1416=Suzette
Human_First_Names_F_1417=Svetlana
Human_First_Names_F_1418=Sybil
Human_First_Names_F_1419=Sylvia
Human_First_Names_F_1420=Tabatha
Human_First_Names_F_1421=Tahje
Human_First_Names_F_1422=Tai
Human_First_Names_F_1423=Talia
Human_First_Names_F_1424=Tallulah
Human_First_Names_F_1425=Talyn
Human_First_Names_F_1426=Tamara
Human_First_Names_F_1427=Tamera
Human_First_Names_F_1428=Tami
Human_First_Names_F_1429=Tamiko
Human_First_Names_F_1430=Tammie
Human_First_Names_F_1431=Tammy
Human_First_Names_F_1432=Tania
Human_First_Names_F_1433=Tanisha
Human_First_Names_F_1434=Tanya
Human_First_Names_F_1435=Tara
Human_First_Names_F_1436=Tasha
Human_First_Names_F_1437=Tavena
Human_First_Names_F_1438=Tavi
Human_First_Names_F_1439=Tawny
Human_First_Names_F_1440=Taylor
Human_First_Names_F_1441=Tea
Human_First_Names_F_1442=Teagan
Human_First_Names_F_1443=Teresa
Human_First_Names_F_1444=Teri
Human_First_Names_F_1445=Tessa
Human_First_Names_F_1446=Thea
Human_First_Names_F_1447=Thelma
Human_First_Names_F_1448=Theresa
Human_First_Names_F_1449=Tia
Human_First_Names_F_1450=Tianna
Human_First_Names_F_1451=Tiffany
Human_First_Names_F_1452=Tillie
Human_First_Names_F_1453=Tina
Human_First_Names_F_1454=Tonya
Human_First_Names_F_1455=Tory
Human_First_Names_F_1456=Tracey
Human_First_Names_F_1457=Traci
Human_First_Names_F_1458=Tracy
Human_First_Names_F_1459=Tricia
Human_First_Names_F_1460=Trina
Human_First_Names_F_1461=Tris
Human_First_Names_F_1462=Trish
Human_First_Names_F_1463=Trisha
Human_First_Names_F_1464=Trudy
Human_First_Names_F_1465=Twyla
Human_First_Names_F_1466=Tyler
Human_First_Names_F_1467=Ulla
Human_First_Names_F_1468=Ursula
Human_First_Names_F_1469=Vail
Human_First_Names_F_1470=Valarie
Human_First_Names_F_1471=Valen
Human_First_Names_F_1472=Valentine
Human_First_Names_F_1473=Valerie
Human_First_Names_F_1474=Vanesa
Human_First_Names_F_1475=Velma
Human_First_Names_F_1476=Vendela
Human_First_Names_F_1477=Vera
Human_First_Names_F_1478=Veronica
Human_First_Names_F_1479=Vicki
Human_First_Names_F_1480=Vickie
Human_First_Names_F_1481=Vicky
Human_First_Names_F_1482=Victoria
Human_First_Names_F_1483=Viktoria
Human_First_Names_F_1484=Vilma
Human_First_Names_F_1485=Viola
Human_First_Names_F_1486=Violet
Human_First_Names_F_1487=Virginia
Human_First_Names_F_1488=Vivian
Human_First_Names_F_1489=Wanda
Human_First_Names_F_1490=Wendi
Human_First_Names_F_1491=Wendy
Human_First_Names_F_1492=Whitney
Human_First_Names_F_1493=Willow
Human_First_Names_F_1494=Wilma
Human_First_Names_F_1495=Winifred
Human_First_Names_F_1496=Winnie
Human_First_Names_F_1497=Wynn
Human_First_Names_F_1498=Yalonda
Human_First_Names_F_1499=Yannis
Human_First_Names_F_1500=Yasmine
Human_First_Names_F_1501=Yi
Human_First_Names_F_1502=Ying
Human_First_Names_F_1503=Yolanda
Human_First_Names_F_1504=Yuki
Human_First_Names_F_1505=Yumi
Human_First_Names_F_1506=Yvette
Human_First_Names_F_1507=Yvonne
Human_First_Names_F_1508=Zahra
Human_First_Names_F_1509=Zaketa
Human_First_Names_F_1510=Zamari
Human_First_Names_F_1511=Zanda
Human_First_Names_F_1512=Zandra
Human_First_Names_F_1513=Zara
Human_First_Names_F_1514=Zekera
Human_First_Names_F_1515=Zena
Human_First_Names_F_1516=Zima
Human_First_Names_F_1517=Zoe
Human_First_Names_F_1518=Zora
Human_First_Names_F_1519=Zorana
Human_First_Names_F_1520=Zuleika
Human_First_Names_M_0001=Aadi
Human_First_Names_M_0002=Aarav
Human_First_Names_M_0003=Aaron
Human_First_Names_M_0004=Aban
Human_First_Names_M_0005=Abasi
Human_First_Names_M_0006=Abbas
Human_First_Names_M_0007=Abdul
Human_First_Names_M_0008=Abe
Human_First_Names_M_0009=Abel
Human_First_Names_M_0010=Abraham
Human_First_Names_M_0011=Abram
Human_First_Names_M_0012=Adam
Human_First_Names_M_0013=Adamo
Human_First_Names_M_0014=Adan
Human_First_Names_M_0015=Addae
Human_First_Names_M_0016=Addi
Human_First_Names_M_0017=Ade
Human_First_Names_M_0018=Adil
Human_First_Names_M_0019=Adolfo
Human_First_Names_M_0020=Adovardo
Human_First_Names_M_0021=Adrian
Human_First_Names_M_0022=Afram
Human_First_Names_M_0023=Agnolo
Human_First_Names_M_0024=Agostino
Human_First_Names_M_0025=Ahmad
Human_First_Names_M_0026=Ahmed
Human_First_Names_M_0027=Akaar
Human_First_Names_M_0028=Akahito
Human_First_Names_M_0029=Akash
Human_First_Names_M_0030=Akello
Human_First_Names_M_0031=Akeno
Human_First_Names_M_0032=Aki
Human_First_Names_M_0033=Akihiro
Human_First_Names_M_0034=Akihisa
Human_First_Names_M_0035=Akihito
Human_First_Names_M_0036=Akikazu
Human_First_Names_M_0037=Akinari
Human_First_Names_M_0038=Akinori
Human_First_Names_M_0039=Akio
Human_First_Names_M_0040=Akira
Human_First_Names_M_0041=Akoni
Human_First_Names_M_0042=Aksel
Human_First_Names_M_0043=Al
Human_First_Names_M_0044=Alamanno
Human_First_Names_M_0045=Alan
Human_First_Names_M_0046=Albert
Human_First_Names_M_0047=Alberto
Human_First_Names_M_0048=Albizzo
Human_First_Names_M_0049=Alden
Human_First_Names_M_0050=Aldo
Human_First_Names_M_0051=Alec
Human_First_Names_M_0052=Aleix
Human_First_Names_M_0053=Alejandro
Human_First_Names_M_0054=Alerion
Human_First_Names_M_0055=Alessandro
Human_First_Names_M_0056=Alesso
Human_First_Names_M_0057=Alex
Human_First_Names_M_0058=Alexander
Human_First_Names_M_0059=Alexei
Human_First_Names_M_0060=Alezan
Human_First_Names_M_0061=Alfonso
Human_First_Names_M_0062=Alfonzo
Human_First_Names_M_0063=Alfred
Human_First_Names_M_0064=Alfredo
Human_First_Names_M_0065=Ali
Human_First_Names_M_0066=Alin
Human_First_Names_M_0067=Allan
Human_First_Names_M_0068=Allen
Human_First_Names_M_0069=Alonso
Human_First_Names_M_0070=Alonzo
Human_First_Names_M_0071=Alphonso
Human_First_Names_M_0072=Alton
Human_First_Names_M_0073=Alva
Human_First_Names_M_0074=Alvaro
Human_First_Names_M_0075=Alvin
Human_First_Names_M_0076=Alyas
Human_First_Names_M_0077=Amado
Human_First_Names_M_0078=Aman
Human_First_Names_M_0079=Amandev
Human_First_Names_M_0080=Amani
Human_First_Names_M_0081=Amida
Human_First_Names_M_0082=Amin
Human_First_Names_M_0083=Amir
Human_First_Names_M_0084=Amish
Human_First_Names_M_0085=Amos
Human_First_Names_M_0086=Ampelio
Human_First_Names_M_0087=Amrit
Human_First_Names_M_0088=Amund
Human_First_Names_M_0089=An
Human_First_Names_M_0090=Anatoly
Human_First_Names_M_0091=Ancil
Human_First_Names_M_0092=Ander
Human_First_Names_M_0093=Anders
Human_First_Names_M_0094=Anderson
Human_First_Names_M_0095=Andor
Human_First_Names_M_0096=Andre
Human_First_Names_M_0097=Andrea
Human_First_Names_M_0098=Andrei
Human_First_Names_M_0099=Andres
Human_First_Names_M_0100=Andrew
Human_First_Names_M_0101=Andy
Human_First_Names_M_0102=Anella
Human_First_Names_M_0103=Angel
Human_First_Names_M_0104=Angelo
Human_First_Names_M_0105=Angorit
Human_First_Names_M_0106=Anibal
Human_First_Names_M_0107=Anichino
Human_First_Names_M_0108=Anis
Human_First_Names_M_0109=Ankoma
Human_First_Names_M_0110=Ansari
Human_First_Names_M_0111=Anson
Human_First_Names_M_0112=Anthony
Human_First_Names_M_0113=Antoine
Human_First_Names_M_0114=Anton
Human_First_Names_M_0115=Antonio
Human_First_Names_M_0116=Antony
Human_First_Names_M_0117=Antwan
Human_First_Names_M_0118=Apollo
Human_First_Names_M_0119=Aran
Human_First_Names_M_0120=Arata
Human_First_Names_M_0121=Archie
Human_First_Names_M_0122=Aren
Human_First_Names_M_0123=Ariel
Human_First_Names_M_0124=Aritomo
Human_First_Names_M_0125=Arkin
Human_First_Names_M_0126=Armaan
Human_First_Names_M_0127=Armand
Human_First_Names_M_0128=Armando
Human_First_Names_M_0129=Arnold
Human_First_Names_M_0130=Arron
Human_First_Names_M_0131=Art
Human_First_Names_M_0132=Arthur
Human_First_Names_M_0133=Artur
Human_First_Names_M_0134=Arturo
Human_First_Names_M_0135=Arun
Human_First_Names_M_0136=Asad
Human_First_Names_M_0137=Asadel
Human_First_Names_M_0138=Ashley
Human_First_Names_M_0139=Ashraf
Human_First_Names_M_0140=Asier
Human_First_Names_M_0141=Asim
Human_First_Names_M_0142=Askel
Human_First_Names_M_0143=Atieno
Human_First_Names_M_0144=Aubrey
Human_First_Names_M_0145=Audun
Human_First_Names_M_0146=August
Human_First_Names_M_0147=Augustine
Human_First_Names_M_0148=Augustus
Human_First_Names_M_0149=Austin
Human_First_Names_M_0150=Averardo
Human_First_Names_M_0151=Averill
Human_First_Names_M_0152=Avery
Human_First_Names_M_0153=Axel
Human_First_Names_M_0154=Ayinde
Human_First_Names_M_0155=Azizi
Human_First_Names_M_0156=Azmera
Human_First_Names_M_0157=Badi
Human_First_Names_M_0158=Badri
Human_First_Names_M_0159=Badru
Human_First_Names_M_0160=Badu
Human_First_Names_M_0161=Bae
Human_First_Names_M_0162=Bagamba
Human_First_Names_M_0163=Bahij
Human_First_Names_M_0164=Bahir
Human_First_Names_M_0165=Baiko
Human_First_Names_M_0166=Bailey
Human_First_Names_M_0167=Bakari
Human_First_Names_M_0168=Bakri
Human_First_Names_M_0169=Balan
Human_First_Names_M_0170=Bali
Human_First_Names_M_0171=Baligh
Human_First_Names_M_0172=Banco
Human_First_Names_M_0173=Bandar
Human_First_Names_M_0174=Bandele
Human_First_Names_M_0175=Baptiste
Human_First_Names_M_0176=Barakah
Human_First_Names_M_0177=Baran
Human_First_Names_M_0178=Bard
Human_First_Names_M_0179=Bardo
Human_First_Names_M_0180=Barir
Human_First_Names_M_0181=Barnard
Human_First_Names_M_0182=Barney
Human_First_Names_M_0183=Barone
Human_First_Names_M_0184=Barry
Human_First_Names_M_0185=Bart
Human_First_Names_M_0186=Barton
Human_First_Names_M_0187=Barun
Human_First_Names_M_0188=Bashir
Human_First_Names_M_0189=Basho
Human_First_Names_M_0190=Basil
Human_First_Names_M_0191=Basim
Human_First_Names_M_0192=Baste
Human_First_Names_M_0193=Bastien
Human_First_Names_M_0194=Battista
Human_First_Names_M_0195=Bayana
Human_First_Names_M_0196=Bayani
Human_First_Names_M_0197=Bayhas
Human_First_Names_M_0198=Baylee
Human_First_Names_M_0199=Beale
Human_First_Names_M_0200=Beau
Human_First_Names_M_0201=Beaumont
Human_First_Names_M_0202=Beauregard
Human_First_Names_M_0203=Bellamy
Human_First_Names_M_0204=Ben
Human_First_Names_M_0205=Benedetto
Human_First_Names_M_0206=Benedict
Human_First_Names_M_0207=Benino
Human_First_Names_M_0208=Benito
Human_First_Names_M_0209=Benjamin
Human_First_Names_M_0210=Benjiro
Human_First_Names_M_0211=Benkei
Human_First_Names_M_0212=Bennett
Human_First_Names_M_0213=Bennie
Human_First_Names_M_0214=Benny
Human_First_Names_M_0215=Beppe
Human_First_Names_M_0216=Berger
Human_First_Names_M_0217=Bernaba
Human_First_Names_M_0218=Bernard
Human_First_Names_M_0219=Bernardo
Human_First_Names_M_0220=Bernie
Human_First_Names_M_0221=Berry
Human_First_Names_M_0222=Bert
Human_First_Names_M_0223=Bertino
Human_First_Names_M_0224=Berto
Human_First_Names_M_0225=Bettino
Human_First_Names_M_0226=Betto
Human_First_Names_M_0227=Bhagwan
Human_First_Names_M_0228=Bhuvik
Human_First_Names_M_0229=Biagio
Human_First_Names_M_0230=Bianco
Human_First_Names_M_0231=Biel
Human_First_Names_M_0232=Bilal
Human_First_Names_M_0233=Bill
Human_First_Names_M_0234=Billie
Human_First_Names_M_0235=Billy
Human_First_Names_M_0236=Bindo
Human_First_Names_M_0237=Bing
Human_First_Names_M_0238=Bình
Human_First_Names_M_0239=Bir
Human_First_Names_M_0240=Bishr
Human_First_Names_M_0241=Bjorn
Human_First_Names_M_0242=Blaine
Human_First_Names_M_0243=Blair
Human_First_Names_M_0244=Blaize
Human_First_Names_M_0245=Blake
Human_First_Names_M_0246=Bob
Human_First_Names_M_0247=Bobbie
Human_First_Names_M_0248=Bobby
Human_First_Names_M_0249=Bogdan
Human_First_Names_M_0250=Bojing
Human_First_Names_M_0251=Bokkai
Human_First_Names_M_0252=Bonino
Human_First_Names_M_0253=Bono
Human_First_Names_M_0254=Bonsi
Human_First_Names_M_0255=Booker
Human_First_Names_M_0256=Boris
Human_First_Names_M_0257=Botan
Human_First_Names_M_0258=Bourey
Human_First_Names_M_0259=Boyce
Human_First_Names_M_0260=Boyd
Human_First_Names_M_0261=Brad
Human_First_Names_M_0262=Bradford
Human_First_Names_M_0263=Bradley
Human_First_Names_M_0264=Bradly
Human_First_Names_M_0265=Brady
Human_First_Names_M_0266=Braj
Human_First_Names_M_0267=Branden
Human_First_Names_M_0268=Brandon
Human_First_Names_M_0269=Brant
Human_First_Names_M_0270=Brayan
Human_First_Names_M_0271=Brede
Human_First_Names_M_0272=Brendan
Human_First_Names_M_0273=Brendon
Human_First_Names_M_0274=Brent
Human_First_Names_M_0275=Brenton
Human_First_Names_M_0276=Bret
Human_First_Names_M_0277=Brett
Human_First_Names_M_0278=Brian
Human_First_Names_M_0279=Brice
Human_First_Names_M_0280=Brock
Human_First_Names_M_0281=Broderick
Human_First_Names_M_0282=Bron
Human_First_Names_M_0283=Brooks
Human_First_Names_M_0284=Bruce
Human_First_Names_M_0285=Brunelle
Human_First_Names_M_0286=Bruno
Human_First_Names_M_0287=Bryan
Human_First_Names_M_0288=Bryant
Human_First_Names_M_0289=Bryce
Human_First_Names_M_0290=Bryon
Human_First_Names_M_0291=Brys
Human_First_Names_M_0292=Brysen
Human_First_Names_M_0293=Buccio
Human_First_Names_M_0294=Bud
Human_First_Names_M_0295=Buddy
Human_First_Names_M_0296=Buford
Human_First_Names_M_0297=Bunzo
Human_First_Names_M_0298=Burcet
Human_First_Names_M_0299=Burl
Human_First_Names_M_0300=Burnell
Human_First_Names_M_0301=Burrell
Human_First_Names_M_0302=Burt
Human_First_Names_M_0303=Burton
Human_First_Names_M_0304=Buto
Human_First_Names_M_0305=Byron
Human_First_Names_M_0306=Caleb
Human_First_Names_M_0307=Calix
Human_First_Names_M_0308=Calvin
Human_First_Names_M_0309=Cambino
Human_First_Names_M_0310=Cambio
Human_First_Names_M_0311=Cameron
Human_First_Names_M_0312=Camilo
Human_First_Names_M_0313=Camryn
Human_First_Names_M_0314=Canaan
Human_First_Names_M_0315=Carden
Human_First_Names_M_0316=Carey
Human_First_Names_M_0317=Carl
Human_First_Names_M_0318=Carlo
Human_First_Names_M_0319=Carlos
Human_First_Names_M_0320=Carlton
Human_First_Names_M_0321=Carmelo
Human_First_Names_M_0322=Carmen
Human_First_Names_M_0323=Carmine
Human_First_Names_M_0324=Carol
Human_First_Names_M_0325=Carroll
Human_First_Names_M_0326=Carson
Human_First_Names_M_0327=Carter
Human_First_Names_M_0328=Cary
Human_First_Names_M_0329=Casey
Human_First_Names_M_0330=Castello
Human_First_Names_M_0331=Castiel
Human_First_Names_M_0332=Cavell
Human_First_Names_M_0333=Cecco
Human_First_Names_M_0334=Cecil
Human_First_Names_M_0335=Cedric
Human_First_Names_M_0336=Cemal
Human_First_Names_M_0337=Cenni
Human_First_Names_M_0338=Cesar
Human_First_Names_M_0339=Chace
Human_First_Names_M_0340=Chad
Human_First_Names_M_0341=Chadwick
Human_First_Names_M_0342=Chakir
Human_First_Names_M_0343=Chance
Human_First_Names_M_0344=Chang
Human_First_Names_M_0345=Changpu
Human_First_Names_M_0346=Chanler
Human_First_Names_M_0347=Chante
Human_First_Names_M_0348=Chappel
Human_First_Names_M_0349=Charles
Human_First_Names_M_0350=Charley
Human_First_Names_M_0351=Charlie
Human_First_Names_M_0352=Chase
Human_First_Names_M_0353=Chasen
Human_First_Names_M_0354=Chason
Human_First_Names_M_0355=Chauncey
Human_First_Names_M_0356=Chemin
Human_First_Names_M_0357=Chen
Human_First_Names_M_0358=Chene
Human_First_Names_M_0359=Cheng
Human_First_Names_M_0360=Chester
Human_First_Names_M_0361=Chet
Human_First_Names_M_0362=Chevalier
Human_First_Names_M_0363=Cheyne
Human_First_Names_M_0364=Chi
Human_First_Names_M_0365=Chiaro
Human_First_Names_M_0366=Chikao
Human_First_Names_M_0367=Chiko
Human_First_Names_M_0368=Chimenti
Human_First_Names_M_0369=Chin
Human_First_Names_M_0370=Chinan
Human_First_Names_M_0371=Chintak
Human_First_Names_M_0372=Chioke
Human_First_Names_M_0373=Chitundu
Human_First_Names_M_0374=Cho
Human_First_Names_M_0375=Chomei
Human_First_Names_M_0376=Chris
Human_First_Names_M_0377=Christian
Human_First_Names_M_0378=Christopher
Human_First_Names_M_0379=Chuanli
Human_First_Names_M_0380=Chuck
Human_First_Names_M_0381=Chuichi
Human_First_Names_M_0382=Chung
Human_First_Names_M_0383=Cino
Human_First_Names_M_0384=Clarence
Human_First_Names_M_0385=Clark
Human_First_Names_M_0386=Claude
Human_First_Names_M_0387=Clay
Human_First_Names_M_0388=Clayton
Human_First_Names_M_0389=Clemence
Human_First_Names_M_0390=Clement
Human_First_Names_M_0391=Cleo
Human_First_Names_M_0392=Cleveland
Human_First_Names_M_0393=Cliff
Human_First_Names_M_0394=Clifford
Human_First_Names_M_0395=Clifton
Human_First_Names_M_0396=Clint
Human_First_Names_M_0397=Clinton
Human_First_Names_M_0398=Clyde
Human_First_Names_M_0399=Cody
Human_First_Names_M_0400=Coffie
Human_First_Names_M_0401=Colby
Human_First_Names_M_0402=Cole
Human_First_Names_M_0403=Coleman
Human_First_Names_M_0404=Colin
Human_First_Names_M_0405=Collin
Human_First_Names_M_0406=Cong
Human_First_Names_M_0407=Connie
Human_First_Names_M_0408=Conrad
Human_First_Names_M_0409=Constantine
Human_First_Names_M_0410=Coral
Human_First_Names_M_0411=Corban
Human_First_Names_M_0412=Corbin
Human_First_Names_M_0413=Corey
Human_First_Names_M_0414=Cornelius
Human_First_Names_M_0415=Cornell
Human_First_Names_M_0416=Corrado
Human_First_Names_M_0417=Corso
Human_First_Names_M_0418=Cort
Human_First_Names_M_0419=Cory
Human_First_Names_M_0420=Cosmin
Human_First_Names_M_0421=Coty
Human_First_Names_M_0422=Courtney
Human_First_Names_M_0423=Craig
Human_First_Names_M_0424=Cristian
Human_First_Names_M_0425=Cristofano
Human_First_Names_M_0426=Cristopher
Human_First_Names_M_0427=Cruz
Human_First_Names_M_0428=Curt
Human_First_Names_M_0429=Curtis
Human_First_Names_M_0430=Cygne
Human_First_Names_M_0431=Cyril
Human_First_Names_M_0432=Cyrus
Human_First_Names_M_0433=Dabir
Human_First_Names_M_0434=Dae
Human_First_Names_M_0435=Dag
Human_First_Names_M_0436=Dahak
Human_First_Names_M_0437=Dai
Human_First_Names_M_0438=Daiki
Human_First_Names_M_0439=Daisetsu
Human_First_Names_M_0440=Daisuke
Human_First_Names_M_0441=Dale
Human_First_Names_M_0442=Dallas
Human_First_Names_M_0443=Dalton
Human_First_Names_M_0444=Damian
Human_First_Names_M_0445=Damien
Human_First_Names_M_0446=Damion
Human_First_Names_M_0447=Damon
Human_First_Names_M_0448=Dan
Human_First_Names_M_0449=Dandre
Human_First_Names_M_0450=Dane
Human_First_Names_M_0451=Daniel
Human_First_Names_M_0452=Daniello
Human_First_Names_M_0453=Danjuro
Human_First_Names_M_0454=Danladi
Human_First_Names_M_0455=Dannie
Human_First_Names_M_0456=Danno
Human_First_Names_M_0457=Danny
Human_First_Names_M_0458=Dante
Human_First_Names_M_0459=Dara
Human_First_Names_M_0460=Darby
Human_First_Names_M_0461=Daren
Human_First_Names_M_0462=Dariel
Human_First_Names_M_0463=Darien
Human_First_Names_M_0464=Darin
Human_First_Names_M_0465=Dario
Human_First_Names_M_0466=Darius
Human_First_Names_M_0467=Darl
Human_First_Names_M_0468=Darnell
Human_First_Names_M_0469=Darrel
Human_First_Names_M_0470=Darrell
Human_First_Names_M_0471=Darren
Human_First_Names_M_0472=Darrin
Human_First_Names_M_0473=Darryl
Human_First_Names_M_0474=Darshal
Human_First_Names_M_0475=Darwin
Human_First_Names_M_0476=Darwish
Human_First_Names_M_0477=Daryl
Human_First_Names_M_0478=Daudi
Human_First_Names_M_0479=Dave
Human_First_Names_M_0480=Davet
Human_First_Names_M_0481=David
Human_First_Names_M_0482=Davie
Human_First_Names_M_0483=Davin
Human_First_Names_M_0484=Davis
Human_First_Names_M_0485=Davon
Human_First_Names_M_0486=Davy
Human_First_Names_M_0487=Dawit
Human_First_Names_M_0488=Dawud
Human_First_Names_M_0489=Dax
Human_First_Names_M_0490=Daxesh
Human_First_Names_M_0491=Dayo
Human_First_Names_M_0492=Dayu
Human_First_Names_M_0493=Dean
Human_First_Names_M_0494=Deandre
Human_First_Names_M_0495=Decha
Human_First_Names_M_0496=Dee
Human_First_Names_M_0497=Deegan
Human_First_Names_M_0498=Deepesh
Human_First_Names_M_0499=Deg
Human_First_Names_M_0500=Dego
Human_First_Names_M_0501=Delice
Human_First_Names_M_0502=Delmar
Human_First_Names_M_0503=Delmer
Human_First_Names_M_0504=Delmon
Human_First_Names_M_0505=Delun
Human_First_Names_M_0506=Dembe
Human_First_Names_M_0507=Demetrius
Human_First_Names_M_0508=Denbe
Human_First_Names_M_0509=Denby
Human_First_Names_M_0510=Denis
Human_First_Names_M_0511=Deniz
Human_First_Names_M_0512=Dennis
Human_First_Names_M_0513=Denny
Human_First_Names_M_0514=Denver
Human_First_Names_M_0515=Denzel
Human_First_Names_M_0516=Deo
Human_First_Names_M_0517=Deon
Human_First_Names_M_0518=Derek
Human_First_Names_M_0519=Derick
Human_First_Names_M_0520=Derrick
Human_First_Names_M_0521=Deshi
Human_First_Names_M_0522=Desmond
Human_First_Names_M_0523=Destin
Human_First_Names_M_0524=Dev
Human_First_Names_M_0525=Devansh
Human_First_Names_M_0526=Devin
Human_First_Names_M_0527=Devon
Human_First_Names_M_0528=Dewayne
Human_First_Names_M_0529=Dewei
Human_First_Names_M_0530=Dewey
Human_First_Names_M_0531=Dewitt
Human_First_Names_M_0532=Dexter
Human_First_Names_M_0533=Dhakir
Human_First_Names_M_0534=Dhakwan
Human_First_Names_M_0535=Dhilan
Human_First_Names_M_0536=Dhven
Human_First_Names_M_0537=Diedi
Human_First_Names_M_0538=Diego
Human_First_Names_M_0539=Dillon
Human_First_Names_M_0540=Dinkar
Human_First_Names_M_0541=Dino
Human_First_Names_M_0542=Dion
Human_First_Names_M_0543=Dirar
Human_First_Names_M_0544=Dirk
Human_First_Names_M_0545=Disai
Human_First_Names_M_0546=Divit
Human_First_Names_M_0547=Dmitry
Human_First_Names_M_0548=Doffo
Human_First_Names_M_0549=Doi
Human_First_Names_M_0550=Domenico
Human_First_Names_M_0551=Domingo
Human_First_Names_M_0552=Dominic
Human_First_Names_M_0553=Dominick
Human_First_Names_M_0554=Don
Human_First_Names_M_0555=Donald
Human_First_Names_M_0556=Donalt
Human_First_Names_M_0557=Donatien
Human_First_Names_M_0558=Donato
Human_First_Names_M_0559=Donn
Human_First_Names_M_0560=Donnell
Human_First_Names_M_0561=Donnie
Human_First_Names_M_0562=Donnino
Human_First_Names_M_0563=Donny
Human_First_Names_M_0564=Donovan
Human_First_Names_M_0565=Doppo
Human_First_Names_M_0566=Dorian
Human_First_Names_M_0567=Doug
Human_First_Names_M_0568=Douglas
Human_First_Names_M_0569=Doyle
Human_First_Names_M_0570=Drago
Human_First_Names_M_0571=Dreng
Human_First_Names_M_0572=Drew
Human_First_Names_M_0573=Du
Human_First_Names_M_0574=Duane
Human_First_Names_M_0575=Duccio
Human_First_Names_M_0576=Dudley
Human_First_Names_M_0577=Duke
Human_First_Names_M_0578=Dulana
Human_First_Names_M_0579=Dulani
Human_First_Names_M_0580=Dumaka
Human_First_Names_M_0581=Dumitru
Human_First_Names_M_0582=Duncan
Human_First_Names_M_0583=Dunham
Human_First_Names_M_0584=Dustin
Human_First_Names_M_0585=Dusty
Human_First_Names_M_0586=Dwayne
Human_First_Names_M_0587=Dwight
Human_First_Names_M_0588=Dylan
Human_First_Names_M_0589=Earl
Human_First_Names_M_0590=Earle
Human_First_Names_M_0591=Earnest
Human_First_Names_M_0592=Ebizo
Human_First_Names_M_0593=Ed
Human_First_Names_M_0594=Eddie
Human_First_Names_M_0595=Eddy
Human_First_Names_M_0596=Edgar
Human_First_Names_M_0597=Edmond
Human_First_Names_M_0598=Edmund
Human_First_Names_M_0599=Eduard
Human_First_Names_M_0600=Eduardo
Human_First_Names_M_0601=Edward
Human_First_Names_M_0602=Edwin
Human_First_Names_M_0603=Efren
Human_First_Names_M_0604=Egil
Human_First_Names_M_0605=Eichi
Human_First_Names_M_0606=Eichiro
Human_First_Names_M_0607=Eien
Human_First_Names_M_0608=Eiji
Human_First_Names_M_0609=Eijiro
Human_First_Names_M_0610=Einar
Human_First_Names_M_0611=Eirik
Human_First_Names_M_0612=Eisaku
Human_First_Names_M_0613=Eisen
Human_First_Names_M_0614=Eishi
Human_First_Names_M_0615=Eisuke
Human_First_Names_M_0616=Eita
Human_First_Names_M_0617=Eitoku
Human_First_Names_M_0618=Eizan
Human_First_Names_M_0619=Eizo
Human_First_Names_M_0620=Ekagra
Human_First_Names_M_0621=Ekiken
Human_First_Names_M_0622=Ekundayo
Human_First_Names_M_0623=Elbert
Human_First_Names_M_0624=Eldon
Human_First_Names_M_0625=Elewa
Human_First_Names_M_0626=Eli
Human_First_Names_M_0627=Elias
Human_First_Names_M_0628=Elijah
Human_First_Names_M_0629=Eliott
Human_First_Names_M_0630=Eliseo
Human_First_Names_M_0631=Elliot
Human_First_Names_M_0632=Elliott
Human_First_Names_M_0633=Ellis
Human_First_Names_M_0634=Elmer
Human_First_Names_M_0635=Elmo
Human_First_Names_M_0636=Elon
Human_First_Names_M_0637=Eloy
Human_First_Names_M_0638=Elroy
Human_First_Names_M_0639=Elton
Human_First_Names_M_0640=Elvin
Human_First_Names_M_0641=Elvis
Human_First_Names_M_0642=Elwood
Human_First_Names_M_0643=Emanuel
Human_First_Names_M_0644=Emerson
Human_First_Names_M_0645=Emery
Human_First_Names_M_0646=Emil
Human_First_Names_M_0647=Emile
Human_First_Names_M_0648=Emilio
Human_First_Names_M_0649=Emir
Human_First_Names_M_0650=Emmanuel
Human_First_Names_M_0651=Emmett
Human_First_Names_M_0652=Emory
Human_First_Names_M_0653=Enani
Human_First_Names_M_0654=Enrique
Human_First_Names_M_0655=Enzo
Human_First_Names_M_0656=Eric
Human_First_Names_M_0657=Erik
Human_First_Names_M_0658=Erin
Human_First_Names_M_0659=Erlend
Human_First_Names_M_0660=Erling
Human_First_Names_M_0661=Ernest
Human_First_Names_M_0662=Ernesto
Human_First_Names_M_0663=Ernie
Human_First_Names_M_0664=Errol
Human_First_Names_M_0665=Ervin
Human_First_Names_M_0666=Erwan
Human_First_Names_M_0667=Erwin
Human_First_Names_M_0668=Eshan
Human_First_Names_M_0669=Eskil
Human_First_Names_M_0670=Espen
Human_First_Names_M_0671=Essien
Human_First_Names_M_0672=Esteban
Human_First_Names_M_0673=Etalon
Human_First_Names_M_0674=Ethan
Human_First_Names_M_0675=Etsuya
Human_First_Names_M_0676=Eugene
Human_First_Names_M_0677=Eui
Human_First_Names_M_0678=Evan
Human_First_Names_M_0679=Everett
Human_First_Names_M_0680=Evgeny
Human_First_Names_M_0681=Ezra
Human_First_Names_M_0682=Fa
Human_First_Names_M_0683=Fabian
Human_First_Names_M_0684=Fabron
Human_First_Names_M_0685=Fadi
Human_First_Names_M_0686=Fadil
Human_First_Names_M_0687=Fahad
Human_First_Names_M_0688=Fai
Human_First_Names_M_0689=Faiyaz
Human_First_Names_M_0690=Fakhir
Human_First_Names_M_0691=Fakih
Human_First_Names_M_0692=Falih
Human_First_Names_M_0693=Faraj
Human_First_Names_M_0694=Fareeq
Human_First_Names_M_0695=Farhan
Human_First_Names_M_0696=Farid
Human_First_Names_M_0697=Fariji
Human_First_Names_M_0698=Farook
Human_First_Names_M_0699=Fathi
Human_First_Names_M_0700=Fatik
Human_First_Names_M_0701=Fede
Human_First_Names_M_0702=Federico
Human_First_Names_M_0703=Felice
Human_First_Names_M_0704=Felipe
Human_First_Names_M_0705=Felix
Human_First_Names_M_0706=Feng
Human_First_Names_M_0707=Feo
Human_First_Names_M_0708=Ferdinand
Human_First_Names_M_0709=Fernando
Human_First_Names_M_0710=Ferran
Human_First_Names_M_0711=Fida
Human_First_Names_M_0712=Fidel
Human_First_Names_M_0713=Fikri
Human_First_Names_M_0714=Filbert
Human_First_Names_M_0715=Filip
Human_First_Names_M_0716=Finn
Human_First_Names_M_0717=Fletcher
Human_First_Names_M_0718=Florent
Human_First_Names_M_0719=Florian
Human_First_Names_M_0720=Florin
Human_First_Names_M_0721=Floyd
Human_First_Names_M_0722=Fontaine
Human_First_Names_M_0723=Forest
Human_First_Names_M_0724=Forrest
Human_First_Names_M_0725=Fortune
Human_First_Names_M_0726=Foster
Human_First_Names_M_0727=Frances
Human_First_Names_M_0728=Francis
Human_First_Names_M_0729=Francisco
Human_First_Names_M_0730=Franco
Human_First_Names_M_0731=Frank
Human_First_Names_M_0732=Frankie
Human_First_Names_M_0733=Franklin
Human_First_Names_M_0734=Frans
Human_First_Names_M_0735=Fraser
Human_First_Names_M_0736=Fred
Human_First_Names_M_0737=Freddie
Human_First_Names_M_0738=Freddy
Human_First_Names_M_0739=Frederic
Human_First_Names_M_0740=Frederick
Human_First_Names_M_0741=Fredric
Human_First_Names_M_0742=Fredrick
Human_First_Names_M_0743=Fredrik
Human_First_Names_M_0744=Freeman
Human_First_Names_M_0745=Fritz
Human_First_Names_M_0746=Frosino
Human_First_Names_M_0747=Fudo
Human_First_Names_M_0748=Fujimaro
Human_First_Names_M_0749=Fujio
Human_First_Names_M_0750=Fujita
Human_First_Names_M_0751=Fumiaki
Human_First_Names_M_0752=Fumihiko
Human_First_Names_M_0753=Fumihiro
Human_First_Names_M_0754=Fumio
Human_First_Names_M_0755=Fynn
Human_First_Names_M_0756=Gabbriello
Human_First_Names_M_0757=Gabin
Human_First_Names_M_0758=Gabriel
Human_First_Names_M_0759=Gadil
Human_First_Names_M_0760=Gael
Human_First_Names_M_0761=Gage
Human_First_Names_M_0762=Gaige
Human_First_Names_M_0763=Gainde
Human_First_Names_M_0764=Gale
Human_First_Names_M_0765=Galen
Human_First_Names_M_0766=Galt
Human_First_Names_M_0767=Gamali
Human_First_Names_M_0768=Gaman
Human_First_Names_M_0769=Gan
Human_First_Names_M_0770=Ganya
Human_First_Names_M_0771=Gao
Human_First_Names_M_0772=Gaousik
Human_First_Names_M_0773=Garland
Human_First_Names_M_0774=Garner
Human_First_Names_M_0775=Garrett
Human_First_Names_M_0776=Garth
Human_First_Names_M_0777=Gary
Human_First_Names_M_0778=Gaston
Human_First_Names_M_0779=Gauge
Human_First_Names_M_0780=Gavin
Human_First_Names_M_0781=Gavriil
Human_First_Names_M_0782=Geir
Human_First_Names_M_0783=Gempachi
Human_First_Names_M_0784=Gen
Human_First_Names_M_0785=Genaro
Human_First_Names_M_0786=Gene
Human_First_Names_M_0787=Genjo
Human_First_Names_M_0788=Gennai
Human_First_Names_M_0789=Genpaku
Human_First_Names_M_0790=Geoffrey
Human_First_Names_M_0791=George
Human_First_Names_M_0792=Georgio
Human_First_Names_M_0793=Gerald
Human_First_Names_M_0794=Gerard
Human_First_Names_M_0795=Gerhard
Human_First_Names_M_0796=Geri
Human_First_Names_M_0797=Germain
Human_First_Names_M_0798=Germaine
Human_First_Names_M_0799=Gerry
Human_First_Names_M_0800=Gervaise
Human_First_Names_M_0801=Gezan
Human_First_Names_M_0802=Ghalib
Human_First_Names_M_0803=Ghanim
Human_First_Names_M_0804=Ghassan
Human_First_Names_M_0805=Ghazi
Human_First_Names_M_0806=Ghazwan
Human_First_Names_M_0807=Gihei
Human_First_Names_M_0808=Gil
Human_First_Names_M_0809=Gilad
Human_First_Names_M_0810=Gilbert
Human_First_Names_M_0811=Giles
Human_First_Names_M_0812=Gino
Human_First_Names_M_0813=Giorgio
Human_First_Names_M_0814=Giovanni
Human_First_Names_M_0815=Giri
Human_First_Names_M_0816=Gitan
Human_First_Names_M_0817=Giuseppe
Human_First_Names_M_0818=Givon
Human_First_Names_M_0819=Gleb
Human_First_Names_M_0820=Glen
Human_First_Names_M_0821=Glenn
Human_First_Names_M_0822=Go
Human_First_Names_M_0823=Goemon
Human_First_Names_M_0824=Gombei
Human_First_Names_M_0825=Gonkuro
Human_First_Names_M_0826=Gonshiro
Human_First_Names_M_0827=Gonza
Human_First_Names_M_0828=Gordon
Human_First_Names_M_0829=Goro
Human_First_Names_M_0830=Govinda
Human_First_Names_M_0831=Gowon
Human_First_Names_M_0832=Grady
Human_First_Names_M_0833=Graham
Human_First_Names_M_0834=Grant
Human_First_Names_M_0835=Greg
Human_First_Names_M_0836=Gregers
Human_First_Names_M_0837=Gregg
Human_First_Names_M_0838=Gregor
Human_First_Names_M_0839=Gregory
Human_First_Names_M_0840=Grey
Human_First_Names_M_0841=Grigory
Human_First_Names_M_0842=Grover
Human_First_Names_M_0843=Guang
Human_First_Names_M_0844=Guangli
Human_First_Names_M_0845=Guccio
Human_First_Names_M_0846=Guillermo
Human_First_Names_M_0847=Guiren
Human_First_Names_M_0848=Gundeep
Human_First_Names_M_0849=Guozhi
Human_First_Names_M_0850=Gus
Human_First_Names_M_0851=Gustavo
Human_First_Names_M_0852=Guy
Human_First_Names_M_0853=Guzman
Human_First_Names_M_0854=Gyan
Human_First_Names_M_0855=Gyasi
Human_First_Names_M_0856=Gyukudo
Human_First_Names_M_0857=Habbab
Human_First_Names_M_0858=Habib
Human_First_Names_M_0859=Hachigoro
Human_First_Names_M_0860=Hachiro
Human_First_Names_M_0861=Hadad
Human_First_Names_M_0862=Hai
Human_First_Names_M_0863=Haji
Human_First_Names_M_0864=Hajime
Human_First_Names_M_0865=Hakim
Human_First_Names_M_0866=Hakon
Human_First_Names_M_0867=Hakuseki
Human_First_Names_M_0868=Hal
Human_First_Names_M_0869=Halldor
Human_First_Names_M_0870=Hallvard
Human_First_Names_M_0871=Halstein
Human_First_Names_M_0872=Halvard
Human_First_Names_M_0873=Halvdan
Human_First_Names_M_0874=Halvor
Human_First_Names_M_0875=Hamadi
Human_First_Names_M_0876=Hamal
Human_First_Names_M_0877=Hamalah
Human_First_Names_M_0878=Hamid
Human_First_Names_M_0879=Hanbal
Human_First_Names_M_0880=Hanif
Human_First_Names_M_0881=Hank
Human_First_Names_M_0882=Hannes
Human_First_Names_M_0883=Hans
Human_First_Names_M_0884=Hanshiro
Human_First_Names_M_0885=Harald
Human_First_Names_M_0886=Harbinder
Human_First_Names_M_0887=Harlan
Human_First_Names_M_0888=Harley
Human_First_Names_M_0889=Harold
Human_First_Names_M_0890=Harris
Human_First_Names_M_0891=Harrison
Human_First_Names_M_0892=Harry
Human_First_Names_M_0893=Harsh
Human_First_Names_M_0894=Harshu
Human_First_Names_M_0895=Haru
Human_First_Names_M_0896=Haruhiko
Human_First_Names_M_0897=Haruhiro
Human_First_Names_M_0898=Haruki
Human_First_Names_M_0899=Haruko
Human_First_Names_M_0900=Haruma
Human_First_Names_M_0901=Harumi
Human_First_Names_M_0902=Harunobu
Human_First_Names_M_0903=Haruto
Human_First_Names_M_0904=Harvey
Human_First_Names_M_0905=Hasim
Human_First_Names_M_0906=Hassan
Human_First_Names_M_0907=Hatim
Human_First_Names_M_0908=Havard
Human_First_Names_M_0909=Havelock
Human_First_Names_M_0910=Hayato
Human_First_Names_M_0911=Hazim
Human_First_Names_M_0912=Heath
Human_First_Names_M_0913=Hector
Human_First_Names_M_0914=Heiji
Human_First_Names_M_0915=Heizo
Human_First_Names_M_0916=Hem
Human_First_Names_M_0917=Heng
Human_First_Names_M_0918=Henri
Human_First_Names_M_0919=Henry
Human_First_Names_M_0920=Herbert
Human_First_Names_M_0921=Herman
Human_First_Names_M_0922=Herschel
Human_First_Names_M_0923=Hershel
Human_First_Names_M_0924=Hetal
Human_First_Names_M_0925=Hibah
Human_First_Names_M_0926=Hideaki
Human_First_Names_M_0927=Hidehira
Human_First_Names_M_0928=Hidekazu
Human_First_Names_M_0929=Hideki
Human_First_Names_M_0930=Hideo
Human_First_Names_M_0931=Hikaru
Human_First_Names_M_0932=Hilel
Human_First_Names_M_0933=Hinata
Human_First_Names_M_0934=Hiram
Human_First_Names_M_0935=Hiran
Human_First_Names_M_0936=Hiro
Human_First_Names_M_0937=Hiroaki
Human_First_Names_M_0938=Hirokazu
Human_First_Names_M_0939=Hirokichi
Human_First_Names_M_0940=Hirokumi
Human_First_Names_M_0941=Hiromi
Human_First_Names_M_0942=Hiroshi
Human_First_Names_M_0943=Hirotaka
Human_First_Names_M_0944=Hiroto
Human_First_Names_M_0945=Hiroya
Human_First_Names_M_0946=Hiroyasu
Human_First_Names_M_0947=Hiroyuki
Human_First_Names_M_0948=Hisahsi
Human_First_Names_M_0949=Hisanobu
Human_First_Names_M_0950=Hisato
Human_First_Names_M_0951=Hitomaro
Human_First_Names_M_0952=Hitoshi
Human_First_Names_M_0953=Hoc
Human_First_Names_M_0954=Hogai
Human_First_Names_M_0955=Hoitsu
Human_First_Names_M_0956=Hokichi
Human_First_Names_M_0957=Holland
Human_First_Names_M_0958=Hollis
Human_First_Names_M_0959=Hong
Human_First_Names_M_0960=Honzo
Human_First_Names_M_0961=Hop
Human_First_Names_M_0962=Horace
Human_First_Names_M_0963=Horacio
Human_First_Names_M_0964=Hoshi
Human_First_Names_M_0965=Hoshiko
Human_First_Names_M_0966=Houston
Human_First_Names_M_0967=Howard
Human_First_Names_M_0968=Huan
Human_First_Names_M_0969=Hubert
Human_First_Names_M_0970=Hugh
Human_First_Names_M_0971=Hugo
Human_First_Names_M_0972=Hui
Human_First_Names_M_0973=Hulin
Human_First_Names_M_0974=Humberto
Human_First_Names_M_0975=Hunter
Human_First_Names_M_0976=Hyun
Human_First_Names_M_0977=Iacopo
Human_First_Names_M_0978=Ian
Human_First_Names_M_0979=Iben
Human_First_Names_M_0980=Ibrahim
Human_First_Names_M_0981=Ibuki
Human_First_Names_M_0982=Ichibei
Human_First_Names_M_0983=Ichiro
Human_First_Names_M_0984=Ichiyo
Human_First_Names_M_0985=Ichizo
Human_First_Names_M_0986=Ignacio
Human_First_Names_M_0987=Igor
Human_First_Names_M_0988=Ihsan
Human_First_Names_M_0989=Ikemoto
Human_First_Names_M_0990=Ikku
Human_First_Names_M_0991=Ilia
Human_First_Names_M_0992=Ilias
Human_First_Names_M_0993=Ilom
Human_First_Names_M_0994=Imasu
Human_First_Names_M_0995=Immanuel
Human_First_Names_M_0996=Indus
Human_First_Names_M_0997=Inejiro
Human_First_Names_M_0998=Iqbal
Human_First_Names_M_0999=Ira
Human_First_Names_M_1000=Irfan
Human_First_Names_M_1001=Irvin
Human_First_Names_M_1002=Irving
Human_First_Names_M_1003=Irwin
Human_First_Names_M_1004=Irya
Human_First_Names_M_1005=Isaac
Human_First_Names_M_1006=Isaiah
Human_First_Names_M_1007=Isamu
Human_First_Names_M_1008=Isar
Human_First_Names_M_1009=Isiah
Human_First_Names_M_1010=Isidro
Human_First_Names_M_1011=Ismael
Human_First_Names_M_1012=Isoshi
Human_First_Names_M_1013=Issa
Human_First_Names_M_1014=Issac
Human_First_Names_M_1015=Itembe
Human_First_Names_M_1016=Itsuki
Human_First_Names_M_1017=Ivan
Human_First_Names_M_1018=Ivar
Human_First_Names_M_1019=Iwao
Human_First_Names_M_1020=Iwao
Human_First_Names_M_1021=Izan
Human_First_Names_M_1022=Izzy
Human_First_Names_M_1023=Ja
Human_First_Names_M_1024=Jabbar
Human_First_Names_M_1025=Jabir
Human_First_Names_M_1026=Jack
Human_First_Names_M_1027=Jackie
Human_First_Names_M_1028=Jackson
Human_First_Names_M_1029=Jacob
Human_First_Names_M_1030=Jacques
Human_First_Names_M_1031=Jagesh
Human_First_Names_M_1032=Jahi
Human_First_Names_M_1033=Jailesh
Human_First_Names_M_1034=Jaime
Human_First_Names_M_1035=Jake
Human_First_Names_M_1036=Jakob
Human_First_Names_M_1037=Jalal
Human_First_Names_M_1038=Jaleel
Human_First_Names_M_1039=Jalil
Human_First_Names_M_1040=Jamal
Human_First_Names_M_1041=Jamar
Human_First_Names_M_1042=Jamel
Human_First_Names_M_1043=James
Human_First_Names_M_1044=Jamie
Human_First_Names_M_1045=Jan
Human_First_Names_M_1046=Jannik
Human_First_Names_M_1047=Jannis
Human_First_Names_M_1048=Janu
Human_First_Names_M_1049=Janvier
Human_First_Names_M_1050=Jardan
Human_First_Names_M_1051=Jared
Human_First_Names_M_1052=Jarek
Human_First_Names_M_1053=Jarred
Human_First_Names_M_1054=Jarrett
Human_First_Names_M_1055=Jarrod
Human_First_Names_M_1056=Jarvis
Human_First_Names_M_1057=Jason
Human_First_Names_M_1058=Jasper
Human_First_Names_M_1059=Jata
Human_First_Names_M_1060=Jatinder
Human_First_Names_M_1061=Jaul
Human_First_Names_M_1062=Javier
Human_First_Names_M_1063=Jay
Human_First_Names_M_1064=Jaye
Human_First_Names_M_1065=Jayson
Human_First_Names_M_1066=Jean
Human_First_Names_M_1067=Jed
Human_First_Names_M_1068=Jeff
Human_First_Names_M_1069=Jefferey
Human_First_Names_M_1070=Jefferson
Human_First_Names_M_1071=Jeffery
Human_First_Names_M_1072=Jeffrey
Human_First_Names_M_1073=Jeffry
Human_First_Names_M_1074=Jehan
Human_First_Names_M_1075=Jemond
Human_First_Names_M_1076=Jens
Human_First_Names_M_1077=Jerald
Human_First_Names_M_1078=Jeremiah
Human_First_Names_M_1079=Jeremy
Human_First_Names_M_1080=Jermaine
Human_First_Names_M_1081=Jerold
Human_First_Names_M_1082=Jerome
Human_First_Names_M_1083=Jerrod
Human_First_Names_M_1084=Jerry
Human_First_Names_M_1085=Jess
Human_First_Names_M_1086=Jesse
Human_First_Names_M_1087=Jessie
Human_First_Names_M_1088=Jiang
Human_First_Names_M_1089=Jianyu
Human_First_Names_M_1090=Jibade
Human_First_Names_M_1091=Jim
Human_First_Names_M_1092=Jimmie
Human_First_Names_M_1093=Jimmy
Human_First_Names_M_1094=Jin
Human_First_Names_M_1095=Jing
Human_First_Names_M_1096=Jinhai
Human_First_Names_M_1097=Jiro
Human_First_Names_M_1098=Jo
Human_First_Names_M_1099=Joaquin
Human_First_Names_M_1100=Jody
Human_First_Names_M_1101=Joe
Human_First_Names_M_1102=Joel
Human_First_Names_M_1103=Joesph
Human_First_Names_M_1104=Joey
Human_First_Names_M_1105=Johann
Human_First_Names_M_1106=Johannes
Human_First_Names_M_1107=John
Human_First_Names_M_1108=Johnathan
Human_First_Names_M_1109=Johnathon
Human_First_Names_M_1110=Johnie
Human_First_Names_M_1111=Johnnie
Human_First_Names_M_1112=Johnny
Human_First_Names_M_1113=Joji
Human_First_Names_M_1114=Jomei
Human_First_Names_M_1115=Jon
Human_First_Names_M_1116=Jona
Human_First_Names_M_1117=Jonah
Human_First_Names_M_1118=Jonas
Human_First_Names_M_1119=Jonathan
Human_First_Names_M_1120=Jonathon
Human_First_Names_M_1121=Jordan
Human_First_Names_M_1122=Jordi
Human_First_Names_M_1123=Jordy
Human_First_Names_M_1124=Jorge
Human_First_Names_M_1125=Jorgen
Human_First_Names_M_1126=Jose
Human_First_Names_M_1127=Josef
Human_First_Names_M_1128=Joseph
Human_First_Names_M_1129=Josh
Human_First_Names_M_1130=Joshua
Human_First_Names_M_1131=Josiah
Human_First_Names_M_1132=Jotaro
Human_First_Names_M_1133=Juan
Human_First_Names_M_1134=Judson
Human_First_Names_M_1135=Jules
Human_First_Names_M_1136=Julian
Human_First_Names_M_1137=Julio
Human_First_Names_M_1138=Juma
Human_First_Names_M_1139=Jun
Human_First_Names_M_1140=Junichi
Human_First_Names_M_1141=Junior
Human_First_Names_M_1142=Juro
Human_First_Names_M_1143=Justin
Human_First_Names_M_1144=Juzo
Human_First_Names_M_1145=Kabil
Human_First_Names_M_1146=Kadeen
Human_First_Names_M_1147=Kadeer
Human_First_Names_M_1148=Kadin
Human_First_Names_M_1149=Kadir
Human_First_Names_M_1150=Kado
Human_First_Names_M_1151=Kafu
Human_First_Names_M_1152=Kahil
Human_First_Names_M_1153=Kaito
Human_First_Names_M_1154=Kakuzo
Human_First_Names_M_1155=Kalel
Human_First_Names_M_1156=Kalesh
Human_First_Names_M_1157=Kalil
Human_First_Names_M_1158=Kaliq
Human_First_Names_M_1159=Kamal
Human_First_Names_M_1160=Kami
Human_First_Names_M_1161=Kan
Human_First_Names_M_1162=Kanbe
Human_First_Names_M_1163=Kane
Human_First_Names_M_1164=Kang
Human_First_Names_M_1165=Kanish
Human_First_Names_M_1166=Kanjiro
Human_First_Names_M_1167=Kanko
Human_First_Names_M_1168=Kano
Human_First_Names_M_1169=Kansuke
Human_First_Names_M_1170=Kantaro
Human_First_Names_M_1171=Kare
Human_First_Names_M_1172=Kareb
Human_First_Names_M_1173=Kareem
Human_First_Names_M_1174=Karif
Human_First_Names_M_1175=Karim
Human_First_Names_M_1176=Karl
Human_First_Names_M_1177=Kaseem
Human_First_Names_M_1178=Kasem
Human_First_Names_M_1179=Kasib
Human_First_Names_M_1180=Kasim
Human_First_Names_M_1181=Kasozi
Human_First_Names_M_1182=Kata
Human_First_Names_M_1183=Katai
Human_First_Names_M_1184=Katashi
Human_First_Names_M_1185=Katsu
Human_First_Names_M_1186=Katsuro
Human_First_Names_M_1187=Katuramu
Human_First_Names_M_1188=Katzumi
Human_First_Names_M_1189=Kave
Human_First_Names_M_1190=Kavin
Human_First_Names_M_1191=Kayin
Human_First_Names_M_1192=Kaz
Human_First_Names_M_1193=Kazu
Human_First_Names_M_1194=Kazuhiro
Human_First_Names_M_1195=Kazuki
Human_First_Names_M_1196=Kazuma
Human_First_Names_M_1197=Kedar
Human_First_Names_M_1198=Kei
Human_First_Names_M_1199=Keiji
Human_First_Names_M_1200=Keishi
Human_First_Names_M_1201=Keisuke
Human_First_Names_M_1202=Keitaro
Human_First_Names_M_1203=Keith
Human_First_Names_M_1204=Keizo
Human_First_Names_M_1205=Kelly
Human_First_Names_M_1206=Kelsey
Human_First_Names_M_1207=Kelvin
Human_First_Names_M_1208=Ken
Human_First_Names_M_1209=Kendall
Human_First_Names_M_1210=Kendrick
Human_First_Names_M_1211=Kenji
Human_First_Names_M_1212=Kenjiro
Human_First_Names_M_1213=Kenko
Human_First_Names_M_1214=Kenneth
Human_First_Names_M_1215=Kennith
Human_First_Names_M_1216=Kenny
Human_First_Names_M_1217=Kent
Human_First_Names_M_1218=Kentaro
Human_First_Names_M_1219=Kenton
Human_First_Names_M_1220=Kenzan
Human_First_Names_M_1221=Kenzo
Human_First_Names_M_1222=Kerry
Human_First_Names_M_1223=Kesse
Human_First_Names_M_1224=Keven
Human_First_Names_M_1225=Kevin
Human_First_Names_M_1226=Khalil
Human_First_Names_M_1227=Ki
Human_First_Names_M_1228=Kichiro
Human_First_Names_M_1229=Kieth
Human_First_Names_M_1230=Kigongo
Human_First_Names_M_1231=Kijuro
Human_First_Names_M_1232=Kilian
Human_First_Names_M_1233=Kim
Human_First_Names_M_1234=Kin
Human_First_Names_M_1235=Kinji
Human_First_Names_M_1236=Kinnojo
Human_First_Names_M_1237=Kintu
Human_First_Names_M_1238=Kinzo
Human_First_Names_M_1239=Kip
Human_First_Names_M_1240=Kirby
Human_First_Names_M_1241=Kiri
Human_First_Names_M_1242=Kirk
Human_First_Names_M_1243=Kisho
Human_First_Names_M_1244=Kito
Human_First_Names_M_1245=Kiv
Human_First_Names_M_1246=Kiyohira
Human_First_Names_M_1247=Kiyoshi
Human_First_Names_M_1248=Knute
Human_First_Names_M_1249=Kobe
Human_First_Names_M_1250=Kobo
Human_First_Names_M_1251=Koetsu
Human_First_Names_M_1252=Kohei
Human_First_Names_M_1253=Kohen
Human_First_Names_M_1254=Komea
Human_First_Names_M_1255=Konyo
Human_First_Names_M_1256=Korin
Human_First_Names_M_1257=Kory
Human_First_Names_M_1258=Kosaku
Human_First_Names_M_1259=Kosami
Human_First_Names_M_1260=Koshiro
Human_First_Names_M_1261=Kota
Human_First_Names_M_1262=Kotaro
Human_First_Names_M_1263=Koto
Human_First_Names_M_1264=Kovan
Human_First_Names_M_1265=Koyo
Human_First_Names_M_1266=Kozue
Human_First_Names_M_1267=Kris
Human_First_Names_M_1268=Kristian
Human_First_Names_M_1269=Kristopher
Human_First_Names_M_1270=Kuma
Human_First_Names_M_1271=Kunimichi
Human_First_Names_M_1272=Kunitaro
Human_First_Names_M_1273=Kuri
Human_First_Names_M_1274=Kuro
Human_First_Names_M_1275=Kurt
Human_First_Names_M_1276=Kurtis
Human_First_Names_M_1277=Kushanu
Human_First_Names_M_1278=Kwame
Human_First_Names_M_1279=Kwan
Human_First_Names_M_1280=Kyle
Human_First_Names_M_1281=Kyo
Human_First_Names_M_1282=Kyoden
Human_First_Names_M_1283=Kyoji
Human_First_Names_M_1284=Kyu
Human_First_Names_M_1285=Kyuichi
Human_First_Names_M_1286=Kyuso
Human_First_Names_M_1287=Kyuwa
Human_First_Names_M_1288=Lado
Human_First_Names_M_1289=Lafayette
Human_First_Names_M_1290=Lahar
Human_First_Names_M_1291=Lamar
Human_First_Names_M_1292=Lamond
Human_First_Names_M_1293=Lamont
Human_First_Names_M_1294=Lance
Human_First_Names_M_1295=Landis
Human_First_Names_M_1296=Lando
Human_First_Names_M_1297=Landon
Human_First_Names_M_1298=Landry
Human_First_Names_M_1299=Lane
Human_First_Names_M_1300=Langston
Human_First_Names_M_1301=Laniyan
Human_First_Names_M_1302=Lanny
Human_First_Names_M_1303=Lao
Human_First_Names_M_1304=Larenzo
Human_First_Names_M_1305=Laron
Human_First_Names_M_1306=Larrimore
Human_First_Names_M_1307=Larry
Human_First_Names_M_1308=Lars
Human_First_Names_M_1309=Lasse
Human_First_Names_M_1310=Laurence
Human_First_Names_M_1311=Laurens
Human_First_Names_M_1312=Laurent
Human_First_Names_M_1313=Lawrence
Human_First_Names_M_1314=Layth
Human_First_Names_M_1315=Lazaro
Human_First_Names_M_1316=Lee
Human_First_Names_M_1317=Leggett
Human_First_Names_M_1318=Lei
Human_First_Names_M_1319=Leif
Human_First_Names_M_1320=Leland
Human_First_Names_M_1321=Lema
Human_First_Names_M_1322=Lemuel
Human_First_Names_M_1323=Lenard
Human_First_Names_M_1324=Lennard
Human_First_Names_M_1325=Lennox
Human_First_Names_M_1326=Lenny
Human_First_Names_M_1327=Leo
Human_First_Names_M_1328=Leon
Human_First_Names_M_1329=Leonard
Human_First_Names_M_1330=Leonardo
Human_First_Names_M_1331=Leonel
Human_First_Names_M_1332=Lerenzo
Human_First_Names_M_1333=Leron
Human_First_Names_M_1334=Leroy
Human_First_Names_M_1335=Les
Human_First_Names_M_1336=Leslie
Human_First_Names_M_1337=Lester
Human_First_Names_M_1338=Lev
Human_First_Names_M_1339=Leverett
Human_First_Names_M_1340=Levi
Human_First_Names_M_1341=Levin
Human_First_Names_M_1342=Lewis
Human_First_Names_M_1343=Li
Human_First_Names_M_1344=Liam
Human_First_Names_M_1345=Lian
Human_First_Names_M_1346=Liang
Human_First_Names_M_1347=Lincoln
Human_First_Names_M_1348=Lindsey
Human_First_Names_M_1349=Linus
Human_First_Names_M_1350=Linwood
Human_First_Names_M_1351=Lionel
Human_First_Names_M_1352=Liu
Human_First_Names_M_1353=Lloyd
Human_First_Names_M_1354=Logan
Human_First_Names_M_1355=Lokesh
Human_First_Names_M_1356=Lon
Human_First_Names_M_1357=Long
Human_First_Names_M_1358=Longwei
Human_First_Names_M_1359=Lonnie
Human_First_Names_M_1360=Loren
Human_First_Names_M_1361=Lorenzo
Human_First_Names_M_1362=Loretto
Human_First_Names_M_1363=Lotto
Human_First_Names_M_1364=Louie
Human_First_Names_M_1365=Louis
Human_First_Names_M_1366=Lowell
Human_First_Names_M_1367=Loyd
Human_First_Names_M_1368=Luc
Human_First_Names_M_1369=Luca
Human_First_Names_M_1370=Lucas
Human_First_Names_M_1371=Lucian
Human_First_Names_M_1372=Lucio
Human_First_Names_M_1373=Luigi
Human_First_Names_M_1374=Luis
Human_First_Names_M_1375=Lukas
Human_First_Names_M_1376=Luke
Human_First_Names_M_1377=Luther
Human_First_Names_M_1378=Lyle
Human_First_Names_M_1379=Lyman
Human_First_Names_M_1380=Lynn
Human_First_Names_M_1381=Maahir
Human_First_Names_M_1382=Mac
Human_First_Names_M_1383=Maccio
Human_First_Names_M_1384=Mace
Human_First_Names_M_1385=Mack
Human_First_Names_M_1386=Madan
Human_First_Names_M_1387=Madani
Human_First_Names_M_1388=Maffeo
Human_First_Names_M_1389=Magnar
Human_First_Names_M_1390=Magnus
Human_First_Names_M_1391=Magomu
Human_First_Names_M_1392=Mahdi
Human_First_Names_M_1393=Mahindra
Human_First_Names_M_1394=Mahir
Human_First_Names_M_1395=Mahmud
Human_First_Names_M_1396=Maison
Human_First_Names_M_1397=Major
Human_First_Names_M_1398=Makar
Human_First_Names_M_1399=Makker
Human_First_Names_M_1400=Malcolm
Human_First_Names_M_1401=Malik
Human_First_Names_M_1402=Malone
Human_First_Names_M_1403=Mamoru
Human_First_Names_M_1404=Manabu
Human_First_Names_M_1405=Manato
Human_First_Names_M_1406=Manay
Human_First_Names_M_1407=Manobu
Human_First_Names_M_1408=Mantel
Human_First_Names_M_1409=Marat
Human_First_Names_M_1410=Marc
Human_First_Names_M_1411=Marcel
Human_First_Names_M_1412=Marco
Human_First_Names_M_1413=Marcos
Human_First_Names_M_1414=Marcus
Human_First_Names_M_1415=Marian
Human_First_Names_M_1416=Marid
Human_First_Names_M_1417=Marino
Human_First_Names_M_1418=Mario
Human_First_Names_M_1419=Maris
Human_First_Names_M_1420=Marius
Human_First_Names_M_1421=Mark
Human_First_Names_M_1422=Markis
Human_First_Names_M_1423=Marlin
Human_First_Names_M_1424=Marlon
Human_First_Names_M_1425=Maro
Human_First_Names_M_1426=Marquise
Human_First_Names_M_1427=Marshall
Human_First_Names_M_1428=Marti
Human_First_Names_M_1429=Martin
Human_First_Names_M_1430=Marty
Human_First_Names_M_1431=Marvin
Human_First_Names_M_1432=Mary
Human_First_Names_M_1433=Masahiko
Human_First_Names_M_1434=Masahiro
Human_First_Names_M_1435=Masakazu
Human_First_Names_M_1436=Masaki
Human_First_Names_M_1437=Masaru
Human_First_Names_M_1438=Masato
Human_First_Names_M_1439=Mashiro
Human_First_Names_M_1440=Maslin
Human_First_Names_M_1441=Mason
Human_First_Names_M_1442=Masu
Human_First_Names_M_1443=Masud
Human_First_Names_M_1444=Matabei
Human_First_Names_M_1445=Matei
Human_First_Names_M_1446=Mateo
Human_First_Names_M_1447=Mathew
Human_First_Names_M_1448=Mathias
Human_First_Names_M_1449=Mathieu
Human_First_Names_M_1450=Matsu
Human_First_Names_M_1451=Matsuo
Human_First_Names_M_1452=Matt
Human_First_Names_M_1453=Matteo
Human_First_Names_M_1454=Matthew
Human_First_Names_M_1455=Matthieu
Human_First_Names_M_1456=Maurice
Human_First_Names_M_1457=Mauro
Human_First_Names_M_1458=Max
Human_First_Names_M_1459=Maxim
Human_First_Names_M_1460=Maximilian
Human_First_Names_M_1461=Maxwell
Human_First_Names_M_1462=Maynard
Human_First_Names_M_1463=Mayson
Human_First_Names_M_1464=Mazi
Human_First_Names_M_1465=Medarno
Human_First_Names_M_1466=Mehdi
Human_First_Names_M_1467=Meiji
Human_First_Names_M_1468=Mel
Human_First_Names_M_1469=Melvin
Human_First_Names_M_1470=Merle
Human_First_Names_M_1471=Merlin
Human_First_Names_M_1472=Merrill
Human_First_Names_M_1473=Mervin
Human_First_Names_M_1474=Micah
Human_First_Names_M_1475=Michael
Human_First_Names_M_1476=Micheal
Human_First_Names_M_1477=Michel
Human_First_Names_M_1478=Mickey
Human_First_Names_M_1479=Miguel
Human_First_Names_M_1480=Mihir
Human_First_Names_M_1481=Mika
Human_First_Names_M_1482=Mike
Human_First_Names_M_1483=Miki
Human_First_Names_M_1484=Miles
Human_First_Names_M_1485=Milford
Human_First_Names_M_1486=Millard
Human_First_Names_M_1487=Milo
Human_First_Names_M_1488=Milton
Human_First_Names_M_1489=Min
Human_First_Names_M_1490=Ming
Human_First_Names_M_1491=Minh
Human_First_Names_M_1492=Mino
Human_First_Names_M_1493=Minoru
Human_First_Names_M_1494=Misao
Human_First_Names_M_1495=Mitch
Human_First_Names_M_1496=Mitchel
Human_First_Names_M_1497=Mitchell
Human_First_Names_M_1498=Mito
Human_First_Names_M_1499=Mitsuhide
Human_First_Names_M_1500=Mitsuo
Human_First_Names_M_1501=Mitul
Human_First_Names_M_1502=Momoru
Human_First_Names_M_1503=Monroe
Human_First_Names_M_1504=Montague
Human_First_Names_M_1505=Montaro
Human_First_Names_M_1506=Monte
Human_First_Names_M_1507=Montgomery
Human_First_Names_M_1508=Montreal
Human_First_Names_M_1509=Montrel
Human_First_Names_M_1510=Monty
Human_First_Names_M_1511=Monzal
Human_First_Names_M_1512=Moore
Human_First_Names_M_1513=Morel
Human_First_Names_M_1514=Morgan
Human_First_Names_M_1515=Moritz
Human_First_Names_M_1516=Morris
Human_First_Names_M_1517=Mortimer
Human_First_Names_M_1518=Morty
Human_First_Names_M_1519=Moses
Human_First_Names_M_1520=Moyo
Human_First_Names_M_1521=Munoto
Human_First_Names_M_1522=Murray
Human_First_Names_M_1523=Muwanga
Human_First_Names_M_1524=Mwake
Human_First_Names_M_1525=Myles
Human_First_Names_M_1526=Myron
Human_First_Names_M_1527=Myung
Human_First_Names_M_1528=Nabeel
Human_First_Names_M_1529=Nabhan
Human_First_Names_M_1530=Nadim
Human_First_Names_M_1531=Nadir
Human_First_Names_M_1532=Nahid
Human_First_Names_M_1533=Naizen
Human_First_Names_M_1534=Najeeb
Human_First_Names_M_1535=Nakazo
Human_First_Names_M_1536=Naldo
Human_First_Names_M_1537=Namboku
Human_First_Names_M_1538=Namir
Human_First_Names_M_1539=Nampo
Human_First_Names_M_1540=Narahiko
Human_First_Names_M_1541=Nardo
Human_First_Names_M_1542=Nasib
Human_First_Names_M_1543=Nasir
Human_First_Names_M_1544=Nasser
Human_First_Names_M_1545=Nassor
Human_First_Names_M_1546=Nathan
Human_First_Names_M_1547=Nathaniel
Human_First_Names_M_1548=Natsu
Human_First_Names_M_1549=Natsume
Human_First_Names_M_1550=Neal
Human_First_Names_M_1551=Ned
Human_First_Names_M_1552=Neil
Human_First_Names_M_1553=Nello
Human_First_Names_M_1554=Nels
Human_First_Names_M_1555=Nelson
Human_First_Names_M_1556=Nencio
Human_First_Names_M_1557=Neri
Human_First_Names_M_1558=Nestor
Human_First_Names_M_1559=Newton
Human_First_Names_M_1560=Nhan
Human_First_Names_M_1561=Niccolo
Human_First_Names_M_1562=Nicholas
Human_First_Names_M_1563=Nick
Human_First_Names_M_1564=Nickolas
Human_First_Names_M_1565=Nico
Human_First_Names_M_1566=Nicolas
Human_First_Names_M_1567=Nigel
Human_First_Names_M_1568=Nikash
Human_First_Names_M_1569=Nikki
Human_First_Names_M_1570=Niklas
Human_First_Names_M_1571=Nil
Human_First_Names_M_1572=Nils
Human_First_Names_M_1573=Nimit
Human_First_Names_M_1574=Nirav
Human_First_Names_M_1575=Noah
Human_First_Names_M_1576=Nobu
Human_First_Names_M_1577=Nobuhito
Human_First_Names_M_1578=Noel
Human_First_Names_M_1579=Nolan
Human_First_Names_M_1580=Nori
Human_First_Names_M_1581=Norman
Human_First_Names_M_1582=Norris
Human_First_Names_M_1583=Norville
Human_First_Names_M_1584=Nozzo
Human_First_Names_M_1585=Numbers
Human_First_Names_M_1586=Nuto
Human_First_Names_M_1587=Obadele
Human_First_Names_M_1588=Oban
Human_First_Names_M_1589=Octavio
Human_First_Names_M_1590=Oda
Human_First_Names_M_1591=Odell
Human_First_Names_M_1592=Odis
Human_First_Names_M_1593=Okakura
Human_First_Names_M_1594=Ola
Human_First_Names_M_1595=Olav
Human_First_Names_M_1596=Oleg
Human_First_Names_M_1597=Olen
Human_First_Names_M_1598=Olin
Human_First_Names_M_1599=Oliver
Human_First_Names_M_1600=Ollie
Human_First_Names_M_1601=Omar
Human_First_Names_M_1602=Omkar
Human_First_Names_M_1603=Orlando
Human_First_Names_M_1604=Orville
Human_First_Names_M_1605=Osamu
Human_First_Names_M_1606=Oscar
Human_First_Names_M_1607=Oskar
Human_First_Names_M_1608=Osman
Human_First_Names_M_1609=Otis
Human_First_Names_M_1610=Ottar
Human_First_Names_M_1611=Otto
Human_First_Names_M_1612=Owen
Human_First_Names_M_1613=Oystein
Human_First_Names_M_1614=Pablo
Human_First_Names_M_1615=Pace
Human_First_Names_M_1616=Pacho
Human_First_Names_M_1617=Pallav
Human_First_Names_M_1618=Param
Human_First_Names_M_1619=Paran
Human_First_Names_M_1620=Park
Human_First_Names_M_1621=Parker
Human_First_Names_M_1622=Parnell
Human_First_Names_M_1623=Pascal
Human_First_Names_M_1624=Pat
Human_First_Names_M_1625=Pathik
Human_First_Names_M_1626=Patrice
Human_First_Names_M_1627=Patrick
Human_First_Names_M_1628=Paul
Human_First_Names_M_1629=Pavel
Human_First_Names_M_1630=Pedro
Human_First_Names_M_1631=Peng
Human_First_Names_M_1632=Pepe
Human_First_Names_M_1633=Percival
Human_First_Names_M_1634=Percy
Human_First_Names_M_1635=Pernell
Human_First_Names_M_1636=Perry
Human_First_Names_M_1637=Pete
Human_First_Names_M_1638=Peter
Human_First_Names_M_1639=Phil
Human_First_Names_M_1640=Philip
Human_First_Names_M_1641=Philipe
Human_First_Names_M_1642=Phillip
Human_First_Names_M_1643=Pich
Human_First_Names_M_1644=Piero
Human_First_Names_M_1645=Pierre
Human_First_Names_M_1646=Pieter
Human_First_Names_M_1647=Pietro
Human_First_Names_M_1648=Ping
Human_First_Names_M_1649=Pippo
Human_First_Names_M_1650=Pol
Human_First_Names_M_1651=Pomeroy
Human_First_Names_M_1652=Pravit
Human_First_Names_M_1653=Preston
Human_First_Names_M_1654=Pricha
Human_First_Names_M_1655=Puccio
Human_First_Names_M_1656=Purvis
Human_First_Names_M_1657=Qadim
Human_First_Names_M_1658=Qadir
Human_First_Names_M_1659=Quentin
Human_First_Names_M_1660=Quincy
Human_First_Names_M_1661=Quinn
Human_First_Names_M_1662=Quintin
Human_First_Names_M_1663=Radu
Human_First_Names_M_1664=Rafael
Human_First_Names_M_1665=Rafaelle
Human_First_Names_M_1666=Rafid
Human_First_Names_M_1667=Ragnar
Human_First_Names_M_1668=Rahul
Human_First_Names_M_1669=Rai
Human_First_Names_M_1670=Raj
Human_First_Names_M_1671=Raja
Human_First_Names_M_1672=Ralph
Human_First_Names_M_1673=Rami
Human_First_Names_M_1674=Ramiro
Human_First_Names_M_1675=Ramon
Human_First_Names_M_1676=Ramzi
Human_First_Names_M_1677=Randal
Human_First_Names_M_1678=Randall
Human_First_Names_M_1679=Randell
Human_First_Names_M_1680=Randolph
Human_First_Names_M_1681=Randy
Human_First_Names_M_1682=Ranger
Human_First_Names_M_1683=Raoul
Human_First_Names_M_1684=Raphael
Human_First_Names_M_1685=Rashad
Human_First_Names_M_1686=Rasin
Human_First_Names_M_1687=Raul
Human_First_Names_M_1688=Rawlins
Human_First_Names_M_1689=Ray
Human_First_Names_M_1690=Rayan
Human_First_Names_M_1691=Raymond
Human_First_Names_M_1692=Raymundo
Human_First_Names_M_1693=Raynard
Human_First_Names_M_1694=Razan
Human_First_Names_M_1695=Reagan
Human_First_Names_M_1696=Reed
Human_First_Names_M_1697=Reggie
Human_First_Names_M_1698=Reginald
Human_First_Names_M_1699=Rei
Human_First_Names_M_1700=Reid
Human_First_Names_M_1701=Reinaldo
Human_First_Names_M_1702=Remi
Human_First_Names_M_1703=Ren
Human_First_Names_M_1704=Renard
Human_First_Names_M_1705=Renardo
Human_First_Names_M_1706=Rene
Human_First_Names_M_1707=Renzo
Human_First_Names_M_1708=Reuben
Human_First_Names_M_1709=Rex
Human_First_Names_M_1710=Reyes
Human_First_Names_M_1711=Reynaldo
Human_First_Names_M_1712=Reynard
Human_First_Names_M_1713=Ricardo
Human_First_Names_M_1714=Ricco
Human_First_Names_M_1715=Rich
Human_First_Names_M_1716=Richard
Human_First_Names_M_1717=Richie
Human_First_Names_M_1718=Rick
Human_First_Names_M_1719=Rickey
Human_First_Names_M_1720=Rickie
Human_First_Names_M_1721=Ricky
Human_First_Names_M_1722=Rico
Human_First_Names_M_1723=Ridolfo
Human_First_Names_M_1724=Riley
Human_First_Names_M_1725=Rimon
Human_First_Names_M_1726=Rinaldo
Human_First_Names_M_1727=Rio
Human_First_Names_M_1728=Rob
Human_First_Names_M_1729=Robbie
Human_First_Names_M_1730=Robby
Human_First_Names_M_1731=Robert
Human_First_Names_M_1732=Roberto
Human_First_Names_M_1733=Robin
Human_First_Names_M_1734=Rocco
Human_First_Names_M_1735=Rocky
Human_First_Names_M_1736=Rod
Human_First_Names_M_1737=Roderick
Human_First_Names_M_1738=Rodger
Human_First_Names_M_1739=Rodney
Human_First_Names_M_1740=Rodolfo
Human_First_Names_M_1741=Rodrick
Human_First_Names_M_1742=Roger
Human_First_Names_M_1743=Rohit
Human_First_Names_M_1744=Roland
Human_First_Names_M_1745=Rolf
Human_First_Names_M_1746=Rolland
Human_First_Names_M_1747=Roman
Human_First_Names_M_1748=Romeo
Human_First_Names_M_1749=Ron
Human_First_Names_M_1750=Ronald
Human_First_Names_M_1751=Rondel
Human_First_Names_M_1752=Ronin
Human_First_Names_M_1753=Ronnie
Human_First_Names_M_1754=Ronny
Human_First_Names_M_1755=Rory
Human_First_Names_M_1756=Roscoe
Human_First_Names_M_1757=Ross
Human_First_Names_M_1758=Rowen
Human_First_Names_M_1759=Roy
Human_First_Names_M_1760=Royce
Human_First_Names_M_1761=Ru
Human_First_Names_M_1762=Ruben
Human_First_Names_M_1763=Rubin
Human_First_Names_M_1764=Rudolph
Human_First_Names_M_1765=Rudy
Human_First_Names_M_1766=Rufus
Human_First_Names_M_1767=Ruhi
Human_First_Names_M_1768=Rupert
Human_First_Names_M_1769=Rush
Human_First_Names_M_1770=Russ
Human_First_Names_M_1771=Russel
Human_First_Names_M_1772=Russell
Human_First_Names_M_1773=Rusty
Human_First_Names_M_1774=Ruy
Human_First_Names_M_1775=Ryan
Human_First_Names_M_1776=Ryo
Human_First_Names_M_1777=Ryoko
Human_First_Names_M_1778=Ryoma
Human_First_Names_M_1779=Ryota
Human_First_Names_M_1780=Ryozo
Human_First_Names_M_1781=Ryu
Human_First_Names_M_1782=Ryuki
Human_First_Names_M_1783=Ryuto
Human_First_Names_M_1784=Saad
Human_First_Names_M_1785=Sabastien
Human_First_Names_M_1786=Sabir
Human_First_Names_M_1787=Sadid
Human_First_Names_M_1788=Sadiq
Human_First_Names_M_1789=Sahib
Human_First_Names_M_1790=Sahir
Human_First_Names_M_1791=Sal
Human_First_Names_M_1792=Saleh
Human_First_Names_M_1793=Salomon
Human_First_Names_M_1794=Salvador
Human_First_Names_M_1795=Salvadore
Human_First_Names_M_1796=Salvatore
Human_First_Names_M_1797=Salvi
Human_First_Names_M_1798=Sam
Human_First_Names_M_1799=Sameer
Human_First_Names_M_1800=Sami
Human_First_Names_M_1801=Sammie
Human_First_Names_M_1802=Sammy
Human_First_Names_M_1803=Samo
Human_First_Names_M_1804=Samuel
Human_First_Names_M_1805=Sandy
Human_First_Names_M_1806=Sanford
Human_First_Names_M_1807=Sang
Human_First_Names_M_1808=Sanjiro
Human_First_Names_M_1809=Sanjit
Human_First_Names_M_1810=Santiago
Human_First_Names_M_1811=Santos
Human_First_Names_M_1812=Satoru
Human_First_Names_M_1813=Saul
Human_First_Names_M_1814=Sayer
Human_First_Names_M_1815=Scot
Human_First_Names_M_1816=Scott
Human_First_Names_M_1817=Scottie
Human_First_Names_M_1818=Scotty
Human_First_Names_M_1819=Sean
Human_First_Names_M_1820=Sebastian
Human_First_Names_M_1821=Seibei
Human_First_Names_M_1822=Seiji
Human_First_Names_M_1823=Seison
Human_First_Names_M_1824=Sekayi
Human_First_Names_M_1825=Sen
Human_First_Names_M_1826=Senichi
Human_First_Names_M_1827=Sergei
Human_First_Names_M_1828=Sergio
Human_First_Names_M_1829=Seth
Human_First_Names_M_1830=Seyed
Human_First_Names_M_1831=Seymour
Human_First_Names_M_1832=Shadi
Human_First_Names_M_1833=Shane
Human_First_Names_M_1834=Shannon
Human_First_Names_M_1835=Shaun
Human_First_Names_M_1836=Shawn
Human_First_Names_M_1837=Shay
Human_First_Names_M_1838=Shelby
Human_First_Names_M_1839=Sheldon
Human_First_Names_M_1840=Shelton
Human_First_Names_M_1841=Shen
Human_First_Names_M_1842=Sherman
Human_First_Names_M_1843=Shigeki
Human_First_Names_M_1844=Shigematsu
Human_First_Names_M_1845=Shigemori
Human_First_Names_M_1846=Shigeru
Human_First_Names_M_1847=Shihei
Human_First_Names_M_1848=Shijo
Human_First_Names_M_1849=Shik
Human_First_Names_M_1850=Shin
Human_First_Names_M_1851=Shingen
Human_First_Names_M_1852=Shino
Human_First_Names_M_1853=Shinobu
Human_First_Names_M_1854=Shintaro
Human_First_Names_M_1855=Shiro
Human_First_Names_M_1856=Shoji
Human_First_Names_M_1857=Shumei
Human_First_Names_M_1858=Shun
Human_First_Names_M_1859=Shunji
Human_First_Names_M_1860=Shunsen
Human_First_Names_M_1861=Sidney
Human_First_Names_M_1862=Sigurd
Human_First_Names_M_1863=Silas
Human_First_Names_M_1864=Silvio
Human_First_Names_M_1865=Simba
Human_First_Names_M_1866=Simon
Human_First_Names_M_1867=Sinclair
Human_First_Names_M_1868=Sindre
Human_First_Names_M_1869=Skipp
Human_First_Names_M_1870=Solomon
Human_First_Names_M_1871=Soma
Human_First_Names_M_1872=Sonny
Human_First_Names_M_1873=Sook
Human_First_Names_M_1874=Sora
Human_First_Names_M_1875=Sotan
Human_First_Names_M_1876=Sotaro
Human_First_Names_M_1877=Sovann
Human_First_Names_M_1878=Sozen
Human_First_Names_M_1879=Spencer
Human_First_Names_M_1880=Stacey
Human_First_Names_M_1881=Stan
Human_First_Names_M_1882=Stanislav
Human_First_Names_M_1883=Stanley
Human_First_Names_M_1884=Stefan
Human_First_Names_M_1885=Stein
Human_First_Names_M_1886=Stephan
Human_First_Names_M_1887=Stephen
Human_First_Names_M_1888=Sterling
Human_First_Names_M_1889=Steve
Human_First_Names_M_1890=Steven
Human_First_Names_M_1891=Stevie
Human_First_Names_M_1892=Stewart
Human_First_Names_M_1893=Stuart
Human_First_Names_M_1894=Sully
Human_First_Names_M_1895=Sumio
Human_First_Names_M_1896=Sunay
Human_First_Names_M_1897=Sung
Human_First_Names_M_1898=Sutherland
Human_First_Names_M_1899=Sydney
Human_First_Names_M_1900=Sylvester
Human_First_Names_M_1901=Tad
Human_First_Names_M_1902=Tadamasa
Human_First_Names_M_1903=Tadashi
Human_First_Names_M_1904=Taddeo
Human_First_Names_M_1905=Taiga
Human_First_Names_M_1906=Taikan
Human_First_Names_M_1907=Taisei
Human_First_Names_M_1908=Taj
Human_First_Names_M_1909=Tajiri
Human_First_Names_M_1910=Takafumi
Human_First_Names_M_1911=Takahashi
Human_First_Names_M_1912=Takahiro
Human_First_Names_M_1913=Takeo
Human_First_Names_M_1914=Taki
Human_First_Names_M_1915=Takuji
Human_First_Names_M_1916=Talal
Human_First_Names_M_1917=Talbot
Human_First_Names_M_1918=Talon
Human_First_Names_M_1919=Tamir
Human_First_Names_M_1920=Taneesh
Human_First_Names_M_1921=Tango
Human_First_Names_M_1922=Tanner
Human_First_Names_M_1923=Tanzan
Human_First_Names_M_1924=Tapy
Human_First_Names_M_1925=Taro
Human_First_Names_M_1926=Tashiro
Human_First_Names_M_1927=Taylor
Human_First_Names_M_1928=Ted
Human_First_Names_M_1929=Teddy
Human_First_Names_M_1930=Temin
Human_First_Names_M_1931=Tenshin
Human_First_Names_M_1932=Teppo
Human_First_Names_M_1933=Terrance
Human_First_Names_M_1934=Terrell
Human_First_Names_M_1935=Terry
Human_First_Names_M_1936=Tessai
Human_First_Names_M_1937=Tetsu
Human_First_Names_M_1938=Tetsuya
Human_First_Names_M_1939=Thad
Human_First_Names_M_1940=Thaddeus
Human_First_Names_M_1941=Thatcher
Human_First_Names_M_1942=Theo
Human_First_Names_M_1943=Theodor
Human_First_Names_M_1944=Theodore
Human_First_Names_M_1945=Theron
Human_First_Names_M_1946=Thoki
Human_First_Names_M_1947=Thomas
Human_First_Names_M_1948=Thurman
Human_First_Names_M_1949=Thurston
Human_First_Names_M_1950=Tiennan
Human_First_Names_M_1951=Tilak
Human_First_Names_M_1952=Till
Human_First_Names_M_1953=Tim
Human_First_Names_M_1954=Timmy
Human_First_Names_M_1955=Timo
Human_First_Names_M_1956=Timothy
Human_First_Names_M_1957=Timur
Human_First_Names_M_1958=Tin
Human_First_Names_M_1959=Tobar
Human_First_Names_M_1960=Toben
Human_First_Names_M_1961=Tobias
Human_First_Names_M_1962=Toby
Human_First_Names_M_1963=Tod
Human_First_Names_M_1964=Todd
Human_First_Names_M_1965=Toichi
Human_First_Names_M_1966=Toju
Human_First_Names_M_1967=Toki
Human_First_Names_M_1968=Tokimune
Human_First_Names_M_1969=Tokuma
Human_First_Names_M_1970=Tolomer
Human_First_Names_M_1971=Tom
Human_First_Names_M_1972=Toma
Human_First_Names_M_1973=Tomas
Human_First_Names_M_1974=Tombe
Human_First_Names_M_1975=Tommy
Human_First_Names_M_1976=Tony
Human_First_Names_M_1977=Tor
Human_First_Names_M_1978=Torger
Human_First_Names_M_1979=Tormod
Human_First_Names_M_1980=Toru
Human_First_Names_M_1981=Tory
Human_First_Names_M_1982=Toshiaki
Human_First_Names_M_1983=Toshiro
Human_First_Names_M_1984=Tracey
Human_First_Names_M_1985=Tracy
Human_First_Names_M_1986=Tramaine
Human_First_Names_M_1987=Travis
Human_First_Names_M_1988=Trent
Human_First_Names_M_1989=Trenton
Human_First_Names_M_1990=Trevor
Human_First_Names_M_1991=Trey
Human_First_Names_M_1992=Tristan
Human_First_Names_M_1993=Troy
Human_First_Names_M_1994=Truman
Human_First_Names_M_1995=Tsuneo
Human_First_Names_M_1996=Ty
Human_First_Names_M_1997=Tyler
Human_First_Names_M_1998=Tyrell
Human_First_Names_M_1999=Tyrone
Human_First_Names_M_2000=Tyson
Human_First_Names_M_2001=Uberto
Human_First_Names_M_2002=Udar
Human_First_Names_M_2003=Udo
Human_First_Names_M_2004=Ugo
Human_First_Names_M_2005=Ukon
Human_First_Names_M_2006=Ulysses
Human_First_Names_M_2007=Umar
Human_First_Names_M_2008=Unai
Human_First_Names_M_2009=Uriel
Human_First_Names_M_2010=Vadim
Human_First_Names_M_2011=Valentin
Human_First_Names_M_2012=Valere
Human_First_Names_M_2013=Vallis
Human_First_Names_M_2014=Van
Human_First_Names_M_2015=Vance
Human_First_Names_M_2016=Varg
Human_First_Names_M_2017=Vasile
Human_First_Names_M_2018=Vasily
Human_First_Names_M_2019=Vaughn
Human_First_Names_M_2020=Vendan
Human_First_Names_M_2021=Ventura
Human_First_Names_M_2022=Vern
Human_First_Names_M_2023=Vernon
Human_First_Names_M_2024=Vicente
Human_First_Names_M_2025=Victor
Human_First_Names_M_2026=Vidal
Human_First_Names_M_2027=Viktor
Human_First_Names_M_2028=Vince
Human_First_Names_M_2029=Vincent
Human_First_Names_M_2030=Vincenzo
Human_First_Names_M_2031=Vinesh
Human_First_Names_M_2032=Virgil
Human_First_Names_M_2033=Vito
Human_First_Names_M_2034=Vlad
Human_First_Names_M_2035=Vladimir
Human_First_Names_M_2036=Vladislav
Human_First_Names_M_2037=Wade
Human_First_Names_M_2038=Wadi
Human_First_Names_M_2039=Waldo
Human_First_Names_M_2040=Wali
Human_First_Names_M_2041=Walid
Human_First_Names_M_2042=Walker
Human_First_Names_M_2043=Wallace
Human_First_Names_M_2044=Walter
Human_First_Names_M_2045=Ward
Human_First_Names_M_2046=Warren
Human_First_Names_M_2047=Wayne
Human_First_Names_M_2048=Wen
Human_First_Names_M_2049=Wendell
Human_First_Names_M_2050=Wesley
Human_First_Names_M_2051=Weston
Human_First_Names_M_2052=Wilbert
Human_First_Names_M_2053=Wilbur
Human_First_Names_M_2054=Wilburn
Human_First_Names_M_2055=Wiley
Human_First_Names_M_2056=Wilford
Human_First_Names_M_2057=Wilfred
Human_First_Names_M_2058=Will
Human_First_Names_M_2059=Willard
Human_First_Names_M_2060=William
Human_First_Names_M_2061=Willie
Human_First_Names_M_2062=Willis
Human_First_Names_M_2063=Wilmer
Human_First_Names_M_2064=Wilson
Human_First_Names_M_2065=Wilton
Human_First_Names_M_2066=Win
Human_First_Names_M_2067=Winston
Human_First_Names_M_2068=Woodrow
Human_First_Names_M_2069=Wyatt
Human_First_Names_M_2070=Xavier
Human_First_Names_M_2071=Xin
Human_First_Names_M_2072=Xiu
Human_First_Names_M_2073=Yago
Human_First_Names_M_2074=Yair
Human_First_Names_M_2075=Yakov
Human_First_Names_M_2076=Yakumo
Human_First_Names_M_2077=Yamato
Human_First_Names_M_2078=Yamir
Human_First_Names_M_2079=Yanis
Human_First_Names_M_2080=Yao
Human_First_Names_M_2081=Yaroslav
Human_First_Names_M_2082=Yasahiro
Human_First_Names_M_2083=Yasen
Human_First_Names_M_2084=Yasuhiko
Human_First_Names_M_2085=Yataro
Human_First_Names_M_2086=Yazan
Human_First_Names_M_2087=Yong
Human_First_Names_M_2088=Yoritomo
Human_First_Names_M_2089=Yosai
Human_First_Names_M_2090=Yoshida
Human_First_Names_M_2091=Yoshiro
Human_First_Names_M_2092=Yoshitaka
Human_First_Names_M_2093=Young
Human_First_Names_M_2094=Youssef
Human_First_Names_M_2095=Yozo
Human_First_Names_M_2096=Yuki
Human_First_Names_M_2097=Yuma
Human_First_Names_M_2098=Yury
Human_First_Names_M_2099=Yushiro
Human_First_Names_M_2100=Zachariah
Human_First_Names_M_2101=Zachary
Human_First_Names_M_2102=Zachery
Human_First_Names_M_2103=Zafar
Human_First_Names_M_2104=Zaid
Human_First_Names_M_2105=Zakhar
Human_First_Names_M_2106=Zane
Human_First_Names_M_2107=Zarek
Human_First_Names_M_2108=Zarif
Human_First_Names_M_2109=Zawadi
Human_First_Names_M_2110=Zhen
Human_First_Names_M_2111=Mendo
Human_First_Names_M_2112=Remy
Human_Nicknames_0001=Ace
Human_Nicknames_0002=Afterburn
Human_Nicknames_0003=Any-port
Human_Nicknames_0004=APB
Human_Nicknames_0005=Apples
Human_Nicknames_0006=Aspic
Human_Nicknames_0007=Astro
Human_Nicknames_0008=Baby
Human_Nicknames_0009=Bags
Human_Nicknames_0010=Bakka
Human_Nicknames_0011=Beater
Human_Nicknames_0012=Big Rig
Human_Nicknames_0013=Biter
Human_Nicknames_0014=Blato
Human_Nicknames_0015=Bleeder
Human_Nicknames_0016=Blitz
Human_Nicknames_0017=Blowback
Human_Nicknames_0018=Bones
Human_Nicknames_0019=Bonks
Human_Nicknames_0020=Bonzo
Human_Nicknames_0021=Boom
Human_Nicknames_0022=Boomer
Human_Nicknames_0023=Bounceback
Human_Nicknames_0024=Boyo
Human_Nicknames_0025=Breezy
Human_Nicknames_0026=Bullseye
Human_Nicknames_0027=Burner
Human_Nicknames_0028=Buster
Human_Nicknames_0029=Butcher
Human_Nicknames_0030=Chivo
Human_Nicknames_0031=Chopper
Human_Nicknames_0032=Clacks
Human_Nicknames_0033=Clamps
Human_Nicknames_0034=Cleansheet
Human_Nicknames_0035=Clipper
Human_Nicknames_0036=Covey
Human_Nicknames_0037=Crankshaft
Human_Nicknames_0038=Crash
Human_Nicknames_0039=Crawl
Human_Nicknames_0040=Creeper
Human_Nicknames_0041=Crock
Human_Nicknames_0042=Crow
Human_Nicknames_0043=Crowbar
Human_Nicknames_0044=Crusher
Human_Nicknames_0045=Crypto
Human_Nicknames_0046=Cutch
Human_Nicknames_0047=Cutty
Human_Nicknames_0048=Dancer
Human_Nicknames_0049=Dash
Human_Nicknames_0050=Deadeye
Human_Nicknames_0051=Demo
Human_Nicknames_0052=Diablo
Human_Nicknames_0053=Dimples
Human_Nicknames_0054=Distro
Human_Nicknames_0055=Dopple
Human_Nicknames_0056=Doubledown
Human_Nicknames_0057=Doubletap
Human_Nicknames_0058=Double-Z
Human_Nicknames_0059=Downtown
Human_Nicknames_0060=Drifter
Human_Nicknames_0061=Dropshot
Human_Nicknames_0062=Druff
Human_Nicknames_0063=Duke
Human_Nicknames_0064=Dumper
Human_Nicknames_0065=Dunzo
Human_Nicknames_0066=Dustoff
Human_Nicknames_0067=Dynamo
Human_Nicknames_0068=Dyno
Human_Nicknames_0069=Eclipse
Human_Nicknames_0070=Edge
Human_Nicknames_0071=Epoch
Human_Nicknames_0072=Eyeball
Human_Nicknames_0073=Fang
Human_Nicknames_0074=Faust
Human_Nicknames_0075=Files
Human_Nicknames_0076=Fissure
Human_Nicknames_0077=Flex
Human_Nicknames_0078=Flip
Human_Nicknames_0079=Gastro
Human_Nicknames_0080=Gator
Human_Nicknames_0081=Gizmo
Human_Nicknames_0082=Glut
Human_Nicknames_0083=Gob
Human_Nicknames_0084=Goose
Human_Nicknames_0085=Griefer
Human_Nicknames_0086=Grumpy
Human_Nicknames_0087=Gutter
Human_Nicknames_0088=Guvnor
Human_Nicknames_0089=Half-Pint
Human_Nicknames_0090=Hammer
Human_Nicknames_0091=Hanger
Human_Nicknames_0092=Happy
Human_Nicknames_0093=Hasmat
Human_Nicknames_0094=Hawk
Human_Nicknames_0095=Heater
Human_Nicknames_0096=Herc
Human_Nicknames_0097=Hibrow
Human_Nicknames_0098=High-Low
Human_Nicknames_0099=Hock
Human_Nicknames_0100=Hogtie
Human_Nicknames_0101=Hogwash
Human_Nicknames_0102=Hoofer
Human_Nicknames_0103=Hotrod
Human_Nicknames_0104=Huffer
Human_Nicknames_0105=Hydro
Human_Nicknames_0106=Iggy
Human_Nicknames_0107=Jackal
Human_Nicknames_0108=Jigsaw
Human_Nicknames_0109=JoJo
Human_Nicknames_0110=K-9
Human_Nicknames_0111=Kettle
Human_Nicknames_0112=Killface
Human_Nicknames_0113=Kismet
Human_Nicknames_0114=Klepto
Human_Nicknames_0115=Knocks
Human_Nicknames_0116=Lefty
Human_Nicknames_0117=Liplock
Human_Nicknames_0118=Lippy
Human_Nicknames_0119=Little Benny
Human_Nicknames_0120=Little Bo
Human_Nicknames_0121=Livewire
Human_Nicknames_0122=Lockjaw
Human_Nicknames_0123=Lockout
Human_Nicknames_0124=Loco
Human_Nicknames_0125=Lowbrow
Human_Nicknames_0126=Lowdown
Human_Nicknames_0127=Lulu
Human_Nicknames_0128=Luster
Human_Nicknames_0129=Mad Dog
Human_Nicknames_0130=Mambo
Human_Nicknames_0131=Marbles
Human_Nicknames_0132=Mayday
Human_Nicknames_0133=Mendo
Human_Nicknames_0134=Miggy
Human_Nicknames_0135=Minty
Human_Nicknames_0136=Mondo
Human_Nicknames_0137=Mookie
Human_Nicknames_0138=Moose
Human_Nicknames_0139=Motormouth
Human_Nicknames_0140=Mumbles
Human_Nicknames_0141=Murph
Human_Nicknames_0142=Musk
Human_Nicknames_0143=Musty
Human_Nicknames_0144=Mutt
Human_Nicknames_0145=Nails
Human_Nicknames_0146=Necktie
Human_Nicknames_0147=Necro
Human_Nicknames_0148=Newport
Human_Nicknames_0149=Nighthawk
Human_Nicknames_0150=Nitro
Human_Nicknames_0151=Nokeys
Human_Nicknames_0152=Nomad
Human_Nicknames_0153=Nosedive
Human_Nicknames_0154=No-zone
Human_Nicknames_0155=Nuff
Human_Nicknames_0156=Nugs
Human_Nicknames_0157=Nuk
Human_Nicknames_0158=Ol' J
Human_Nicknames_0159=One-sec
Human_Nicknames_0160=Onesie
Human_Nicknames_0161=One-Two
Human_Nicknames_0162=Oppa
Human_Nicknames_0163=OptOut
Human_Nicknames_0164=Original
Human_Nicknames_0165=Padre
Human_Nicknames_0166=Painter
Human_Nicknames_0167=Peeler
Human_Nicknames_0168=Phantom
Human_Nicknames_0169=Pickles
Human_Nicknames_0170=Pisto
Human_Nicknames_0171=Piston
Human_Nicknames_0172=Pitstop
Human_Nicknames_0173=Placebo
Human_Nicknames_0174=Plaster
Human_Nicknames_0175=Pops
Human_Nicknames_0176=Potshot
Human_Nicknames_0177=Powder
Human_Nicknames_0178=Preacher
Human_Nicknames_0179=Professor
Human_Nicknames_0180=Pudge
Human_Nicknames_0181=Putt-Putt
Human_Nicknames_0182=Quakes
Human_Nicknames_0183=Raindrop
Human_Nicknames_0184=Ratbag
Human_Nicknames_0185=Ratchet
Human_Nicknames_0186=Raven
Human_Nicknames_0187=Rebound
Human_Nicknames_0188=Red
Human_Nicknames_0189=Regs
Human_Nicknames_0190=Reject
Human_Nicknames_0191=Repo
Human_Nicknames_0192=Retro
Human_Nicknames_0193=Rift
Human_Nicknames_0194=Riptide
Human_Nicknames_0195=Rocket
Human_Nicknames_0196=Rooftop
Human_Nicknames_0197=Ropeburn
Human_Nicknames_0198=Ruffles
Human_Nicknames_0199=Rusty
Human_Nicknames_0200=Sandman
Human_Nicknames_0201=Scabs
Human_Nicknames_0202=Scoops
Human_Nicknames_0203=Scooter
Human_Nicknames_0204=Seabass
Human_Nicknames_0205=Servo
Human_Nicknames_0206=Shady
Human_Nicknames_0207=Shanks
Human_Nicknames_0208=Shiner
Human_Nicknames_0209=Silkscreen
Human_Nicknames_0210=Sinkhole
Human_Nicknames_0211=Skeever
Human_Nicknames_0212=Slags
Human_Nicknames_0213=Slappy
Human_Nicknames_0214=Slash
Human_Nicknames_0215=Slim
Human_Nicknames_0216=Slinger
Human_Nicknames_0217=Slip
Human_Nicknames_0218=Slipstream
Human_Nicknames_0219=Slops
Human_Nicknames_0220=Slowclap
Human_Nicknames_0221=Smiley
Human_Nicknames_0222=Smokey
Human_Nicknames_0223=Snacks
Human_Nicknames_0224=Snaps
Human_Nicknames_0225=Socket
Human_Nicknames_0226=Soggy
Human_Nicknames_0227=Sparks
Human_Nicknames_0228=Specs
Human_Nicknames_0229=Spitfire
Human_Nicknames_0230=Splashback
Human_Nicknames_0231=Spud
Human_Nicknames_0232=Squeaks
Human_Nicknames_0233=Stanks
Human_Nicknames_0234=Starkiller
Human_Nicknames_0235=Stonewall
Human_Nicknames_0236=Stretch
Human_Nicknames_0237=Striker
Human_Nicknames_0238=Stroke
Human_Nicknames_0239=Sunny
Human_Nicknames_0240=Sunny Jim
Human_Nicknames_0241=Swabs
Human_Nicknames_0242=Tangles
Human_Nicknames_0243=Tango
Human_Nicknames_0244=TapTap
Human_Nicknames_0245=T-dog
Human_Nicknames_0246=Teak
Human_Nicknames_0247=Temple
Human_Nicknames_0248=The Dentist
Human_Nicknames_0249=Thrasher
Human_Nicknames_0250=Threesheets
Human_Nicknames_0251=Tick-Tock
Human_Nicknames_0252=Tiny
Human_Nicknames_0253=Tinkles
Human_Nicknames_0254=Tiptoe
Human_Nicknames_0255=Toerag
Human_Nicknames_0256=Tonks
Human_Nicknames_0257=Topknot
Human_Nicknames_0258=Toto
Human_Nicknames_0259=Tracer
Human_Nicknames_0260=Trickshot
Human_Nicknames_0261=Triptych
Human_Nicknames_0262=Tufo
Human_Nicknames_0263=Tug
Human_Nicknames_0264=Tugger
Human_Nicknames_0265=Twist
Human_Nicknames_0266=Undertow
Human_Nicknames_0267=Uptown
Human_Nicknames_0268=Vaco
Human_Nicknames_0269=Vents
Human_Nicknames_0270=Wacko
Human_Nicknames_0271=Waggles
Human_Nicknames_0272=Wednesday
Human_Nicknames_0273=Whisper
Human_Nicknames_0274=Whistler
Human_Nicknames_0275=Winge
Human_Nicknames_0276=ZigZag
Human_Nicknames_0277=Brick
Human_Nicknames_0278=Vortex
Human_Nicknames_0279=Kid Carnivorous
Human_Nicknames_0280=Terrordactyl
Human_Nicknames_0281=Savage
Human_Nicknames_0282=Scourge
Human_Nicknames_0283=Baron
Human_Nicknames_0284=Velo
Human_Nicknames_0285=Highball
Human_Nicknames_0286=Rizzo
Human_Nicknames_0287=Screwtop
Human_Nicknames_0288=Fumbles
Human_Nicknames_0289=Flattop
Human_Nicknames_0290=Hot Shot
Human_Nicknames_0291=Blades
Human_Nicknames_0292=Rumples
Human_Nicknames_0293=Dropout
Human_Nicknames_0294=Nozone
Human_Nicknames_0295=Sniffer
Human_Nicknames_0296=Wrecker
Human_Nicknames_0297=Splatters
Human_Nicknames_0298=Bumper
Human_Nicknames_0299=Dongle
Human_Nicknames_0300=FX
Human_Nicknames_0301=Alpha
Human_Nicknames_0302=Cado
Human_Nicknames_0303=Quicksand
Human_Nicknames_0304=Chowder
Human_Nicknames_0305=Puck
Human_Nicknames_0306=Gnashers
Human_Nicknames_0307=Spitshine
Human_Nicknames_0308=Tanker
Human_Nicknames_0309=Hoss
Human_Nicknames_0310=Bugout
Human_Nicknames_0311=Sunshine
Human_Nicknames_0312=Magic
Human_Nicknames_0313=Boneyard
Human_Nicknames_0314=Trunks
Human_Nicknames_0315=Pigpen
Human_Nicknames_0316=Chiller
Human_Nicknames_0317=Streaker
Human_Nicknames_0318=Flashback
Human_Nicknames_0319=King
Human_Nicknames_0320=Flush
Human_Nicknames_0321=Doc
Human_Nicknames_0322=Peaches
Human_Nicknames_0323=Jaws
Human_Nicknames_0324=Hash
Human_Nicknames_0325=Bomber
Human_Nicknames_0326=Zoo
Human_Nicknames_0327=Reaper
Human_Nicknames_0328=Hacksaw
Human_Nicknames_0329=Snake
Human_Nicknames_0330=Full Stop
Human_Nicknames_0331=Ice
Human_Nicknames_0332=The Demon
Human_Nicknames_0333=Flow
Human_Nicknames_0334=Slider
Human_Nicknames_0335=Stomper
Human_Nicknames_0336=Blinks
Human_Nicknames_0337=Foghorn
Human_Nicknames_0338=Nukes
Human_Nicknames_0339=Noodles
Human_Nicknames_0340=Radar
Human_Nicknames_0341=Lucky
Human_Nicknames_0342=Donuts
Human_Nicknames_0343=Swampy
Human_Nicknames_0344=Crabby
Human_Nicknames_0345=Burndown
Human_Nicknames_0346=Hotflash
Human_Nicknames_0347=Domino
Human_Nicknames_0348=Lightning
Human_Nicknames_0349=Thunder
Human_Nicknames_0350=Alphabet
Human_Nicknames_0351=Slow Jam
Human_Nicknames_0352=Crashcourse
Human_Nicknames_0353=Cookie
Human_Nicknames_0354=Dodo
Human_Nicknames_0355=Fingers
Human_Nicknames_0356=Top Hat
Human_Nicknames_0357=Meatball
Human_Nicknames_0358=Spoons
Human_Nicknames_0359=Stinky
Human_Nicknames_0360=Sleepy
Human_Nicknames_0361=Squints
Human_Nicknames_0362=Hairball
Human_Nicknames_0363=Marathon
Human_Nicknames_0364=Tumbles
Human_Nicknames_0365=Lights Out
Human_Nicknames_0366=Punch 'N Pie
Human_Nicknames_0367=Joker
Human_Nicknames_0368=Pitbull
Human_Nicknames_0369=Dubs
Human_Nicknames_0370=Downpour
Human_Nicknames_0371=Wags
Human_Nicknames_0372=Scruff
Human_Nicknames_0373=Tinker
Human_Nicknames_0374=Sizzle
Human_Nicknames_0375=Knuckles
Human_Nicknames_0376=Sonic
Human_Nicknames_0377=Buzz
Human_Nicknames_0378=Scratch
Human_Nicknames_0379=Hiccup
Human_Nicknames_0380=Lampshade
Human_Nicknames_0381=Hardtack
Human_Nicknames_0382=Maverick
Human_Nicknames_0383=Iceman
Human_Nicknames_0384=Hopper
Human_Nicknames_0385=Viper
Human_Nicknames_0386=Jester
Human_Nicknames_0387=Cougar
Human_Nicknames_0388=Merlin
Human_Nicknames_0389=Sundown
Human_Nicknames_0390=Stinger
Human_Nicknames_0391=Chipper
Human_Nicknames_0392=Rat
Human_Nicknames_0393=Tombstone
Human_Nicknames_0394=Boots
Human_Nicknames_0395=Bruiser
Human_Nicknames_0396=Dynamite
Human_Nicknames_0397=The Hammer
Human_Nicknames_0398=Jumper
Human_Nicknames_0399=The Snake
Human_Nicknames_0400=Bad News
Human_Nicknames_0401=The Dragon
Human_Nicknames_0402=Gorilla
Human_Nicknames_0403=The Butcher
Human_Nicknames_0404=Spinout
Human_Nicknames_0405=Slapdash
Human_Nicknames_0406=Skipper
Human_Nicknames_0407=Deadbolt
Human_Nicknames_0408=Razor
Human_Nicknames_0409=Pipes
Human_Nicknames_0410=Guppy
Human_Nicknames_0411=Phoenix
Human_Nicknames_0412=Scorch
Human_Nicknames_0413=Stax
Human_Security_Titles_001=Officer
Human_Security_Titles_001_abv=Ofc.
Human_Security_Titles_002=Senior Officer
Human_Security_Titles_002_abv=Sr. Ofc.
Human_Security_Titles_003=Captain
Human_Security_Titles_003_abv=Cpt.
Human_Security_Titles_004=Chief
Human_Security_Titles_004_abv=Chf.
Human_Security_Titles_005=主任
Human_Security_Titles_005_abv=Dir.
Human_Surnames_0001=Aarons
Human_Surnames_0002=Aaronson
Human_Surnames_0003=Aasen
Human_Surnames_0004=Abad
Human_Surnames_0005=Abadie
Human_Surnames_0006=Abalos
Human_Surnames_0007=Abarca
Human_Surnames_0008=Abbas
Human_Surnames_0009=Abbasi
Human_Surnames_0010=Abbate
Human_Surnames_0011=Abbey
Human_Surnames_0012=Abbi
Human_Surnames_0013=Abbot
Human_Surnames_0014=Abdalla
Human_Surnames_0015=Abdo
Human_Surnames_0016=Abdullah
Human_Surnames_0017=Abe
Human_Surnames_0018=Abebe
Human_Surnames_0019=Abed
Human_Surnames_0020=Abell
Human_Surnames_0021=Abelson
Human_Surnames_0022=Aberg
Human_Surnames_0023=Aberle
Human_Surnames_0024=Abernathy
Human_Surnames_0025=Abeyta
Human_Surnames_0026=Abhati
Human_Surnames_0027=Able
Human_Surnames_0028=Abney
Human_Surnames_0029=Abovyan
Human_Surnames_0030=Abraham
Human_Surnames_0031=Abramowitz
Human_Surnames_0032=Abrams
Human_Surnames_0033=Abrego
Human_Surnames_0034=Absher
Human_Surnames_0035=Abshire
Human_Surnames_0036=Abston
Human_Surnames_0037=Abuladze
Human_Surnames_0038=Aburami
Human_Surnames_0039=Aburto
Human_Surnames_0040=Accardi
Human_Surnames_0041=Acedo
Human_Surnames_0042=Acero
Human_Surnames_0043=Aceto
Human_Surnames_0044=Acevedo
Human_Surnames_0045=Acharya
Human_Surnames_0046=Achebe
Human_Surnames_0047=Achenbach
Human_Surnames_0048=Acheson
Human_Surnames_0049=Achrekar
Human_Surnames_0050=Acker
Human_Surnames_0051=Ackerman
Human_Surnames_0052=Ackerson
Human_Surnames_0053=Ackley
Human_Surnames_0054=Acklin
Human_Surnames_0055=Ackman
Human_Surnames_0056=Acoba
Human_Surnames_0057=Acord
Human_Surnames_0058=Acosta
Human_Surnames_0059=Acre
Human_Surnames_0060=Acton
Human_Surnames_0061=Acuna
Human_Surnames_0062=Adachi
Human_Surnames_0063=Adair
Human_Surnames_0064=Adams
Human_Surnames_0065=Adamson
Human_Surnames_0066=Adani
Human_Surnames_0067=Addams
Human_Surnames_0068=Addington
Human_Surnames_0069=Addis
Human_Surnames_0070=Addison
Human_Surnames_0071=Addy
Human_Surnames_0072=Ade
Human_Surnames_0073=Adelman
Human_Surnames_0074=Adelson
Human_Surnames_0075=Ademola
Human_Surnames_0076=Adendorff
Human_Surnames_0077=Adeoye
Human_Surnames_0078=Adey
Human_Surnames_0079=Adeyemi
Human_Surnames_0080=Adhikari
Human_Surnames_0081=Adie
Human_Surnames_0082=Adiga
Human_Surnames_0083=Adin
Human_Surnames_0084=Adjei
Human_Surnames_0085=Adkins
Human_Surnames_0086=Adkinson
Human_Surnames_0087=Adler
Human_Surnames_0088=Adlett
Human_Surnames_0089=Adley
Human_Surnames_0090=Adnett
Human_Surnames_0091=Adrian
Human_Surnames_0092=Adriano
Human_Surnames_0093=Advani
Human_Surnames_0094=Afzal
Human_Surnames_0095=Agan
Human_Surnames_0096=Agard
Human_Surnames_0097=Agarkar
Human_Surnames_0098=Agarwal
Human_Surnames_0099=Agawa
Human_Surnames_0100=Agbayani
Human_Surnames_0101=Agcaoili
Human_Surnames_0102=Aggarwal
Human_Surnames_0103=Aghamiri
Human_Surnames_0104=Aghayan
Human_Surnames_0105=Agnew
Human_Surnames_0106=Agnihotri
Human_Surnames_0107=Agosta
Human_Surnames_0108=Agostini
Human_Surnames_0109=Agrawal
Human_Surnames_0110=Aguado
Human_Surnames_0111=Aguayo
Human_Surnames_0112=Agudelo
Human_Surnames_0113=Aguero
Human_Surnames_0114=Aguiar
Human_Surnames_0115=Aguila
Human_Surnames_0116=Aguilar
Human_Surnames_0117=Aguilera
Human_Surnames_0118=Aguinaga
Human_Surnames_0119=Aguinaldo
Human_Surnames_0120=Aguirre
Human_Surnames_0121=Agustin
Human_Surnames_0122=Ahart
Human_Surnames_0123=Ahern
Human_Surnames_0124=Ahlawat
Human_Surnames_0125=Ahlberg
Human_Surnames_0126=Ahlquist
Human_Surnames_0127=Ahlstrom
Human_Surnames_0128=Ahluwalia
Human_Surnames_0129=Ahmed
Human_Surnames_0130=Ahn
Human_Surnames_0131=Ahsan
Human_Surnames_0132=Ahumada
Human_Surnames_0133=Aida
Human_Surnames_0134=Aiello
Human_Surnames_0135=Aikawa
Human_Surnames_0136=Aikens
Human_Surnames_0137=Aikin
Human_Surnames_0138=Aino
Human_Surnames_0139=Ainscough
Human_Surnames_0140=Ainsley
Human_Surnames_0141=Ainsworth
Human_Surnames_0142=Aispuro
Human_Surnames_0143=Aitchison
Human_Surnames_0144=Aitkens
Human_Surnames_0145=Aitkins
Human_Surnames_0146=Aizawa
Human_Surnames_0147=Ajay
Human_Surnames_0148=Ajayi
Human_Surnames_0149=Akabori
Human_Surnames_0150=Akaboshi
Human_Surnames_0151=Akagi
Human_Surnames_0152=Akai
Human_Surnames_0153=Akamatsu
Human_Surnames_0154=Akamine
Human_Surnames_0155=Akane
Human_Surnames_0156=Akao
Human_Surnames_0157=Akashi
Human_Surnames_0158=Akbar
Human_Surnames_0159=Akeda
Human_Surnames_0160=Akehurst
Human_Surnames_0161=Akemi
Human_Surnames_0162=Akenzua
Human_Surnames_0163=Akerele
Human_Surnames_0164=Akerman
Human_Surnames_0165=Akey
Human_Surnames_0166=Akhtar
Human_Surnames_0167=Akiloye
Human_Surnames_0168=Akin
Human_Surnames_0169=Akins
Human_Surnames_0170=Akita
Human_Surnames_0171=Akiyama
Human_Surnames_0172=Akram
Human_Surnames_0173=Akridge
Human_Surnames_0174=Aksu
Human_Surnames_0175=Akter
Human_Surnames_0176=Akunyili
Human_Surnames_0177=Akutagawa
Human_Surnames_0178=Alam
Human_Surnames_0179=Alamillo
Human_Surnames_0180=Alaniz
Human_Surnames_0181=Alatorre
Human_Surnames_0182=Alatorres
Human_Surnames_0183=Alba
Human_Surnames_0184=Albano
Human_Surnames_0185=Albarado
Human_Surnames_0186=Albarran
Human_Surnames_0187=Albaugh
Human_Surnames_0188=Albee
Human_Surnames_0189=Alber
Human_Surnames_0190=Alberson
Human_Surnames_0191=Alberto
Human_Surnames_0192=Alberts
Human_Surnames_0193=Albertson
Human_Surnames_0194=Albertus
Human_Surnames_0195=Albor
Human_Surnames_0196=Albrecht
Human_Surnames_0197=Albright
Human_Surnames_0198=Alby
Human_Surnames_0199=Alcala
Human_Surnames_0200=Alcantar
Human_Surnames_0201=Alcantara
Human_Surnames_0202=Alcaraz
Human_Surnames_0203=Alcazar
Human_Surnames_0204=Alcorn
Human_Surnames_0205=Alcorta
Human_Surnames_0206=Alcott
Human_Surnames_0207=Alda
Human_Surnames_0208=Aldaco
Human_Surnames_0209=Alday
Human_Surnames_0210=Alden
Human_Surnames_0211=Alder
Human_Surnames_0212=Alderman
Human_Surnames_0213=Alderson
Human_Surnames_0214=Aldred
Human_Surnames_0215=Aldrete
Human_Surnames_0216=Aldrich
Human_Surnames_0217=Aldridge
Human_Surnames_0218=Aldrin
Human_Surnames_0219=Alegre
Human_Surnames_0220=Alejandre
Human_Surnames_0221=Alejandro
Human_Surnames_0222=Alejo
Human_Surnames_0223=Aleksanian
Human_Surnames_0224=Alemu
Human_Surnames_0225=Aleshire
Human_Surnames_0226=Alessi
Human_Surnames_0227=Aletta
Human_Surnames_0228=Alewine
Human_Surnames_0229=Alexander
Human_Surnames_0230=Alexandre
Human_Surnames_0231=Alfaro
Human_Surnames_0232=Alfonsi
Human_Surnames_0233=Alfonso
Human_Surnames_0234=Alford
Human_Surnames_0235=Alfred
Human_Surnames_0236=Alfrey
Human_Surnames_0237=Algarin
Human_Surnames_0238=Alger
Human_Surnames_0239=Ali
Human_Surnames_0240=Alicea
Human_Surnames_0241=Aliff
Human_Surnames_0242=Alix
Human_Surnames_0243=Aliyev
Human_Surnames_0244=Alkire
Human_Surnames_0245=Allain
Human_Surnames_0246=Allaire
Human_Surnames_0247=Allan
Human_Surnames_0248=Allard
Human_Surnames_0249=Allbright
Human_Surnames_0250=Alldredge
Human_Surnames_0251=Alleman
Human_Surnames_0252=Allen
Human_Surnames_0253=Allende
Human_Surnames_0254=Allender
Human_Surnames_0255=Allensworth
Human_Surnames_0256=Allerton
Human_Surnames_0257=Alley
Human_Surnames_0258=Alleyne
Human_Surnames_0259=Allgood
Human_Surnames_0260=Alling
Human_Surnames_0261=Allison
Human_Surnames_0262=Allister
Human_Surnames_0263=Allman
Human_Surnames_0264=Alloway
Human_Surnames_0265=Allu
Human_Surnames_0266=Alluri
Human_Surnames_0267=Ally
Human_Surnames_0268=Allyn
Human_Surnames_0269=Almanza
Human_Surnames_0270=Almanzar
Human_Surnames_0271=Almaraz
Human_Surnames_0272=Almazan
Human_Surnames_0273=Almeda
Human_Surnames_0274=Almendarez
Human_Surnames_0275=Almodovar
Human_Surnames_0276=Almond
Human_Surnames_0277=Almonte
Human_Surnames_0278=Almquist
Human_Surnames_0279=Almy
Human_Surnames_0280=Alongi
Human_Surnames_0281=Alonso
Human_Surnames_0282=Alonzo
Human_Surnames_0283=Alpert
Human_Surnames_0284=Alpizar
Human_Surnames_0285=Alred
Human_Surnames_0286=Alsip
Human_Surnames_0287=Alsop
Human_Surnames_0288=Alston
Human_Surnames_0289=Alsup
Human_Surnames_0290=Alt
Human_Surnames_0291=Altamirano
Human_Surnames_0292=Alter
Human_Surnames_0293=Altera
Human_Surnames_0294=Althaus
Human_Surnames_0295=Altheim
Human_Surnames_0296=Altherr
Human_Surnames_0297=Althoff
Human_Surnames_0298=Althouse
Human_Surnames_0299=Altieri
Human_Surnames_0300=Altizer
Human_Surnames_0301=Altman
Human_Surnames_0302=Alton
Human_Surnames_0303=Alvarado
Human_Surnames_0304=Alvarez
Human_Surnames_0305=Alverson
Human_Surnames_0306=Alves
Human_Surnames_0307=Alvey
Human_Surnames_0308=Alviar
Human_Surnames_0309=Alvidrez
Human_Surnames_0310=Alvis
Human_Surnames_0311=Alvizo
Human_Surnames_0312=Alvord
Human_Surnames_0313=Alward
Human_Surnames_0314=Alway
Human_Surnames_0315=Alzate
Human_Surnames_0316=Amado
Human_Surnames_0317=Amador
Human_Surnames_0318=Amaki
Human_Surnames_0319=Amane
Human_Surnames_0320=Amano
Human_Surnames_0321=Amar
Human_Surnames_0322=Amari
Human_Surnames_0323=Amaro
Human_Surnames_0324=Ambani
Human_Surnames_0325=Ambler
Human_Surnames_0326=Ambriz
Human_Surnames_0327=Ambrocio
Human_Surnames_0328=Ambroise
Human_Surnames_0329=Ambrose
Human_Surnames_0330=Ambuja
Human_Surnames_0331=Amburn
Human_Surnames_0332=Amendola
Human_Surnames_0333=Amerson
Human_Surnames_0334=Amezcua
Human_Surnames_0335=Amherst
Human_Surnames_0336=Amini
Human_Surnames_0337=Amiri
Human_Surnames_0338=Amo
Human_Surnames_0339=Amod
Human_Surnames_0340=Amodeo
Human_Surnames_0341=Amoroso
Human_Surnames_0342=Amory
Human_Surnames_0343=Amparan
Human_Surnames_0344=Amrutham
Human_Surnames_0345=Amsden
Human_Surnames_0346=Amsler
Human_Surnames_0347=Amstutz
Human_Surnames_0348=An
Human_Surnames_0349=Anami
Human_Surnames_0350=Anand
Human_Surnames_0351=Anchan
Human_Surnames_0352=Andaya
Human_Surnames_0353=Anderson
Human_Surnames_0354=Andino
Human_Surnames_0355=Ando
Human_Surnames_0356=Andrada
Human_Surnames_0357=Andres
Human_Surnames_0358=Andrews
Human_Surnames_0359=Andrieux
Human_Surnames_0360=Andry
Human_Surnames_0361=Andujar
Human_Surnames_0362=Aneja
Human_Surnames_0363=Anello
Human_Surnames_0364=Anenih
Human_Surnames_0365=Ang
Human_Surnames_0366=Angel
Human_Surnames_0367=Angelini
Human_Surnames_0368=Angelo
Human_Surnames_0369=Angleton
Human_Surnames_0370=Anglin
Human_Surnames_0371=Angstadt
Human_Surnames_0372=Anguiano
Human_Surnames_0373=Angulo
Human_Surnames_0374=Ankney
Human_Surnames_0375=Ankrom
Human_Surnames_0376=Annandale
Human_Surnames_0377=Anno
Human_Surnames_0378=Anosov
Human_Surnames_0379=Ansari
Human_Surnames_0380=Ansell
Human_Surnames_0381=Ansley
Human_Surnames_0382=Anson
Human_Surnames_0383=Anstead
Human_Surnames_0384=Anstey
Human_Surnames_0385=Antal
Human_Surnames_0386=Antillon
Human_Surnames_0387=Antley
Human_Surnames_0388=Antoinette
Human_Surnames_0389=Antone
Human_Surnames_0390=Antonelli
Human_Surnames_0391=Antonio
Human_Surnames_0392=Antonov
Human_Surnames_0393=Antonucci
Human_Surnames_0394=Antunez
Human_Surnames_0395=Anumula
Human_Surnames_0396=Anwar
Human_Surnames_0397=Anzai
Human_Surnames_0398=Anzalone
Human_Surnames_0399=Aoki
Human_Surnames_0400=Aomori
Human_Surnames_0401=Aoyama
Human_Surnames_0402=Aparicio
Human_Surnames_0403=Apgar
Human_Surnames_0404=Aponius
Human_Surnames_0405=Aponte
Human_Surnames_0406=Appel
Human_Surnames_0407=Appiah
Human_Surnames_0408=Applebaum
Human_Surnames_0409=Applegate
Human_Surnames_0410=Appleton
Human_Surnames_0411=Apresyan
Human_Surnames_0412=Aquino
Human_Surnames_0413=Arai
Human_Surnames_0414=Araiza
Human_Surnames_0415=Arakawa
Human_Surnames_0416=Araki
Human_Surnames_0417=Aral
Human_Surnames_0418=Aramaki
Human_Surnames_0419=Arambula
Human_Surnames_0420=Arana
Human_Surnames_0421=Arango
Human_Surnames_0422=Arata
Human_Surnames_0423=Arauz
Human_Surnames_0424=Araya
Human_Surnames_0425=Arballo
Human_Surnames_0426=Arbaugh
Human_Surnames_0427=Arboleda
Human_Surnames_0428=Arbuckle
Human_Surnames_0429=Arcand
Human_Surnames_0430=Arce
Human_Surnames_0431=Arceo
Human_Surnames_0432=Archer
Human_Surnames_0433=Archibald
Human_Surnames_0434=Archila
Human_Surnames_0435=Arcilla
Human_Surnames_0436=Arcuri
Human_Surnames_0437=Ard
Human_Surnames_0438=Arden
Human_Surnames_0439=Arel
Human_Surnames_0440=Arellano
Human_Surnames_0441=Arencibia
Human_Surnames_0442=Arendse
Human_Surnames_0443=Arendt
Human_Surnames_0444=Arevalo
Human_Surnames_0445=Arey
Human_Surnames_0446=Arguello
Human_Surnames_0447=Argueta
Human_Surnames_0448=Arguijo
Human_Surnames_0449=Argumedo
Human_Surnames_0450=Arias
Human_Surnames_0451=Arif
Human_Surnames_0452=Arioka
Human_Surnames_0453=Arispe
Human_Surnames_0454=Arista
Human_Surnames_0455=Arita
Human_Surnames_0456=Ariza
Human_Surnames_0457=Arizaga
Human_Surnames_0458=Arjona
Human_Surnames_0459=Arkwright
Human_Surnames_0460=Armaly
Human_Surnames_0461=Armand
Human_Surnames_0462=Armendariz
Human_Surnames_0463=Armer
Human_Surnames_0464=Armfield
Human_Surnames_0465=Armijo
Human_Surnames_0466=Armine
Human_Surnames_0467=Armistead
Human_Surnames_0468=Armitage
Human_Surnames_0469=Armstead
Human_Surnames_0470=Armstrong
Human_Surnames_0471=Arnaud
Human_Surnames_0472=Arndt
Human_Surnames_0473=Arner
Human_Surnames_0474=Arnette
Human_Surnames_0475=Arney
Human_Surnames_0476=Arnoux
Human_Surnames_0477=Arquette
Human_Surnames_0478=Arredondo
Human_Surnames_0479=Arreguin
Human_Surnames_0480=Arriaga
Human_Surnames_0481=Arrieta
Human_Surnames_0482=Arrington
Human_Surnames_0483=Arrow
Human_Surnames_0484=Arrowood
Human_Surnames_0485=Arrowsmith
Human_Surnames_0486=Arroyo
Human_Surnames_0487=Arruda
Human_Surnames_0488=Arsenyev
Human_Surnames_0489=Arshad
Human_Surnames_0490=Arteaga
Human_Surnames_0491=Arter
Human_Surnames_0492=Artiaga
Human_Surnames_0493=Artman
Human_Surnames_0494=Artrip
Human_Surnames_0495=Artz
Human_Surnames_0496=Arvelo
Human_Surnames_0497=Arvidson
Human_Surnames_0498=Arvin
Human_Surnames_0499=Arvizo
Human_Surnames_0500=Arwood
Human_Surnames_0501=Arya
Human_Surnames_0502=Arzate
Human_Surnames_0503=Arzola
Human_Surnames_0504=Asad
Human_Surnames_0505=Asagiri
Human_Surnames_0506=Asahina
Human_Surnames_0507=Asakawa
Human_Surnames_0508=Asakura
Human_Surnames_0509=Asano
Human_Surnames_0510=Asante
Human_Surnames_0511=Asare
Human_Surnames_0512=Asbury
Human_Surnames_0513=Aschenbach
Human_Surnames_0514=Ascher
Human_Surnames_0515=Asencio
Human_Surnames_0516=Ash
Human_Surnames_0517=Ashar
Human_Surnames_0518=Ashbaugh
Human_Surnames_0519=Ashbrook
Human_Surnames_0520=Ashburn
Human_Surnames_0521=Ashby
Human_Surnames_0522=Ashcroft
Human_Surnames_0523=Ashida
Human_Surnames_0524=Ashikaga
Human_Surnames_0525=Ashraf
Human_Surnames_0526=Ashton
Human_Surnames_0527=Ashworth
Human_Surnames_0528=Asif
Human_Surnames_0529=Askin
Human_Surnames_0530=Assaf
Human_Surnames_0531=Astacio
Human_Surnames_0532=Astaire
Human_Surnames_0533=Asthana
Human_Surnames_0534=Astier
Human_Surnames_0535=Astley
Human_Surnames_0536=Aston
Human_Surnames_0537=Astor
Human_Surnames_0538=Ater
Human_Surnames_0539=Atherton
Human_Surnames_0540=Atienza
Human_Surnames_0541=Atilano
Human_Surnames_0542=Atkins
Human_Surnames_0543=Atkinson
Human_Surnames_0544=Atri
Human_Surnames_0545=Attah
Human_Surnames_0546=Attal
Human_Surnames_0547=Attanasio
Human_Surnames_0548=Attaway
Human_Surnames_0549=Attenborough
Human_Surnames_0550=Atterton
Human_Surnames_0551=Attia
Human_Surnames_0552=Atwal
Human_Surnames_0553=Atwater
Human_Surnames_0554=Atwood
Human_Surnames_0555=Aubin
Human_Surnames_0556=Aubry
Human_Surnames_0557=Auburn
Human_Surnames_0558=Auclair
Human_Surnames_0559=Audette
Human_Surnames_0560=Audley
Human_Surnames_0561=Auer
Human_Surnames_0562=Auerbach
Human_Surnames_0563=Augusta
Human_Surnames_0564=Austin
Human_Surnames_0565=Autry
Human_Surnames_0566=Auxier
Human_Surnames_0567=Auyeung
Human_Surnames_0568=Avakian
Human_Surnames_0569=Avallone
Human_Surnames_0570=Avalos
Human_Surnames_0571=Avant
Human_Surnames_0572=Avelar
Human_Surnames_0573=Avellaneda
Human_Surnames_0574=Avendano
Human_Surnames_0575=Avera
Human_Surnames_0576=Averett
Human_Surnames_0577=Averill
Human_Surnames_0578=Avery
Human_Surnames_0579=Avilez
Human_Surnames_0580=Avina
Human_Surnames_0581=Avitia
Human_Surnames_0582=Avril
Human_Surnames_0583=Awan
Human_Surnames_0584=Awasthi
Human_Surnames_0585=Awolowo
Human_Surnames_0586=Awruk
Human_Surnames_0587=Ax
Human_Surnames_0588=Axelrod
Human_Surnames_0589=Axson
Human_Surnames_0590=Axtell
Human_Surnames_0591=Axton
Human_Surnames_0592=Ayakawa
Human_Surnames_0593=Ayala
Human_Surnames_0594=Ayano
Human_Surnames_0595=Aybar
Human_Surnames_0596=Ayer
Human_Surnames_0597=Ayers
Human_Surnames_0598=Ayim
Human_Surnames_0599=Ayon
Human_Surnames_0600=Ayotte
Human_Surnames_0601=Ayres
Human_Surnames_0602=Azam
Human_Surnames_0603=Aziz
Human_Surnames_0604=Azuma
Human_Surnames_0605=Azumano
Human_Surnames_0606=Azure
Human_Surnames_0607=Baba
Human_Surnames_0608=Babayan
Human_Surnames_0609=Baber
Human_Surnames_0610=Babich
Human_Surnames_0611=Babineaux
Human_Surnames_0612=Babson
Human_Surnames_0613=Baca
Human_Surnames_0614=Bacani
Human_Surnames_0615=Bacchus
Human_Surnames_0616=Bach
Human_Surnames_0617=Bacher
Human_Surnames_0618=Bachman
Human_Surnames_0619=Backlund
Human_Surnames_0620=Backman
Human_Surnames_0621=Backstrom
Human_Surnames_0622=Badenhorst
Human_Surnames_0623=Badgley
Human_Surnames_0624=Badgujar
Human_Surnames_0625=Badhwar
Human_Surnames_0626=Badillo
Human_Surnames_0627=Badua
Human_Surnames_0628=Bae
Human_Surnames_0629=Baehr
Human_Surnames_0630=Baek
Human_Surnames_0631=Baert
Human_Surnames_0632=Baeza
Human_Surnames_0633=Baffin
Human_Surnames_0634=Bafna
Human_Surnames_0635=Bagby
Human_Surnames_0636=Bagley
Human_Surnames_0637=Bagwell
Human_Surnames_0638=Bahena
Human_Surnames_0639=Bahl
Human_Surnames_0640=Bai
Human_Surnames_0641=Baid
Human_Surnames_0642=Baier
Human_Surnames_0643=Bailey
Human_Surnames_0644=Bain
Human_Surnames_0645=Bainbridge
Human_Surnames_0646=Baines
Human_Surnames_0647=Bair
Human_Surnames_0648=Baird
Human_Surnames_0649=Baisley
Human_Surnames_0650=Baize
Human_Surnames_0651=Bajan
Human_Surnames_0652=Bak
Human_Surnames_0653=Baker
Human_Surnames_0654=Bakewell
Human_Surnames_0655=Bakos
Human_Surnames_0656=Bakshi
Human_Surnames_0657=Bal
Human_Surnames_0658=Bala
Human_Surnames_0659=Balaban
Human_Surnames_0660=Balboa
Human_Surnames_0661=Balcazar
Human_Surnames_0662=Baldauf
Human_Surnames_0663=Balderas
Human_Surnames_0664=Balderrama
Human_Surnames_0665=Balderson
Human_Surnames_0666=Baldi
Human_Surnames_0667=Baldini
Human_Surnames_0668=Baldridge
Human_Surnames_0669=Balducci
Human_Surnames_0670=Baldwin
Human_Surnames_0671=Balentine
Human_Surnames_0672=Balewa
Human_Surnames_0673=Balfour
Human_Surnames_0674=Balk
Human_Surnames_0675=Ballard
Human_Surnames_0676=Ballou
Human_Surnames_0677=Balmer
Human_Surnames_0678=Balmont
Human_Surnames_0679=Balog
Human_Surnames_0680=Balogun
Human_Surnames_0681=Baloyi
Human_Surnames_0682=Balser
Human_Surnames_0683=Baltazar
Human_Surnames_0684=Baltz
Human_Surnames_0685=Balzac
Human_Surnames_0686=Balzano
Human_Surnames_0687=Bam
Human_Surnames_0688=Bamberg
Human_Surnames_0689=Bamford
Human_Surnames_0690=Bamonti
Human_Surnames_0691=Ban
Human_Surnames_0692=Banahan
Human_Surnames_0693=Bancroft
Human_Surnames_0694=Bandaru
Human_Surnames_0695=Bane
Human_Surnames_0696=Banfield
Human_Surnames_0697=Banh
Human_Surnames_0698=Banich
Human_Surnames_0699=Banister
Human_Surnames_0700=Banks
Human_Surnames_0701=Bankston
Human_Surnames_0702=Bannerman
Human_Surnames_0703=Banning
Human_Surnames_0704=Bannister
Human_Surnames_0705=Bannon
Human_Surnames_0706=Bansal
Human_Surnames_0707=Banta
Human_Surnames_0708=Banton
Human_Surnames_0709=Bantwal
Human_Surnames_0710=Banuelos
Human_Surnames_0711=Bao
Human_Surnames_0712=Baraga
Human_Surnames_0713=Barajas
Human_Surnames_0714=Baraka
Human_Surnames_0715=Baranowski
Human_Surnames_0716=Baranski
Human_Surnames_0717=Baratta
Human_Surnames_0718=Barbaro
Human_Surnames_0719=Barber
Human_Surnames_0720=Barboza
Human_Surnames_0721=Barcelo
Human_Surnames_0722=Barcena
Human_Surnames_0723=Barcia
Human_Surnames_0724=Barclay
Human_Surnames_0725=Barco
Human_Surnames_0726=Barcomb
Human_Surnames_0727=Bard
Human_Surnames_0728=Bardet
Human_Surnames_0729=Bardin
Human_Surnames_0730=Bardsley
Human_Surnames_0731=Bardwell
Human_Surnames_0732=Barger
Human_Surnames_0733=Bargo
Human_Surnames_0734=Barham
Human_Surnames_0735=Barker
Human_Surnames_0736=Barkley
Human_Surnames_0737=Barksdale
Human_Surnames_0738=Barley
Human_Surnames_0739=Barlow
Human_Surnames_0740=Barnette
Human_Surnames_0741=Barnhill
Human_Surnames_0742=Barnum
Human_Surnames_0743=Baro
Human_Surnames_0744=Barocio
Human_Surnames_0745=Baron
Human_Surnames_0746=Barot
Human_Surnames_0747=Barr
Human_Surnames_0748=Barraclough
Human_Surnames_0749=Barragan
Human_Surnames_0750=Barranco
Human_Surnames_0751=Barras
Human_Surnames_0752=Barratt
Human_Surnames_0753=Barraza
Human_Surnames_0754=Barre
Human_Surnames_0755=Barreau
Human_Surnames_0756=Barrera
Human_Surnames_0757=Barresi
Human_Surnames_0758=Barret
Human_Surnames_0759=Barreto
Human_Surnames_0760=Barrick
Human_Surnames_0761=Barriga
Human_Surnames_0762=Barringer
Human_Surnames_0763=Barrington
Human_Surnames_0764=Barrios
Human_Surnames_0765=Barron
Human_Surnames_0766=Barrow
Human_Surnames_0767=Barrymore
Human_Surnames_0768=Barstow
Human_Surnames_0769=Barta
Human_Surnames_0770=Bartel
Human_Surnames_0771=Barter
Human_Surnames_0772=Barth
Human_Surnames_0773=Bartle
Human_Surnames_0774=Bartlett
Human_Surnames_0775=Bartlow
Human_Surnames_0776=Bartolo
Human_Surnames_0777=Barton
Human_Surnames_0778=Bartowski
Human_Surnames_0779=Bartz
Human_Surnames_0780=Barua
Human_Surnames_0781=Barwick
Human_Surnames_0782=Basa
Human_Surnames_0783=Basaldua
Human_Surnames_0784=Basco
Human_Surnames_0785=Basden
Human_Surnames_0786=Basford
Human_Surnames_0787=Basham
Human_Surnames_0788=Bashir
Human_Surnames_0789=Basinger
Human_Surnames_0790=Baskerville
Human_Surnames_0791=Baskett
Human_Surnames_0792=Baskin
Human_Surnames_0793=Basler
Human_Surnames_0794=Basquez
Human_Surnames_0795=Bassett
Human_Surnames_0796=Bassi
Human_Surnames_0797=Bassler
Human_Surnames_0798=Basu
Human_Surnames_0799=Basurto
Human_Surnames_0800=Bates
Human_Surnames_0801=Batey
Human_Surnames_0802=Bathurst
Human_Surnames_0803=Batiste
Human_Surnames_0804=Battaglia
Human_Surnames_0805=Baud
Human_Surnames_0806=Bauder
Human_Surnames_0807=Baudet
Human_Surnames_0808=Baudin
Human_Surnames_0809=Baugh
Human_Surnames_0810=Baum
Human_Surnames_0811=Bauman
Human_Surnames_0812=Baumbach
Human_Surnames_0813=Baumer
Human_Surnames_0814=Baun
Human_Surnames_0815=Baur
Human_Surnames_0816=Bax
Human_Surnames_0817=Baxley
Human_Surnames_0818=Baxter
Human_Surnames_0819=Bayard
Human_Surnames_0820=Bayer
Human_Surnames_0821=Bayfield
Human_Surnames_0822=Bayles
Human_Surnames_0823=Bayona
Human_Surnames_0824=Bazan
Human_Surnames_0825=Baze
Human_Surnames_0826=Bazin
Human_Surnames_0827=Beacham
Human_Surnames_0828=Beacon
Human_Surnames_0829=Beadle
Human_Surnames_0830=Beagle
Human_Surnames_0831=Beale
Human_Surnames_0832=Bean
Human_Surnames_0833=Beardsley
Human_Surnames_0834=Beasley
Human_Surnames_0835=Beaton
Human_Surnames_0836=Beau
Human_Surnames_0837=Beaudette
Human_Surnames_0838=Beauford
Human_Surnames_0839=Beaumont
Human_Surnames_0840=Beauregard
Human_Surnames_0841=Beazley
Human_Surnames_0842=Becerra
Human_Surnames_0843=Bechard
Human_Surnames_0844=Becher
Human_Surnames_0845=Bechtel
Human_Surnames_0846=Beck
Human_Surnames_0847=Becker
Human_Surnames_0848=Beckerman
Human_Surnames_0849=Beckett
Human_Surnames_0850=Beckford
Human_Surnames_0851=Beckham
Human_Surnames_0852=Bedi
Human_Surnames_0853=Beecher
Human_Surnames_0854=Beechtree
Human_Surnames_0855=Beekman
Human_Surnames_0856=Beeks
Human_Surnames_0857=Behan
Human_Surnames_0858=Behar
Human_Surnames_0859=Behler
Human_Surnames_0860=Behm
Human_Surnames_0861=Behr
Human_Surnames_0862=Behringer
Human_Surnames_0863=Beitzel
Human_Surnames_0864=Bekele
Human_Surnames_0865=Bekker
Human_Surnames_0866=Belair
Human_Surnames_0867=Beland
Human_Surnames_0868=Belcastro
Human_Surnames_0869=Belcher
Human_Surnames_0870=Belden
Human_Surnames_0871=Belding
Human_Surnames_0872=Belford
Human_Surnames_0873=Belgarde
Human_Surnames_0874=Belgrave
Human_Surnames_0875=Beliveau
Human_Surnames_0876=Belk
Human_Surnames_0877=Bell
Human_Surnames_0878=Bellamy
Human_Surnames_0879=Bellet
Human_Surnames_0880=Belli
Human_Surnames_0881=Bellingham
Human_Surnames_0882=Bellini
Human_Surnames_0883=Bellucci
Human_Surnames_0884=Belmont
Human_Surnames_0885=Belser
Human_Surnames_0886=Beltz
Human_Surnames_0887=Belvin
Human_Surnames_0888=Belz
Human_Surnames_0889=Belzoni
Human_Surnames_0890=Bembry
Human_Surnames_0891=Benbow
Human_Surnames_0892=Bendel
Human_Surnames_0893=Benedict
Human_Surnames_0894=Benegal
Human_Surnames_0895=Beneventi
Human_Surnames_0896=Benford
Human_Surnames_0897=Benko
Human_Surnames_0898=Bennett
Human_Surnames_0899=Benning
Human_Surnames_0900=Benninger
Human_Surnames_0901=Beno
Human_Surnames_0902=Benoit
Human_Surnames_0903=Bensen
Human_Surnames_0904=Bentley
Human_Surnames_0905=Benton
Human_Surnames_0906=Beppu
Human_Surnames_0907=Bequette
Human_Surnames_0908=Beran
Human_Surnames_0909=Berardi
Human_Surnames_0910=Beresford
Human_Surnames_0911=Berezovsky
Human_Surnames_0912=Berg
Human_Surnames_0913=Bergan
Human_Surnames_0914=Berger
Human_Surnames_0915=Berggren
Human_Surnames_0916=Bergin
Human_Surnames_0917=Berglund
Human_Surnames_0918=Bergman
Human_Surnames_0919=Bergner
Human_Surnames_0920=Bergquist
Human_Surnames_0921=Bergstrom
Human_Surnames_0922=Beringer
Human_Surnames_0923=Berisha
Human_Surnames_0924=Berk
Human_Surnames_0925=Berker
Human_Surnames_0926=Berkheimer
Human_Surnames_0927=Berkley
Human_Surnames_0928=Berkman
Human_Surnames_0929=Berlanga
Human_Surnames_0930=Berlin
Human_Surnames_0931=Berlusconi
Human_Surnames_0932=Berman
Human_Surnames_0933=Bermeo
Human_Surnames_0934=Bernabe
Human_Surnames_0935=Bernhardt
Human_Surnames_0936=Berrett
Human_Surnames_0937=Berrian
Human_Surnames_0938=Berroa
Human_Surnames_0939=Berry
Human_Surnames_0940=Berti
Human_Surnames_0941=Bertolini
Human_Surnames_0942=Bertram
Human_Surnames_0943=Bertrand
Human_Surnames_0944=Bertucci
Human_Surnames_0945=Beshara
Human_Surnames_0946=Bessant
Human_Surnames_0947=Bessler
Human_Surnames_0948=Besson
Human_Surnames_0949=Best
Human_Surnames_0950=Beswick
Human_Surnames_0951=Beville
Human_Surnames_0952=Bey
Human_Surnames_0953=Beyer
Human_Surnames_0954=Bezuidenhout
Human_Surnames_0955=Bhakri
Human_Surnames_0956=Bhakta
Human_Surnames_0957=Bhandari
Human_Surnames_0958=Bhanushali
Human_Surnames_0959=Bhat
Human_Surnames_0960=Bhatia
Human_Surnames_0961=Bhatti
Human_Surnames_0962=Bhimani
Human_Surnames_0963=Bibbs
Human_Surnames_0964=Bice
Human_Surnames_0965=Bickel
Human_Surnames_0966=Bickerstaff
Human_Surnames_0967=Bickett
Human_Surnames_0968=Bickford
Human_Surnames_0969=Bickham
Human_Surnames_0970=Biddle
Human_Surnames_0971=Bidwell
Human_Surnames_0972=Bier
Human_Surnames_0973=Bigby
Human_Surnames_0974=Bigelow
Human_Surnames_0975=Biggins
Human_Surnames_0976=Billet
Human_Surnames_0977=Billings
Human_Surnames_0978=Billingsley
Human_Surnames_0979=Billington
Human_Surnames_0980=Bilzerian
Human_Surnames_0981=Binford
Human_Surnames_0982=Binkley
Human_Surnames_0983=Binner
Human_Surnames_0984=Binswanger
Human_Surnames_0985=Biondi
Human_Surnames_0986=Birbeck
Human_Surnames_0987=Birch
Human_Surnames_0988=Birchfield
Human_Surnames_0989=Bird
Human_Surnames_0990=Birdsong
Human_Surnames_0991=Birge
Human_Surnames_0992=Birkholz
Human_Surnames_0993=Birmingham
Human_Surnames_0994=Biro
Human_Surnames_0995=Bischoff
Human_Surnames_0996=Bishop
Human_Surnames_0997=Bissell
Human_Surnames_0998=Bissett
Human_Surnames_0999=Bitar
Human_Surnames_1000=Bitner
Human_Surnames_1001=Bittle
Human_Surnames_1002=Bitz
Human_Surnames_1003=Bivens
Human_Surnames_1004=Bivona
Human_Surnames_1005=Bixby
Human_Surnames_1006=Bixler
Human_Surnames_1007=Biyani
Human_Surnames_1008=Bjornson
Human_Surnames_1009=Blachman
Human_Surnames_1010=Black
Human_Surnames_1011=Blackard
Human_Surnames_1012=Blackburn
Human_Surnames_1013=Blackstone
Human_Surnames_1014=Blagg
Human_Surnames_1015=Blaine
Human_Surnames_1016=Blair
Human_Surnames_1017=Blais
Human_Surnames_1018=Blaise
Human_Surnames_1019=Blakely
Human_Surnames_1020=Blanc
Human_Surnames_1021=Blanchet
Human_Surnames_1022=Blanco
Human_Surnames_1023=Blandford
Human_Surnames_1024=Blauser
Human_Surnames_1025=Blaylock
Human_Surnames_1026=Blaze
Human_Surnames_1027=Bledsoe
Human_Surnames_1028=Bleeker
Human_Surnames_1029=Bliss
Human_Surnames_1030=Bliven
Human_Surnames_1031=Blomberg
Human_Surnames_1032=Blomquist
Human_Surnames_1033=Bloodworth
Human_Surnames_1034=Bloom
Human_Surnames_1035=Bloomberg
Human_Surnames_1036=Bloomfield
Human_Surnames_1037=Blosser
Human_Surnames_1038=Blubaugh
Human_Surnames_1039=Blue
Human_Surnames_1040=Blum
Human_Surnames_1041=Blumberg
Human_Surnames_1042=Blumenfeld
Human_Surnames_1043=Blumenthal
Human_Surnames_1044=Blundell
Human_Surnames_1045=Blunk
Human_Surnames_1046=Blythe
Human_Surnames_1047=Bocchino
Human_Surnames_1048=Bock
Human_Surnames_1049=Bockman
Human_Surnames_1050=Boden
Human_Surnames_1051=Bodendorf
Human_Surnames_1052=Bodie
Human_Surnames_1053=Bodin
Human_Surnames_1054=Bodkin
Human_Surnames_1055=Boehler
Human_Surnames_1056=Boehmer
Human_Surnames_1057=Boen
Human_Surnames_1058=Bogard
Human_Surnames_1059=Bogdan
Human_Surnames_1060=Boggs
Human_Surnames_1061=Bogle
Human_Surnames_1062=Bohan
Human_Surnames_1063=Bohl
Human_Surnames_1064=Bohler
Human_Surnames_1065=Bohlman
Human_Surnames_1066=Bohner
Human_Surnames_1067=Bohr
Human_Surnames_1068=Boisson
Human_Surnames_1069=Bok
Human_Surnames_1070=Bolan
Human_Surnames_1071=Boles
Human_Surnames_1072=Bolger
Human_Surnames_1073=Bolin
Human_Surnames_1074=Bolingbroke
Human_Surnames_1075=Bolstad
Human_Surnames_1076=Boltz
Human_Surnames_1077=Bolyard
Human_Surnames_1078=Boman
Human_Surnames_1079=Bonacci
Human_Surnames_1080=Bondy
Human_Surnames_1081=Bonelli
Human_Surnames_1082=Bonin
Human_Surnames_1083=Bonnard
Human_Surnames_1084=Bonnett
Human_Surnames_1085=Bonneville
Human_Surnames_1086=Bonura
Human_Surnames_1087=Booker
Human_Surnames_1088=Boone
Human_Surnames_1089=Booth
Human_Surnames_1090=Borden
Human_Surnames_1091=Borek
Human_Surnames_1092=Borel
Human_Surnames_1093=Borelli
Human_Surnames_1094=Borgen
Human_Surnames_1095=Borgia
Human_Surnames_1096=Borisov
Human_Surnames_1097=Borkowski
Human_Surnames_1098=Borland
Human_Surnames_1099=Boros
Human_Surnames_1100=Borrayo
Human_Surnames_1101=Bosch
Human_Surnames_1102=Bosco
Human_Surnames_1103=Boseman
Human_Surnames_1104=Bosler
Human_Surnames_1105=Bosley
Human_Surnames_1106=Bosque
Human_Surnames_1107=Boster
Human_Surnames_1108=Bostrom
Human_Surnames_1109=Bostwick
Human_Surnames_1110=Bosworth
Human_Surnames_1111=Botello
Human_Surnames_1112=Botero
Human_Surnames_1113=Bouchard
Human_Surnames_1114=Bouchet
Human_Surnames_1115=Boudet
Human_Surnames_1116=Boughton
Human_Surnames_1117=Bouma
Human_Surnames_1118=Bourassa
Human_Surnames_1119=Bowden
Human_Surnames_1120=Bowen
Human_Surnames_1121=Bower
Human_Surnames_1122=Boyd
Human_Surnames_1123=Boyer
Human_Surnames_1124=Boyle
Human_Surnames_1125=Bozek
Human_Surnames_1126=Bracewell
Human_Surnames_1127=Brack
Human_Surnames_1128=Bracken
Human_Surnames_1129=Bradburn
Human_Surnames_1130=Bradbury
Human_Surnames_1131=Braden
Human_Surnames_1132=Bradford
Human_Surnames_1133=Bradshaw
Human_Surnames_1134=Bragdon
Human_Surnames_1135=Bramble
Human_Surnames_1136=Bramwell
Human_Surnames_1137=Bran
Human_Surnames_1138=Brancato
Human_Surnames_1139=Branch
Human_Surnames_1140=Brandel
Human_Surnames_1141=Brandenburg
Human_Surnames_1142=Brandis
Human_Surnames_1143=Brandow
Human_Surnames_1144=Brandt
Human_Surnames_1145=Branigan
Human_Surnames_1146=Brannigan
Human_Surnames_1147=Branning
Human_Surnames_1148=Branson
Human_Surnames_1149=Brant
Human_Surnames_1150=Brantner
Human_Surnames_1151=Brasel
Human_Surnames_1152=Brasher
Human_Surnames_1153=Bratanek
Human_Surnames_1154=Bratten
Human_Surnames_1155=Brault
Human_Surnames_1156=Braverman
Human_Surnames_1157=Braxton
Human_Surnames_1158=Brayson
Human_Surnames_1159=Brazier
Human_Surnames_1160=Breckenridge
Human_Surnames_1161=Brehmer
Human_Surnames_1162=Brekke
Human_Surnames_1163=Bremner
Human_Surnames_1164=Brendel
Human_Surnames_1165=Brent
Human_Surnames_1166=Brentano
Human_Surnames_1167=Breon
Human_Surnames_1168=Breslin
Human_Surnames_1169=Bressler
Human_Surnames_1170=Brett
Human_Surnames_1171=Brewer
Human_Surnames_1172=Brewster
Human_Surnames_1173=Breyer
Human_Surnames_1174=Breytenbach
Human_Surnames_1175=Briand
Human_Surnames_1176=Briar
Human_Surnames_1177=Brickley
Human_Surnames_1178=Brickner
Human_Surnames_1179=Bridges
Human_Surnames_1180=Briganti
Human_Surnames_1181=Briggs
Human_Surnames_1182=Brighton
Human_Surnames_1183=Brillhart
Human_Surnames_1184=Brimer
Human_Surnames_1185=Brindle
Human_Surnames_1186=Brink
Human_Surnames_1187=Brinkerhoff
Human_Surnames_1188=Brinkley
Human_Surnames_1189=Briscoe
Human_Surnames_1190=Brissette
Human_Surnames_1191=Bristow
Human_Surnames_1192=Britton
Human_Surnames_1193=Brixton
Human_Surnames_1194=Broad
Human_Surnames_1195=Brocato
Human_Surnames_1196=Brochard
Human_Surnames_1197=Brock
Human_Surnames_1198=Brockmeyer
Human_Surnames_1199=Brockway
Human_Surnames_1200=Brode
Human_Surnames_1201=Brodie
Human_Surnames_1202=Bronson
Human_Surnames_1203=Bronte
Human_Surnames_1204=Brooker
Human_Surnames_1205=Brookhart
Human_Surnames_1206=Brookings
Human_Surnames_1207=Brooks
Human_Surnames_1208=Brophy
Human_Surnames_1209=Bross
Human_Surnames_1210=Brotkopf
Human_Surnames_1211=Broughton
Human_Surnames_1212=Broward
Human_Surnames_1213=Brown
Human_Surnames_1214=Brownfield
Human_Surnames_1215=Browning
Human_Surnames_1216=Broz
Human_Surnames_1217=Brubaker
Human_Surnames_1218=Brucker
Human_Surnames_1219=Bruhn
Human_Surnames_1220=Brumbaugh
Human_Surnames_1221=Brumley
Human_Surnames_1222=Brummel
Human_Surnames_1223=Brunetti
Human_Surnames_1224=Brungardt
Human_Surnames_1225=Brunk
Human_Surnames_1226=Brunson
Human_Surnames_1227=Bryant
Human_Surnames_1228=Bryce
Human_Surnames_1229=Bryer
Human_Surnames_1230=Bucci
Human_Surnames_1231=Buchanan
Human_Surnames_1232=Bucher
Human_Surnames_1233=Buchholtz
Human_Surnames_1234=Bucio
Human_Surnames_1235=Buckler
Human_Surnames_1236=Buckley
Human_Surnames_1237=Buckner
Human_Surnames_1238=Budai
Human_Surnames_1239=Budnick
Human_Surnames_1240=Budzinski
Human_Surnames_1241=Buelna
Human_Surnames_1242=Buendia
Human_Surnames_1243=Buerger
Human_Surnames_1244=Bufford
Human_Surnames_1245=Bugbee
Human_Surnames_1246=Buhari
Human_Surnames_1247=Buhler
Human_Surnames_1248=Buisson
Human_Surnames_1249=Bukowski
Human_Surnames_1250=Bulgakov
Human_Surnames_1251=Bullard
Human_Surnames_1252=Bullock
Human_Surnames_1253=Bunch
Human_Surnames_1254=Burgess
Human_Surnames_1255=Bunker
Human_Surnames_1256=Bunsen
Human_Surnames_1257=Burba
Human_Surnames_1258=Burbage
Human_Surnames_1259=Burbank
Human_Surnames_1260=Burch
Human_Surnames_1261=Burchard
Human_Surnames_1262=Burchell
Human_Surnames_1263=Burdette
Human_Surnames_1264=Burel
Human_Surnames_1265=Buresh
Human_Surnames_1266=Burkart
Human_Surnames_1267=Burke
Human_Surnames_1268=Burlingham
Human_Surnames_1269=Burnett
Human_Surnames_1270=Burns
Human_Surnames_1271=Burnside
Human_Surnames_1272=Burrell
Human_Surnames_1273=Burrough
Human_Surnames_1274=Burrows
Human_Surnames_1275=Burton
Human_Surnames_1276=Burwell
Human_Surnames_1277=Burzynski
Human_Surnames_1278=Busby
Human_Surnames_1279=Bushnell
Human_Surnames_1280=Bustillo
Human_Surnames_1281=Buterbaugh
Human_Surnames_1282=Butler
Human_Surnames_1283=Butner
Human_Surnames_1284=Butterfield
Human_Surnames_1285=Byeon
Human_Surnames_1286=Byers
Human_Surnames_1287=Byng
Human_Surnames_1288=Byram
Human_Surnames_1289=Byrd
Human_Surnames_1290=Byron
Human_Surnames_1291=Caba
Human_Surnames_1292=Caballero
Human_Surnames_1293=Caban
Human_Surnames_1294=Cabe
Human_Surnames_1295=Cabello
Human_Surnames_1296=Cabot
Human_Surnames_1297=Cacho
Human_Surnames_1298=Caddell
Human_Surnames_1299=Cadena
Human_Surnames_1300=Cadman
Human_Surnames_1301=Cadwell
Human_Surnames_1302=Cafaro
Human_Surnames_1303=Caffrey
Human_Surnames_1304=Cage
Human_Surnames_1305=Caggiano
Human_Surnames_1306=Cagney
Human_Surnames_1307=Cahill
Human_Surnames_1308=Caine
Human_Surnames_1309=Calabrese
Human_Surnames_1310=Calabro
Human_Surnames_1311=Calahan
Human_Surnames_1312=Calderon
Human_Surnames_1313=Caldwell
Human_Surnames_1314=Calero
Human_Surnames_1315=Calfee
Human_Surnames_1316=Calhoon
Human_Surnames_1317=Caliendo
Human_Surnames_1318=Calix
Human_Surnames_1319=Callahan
Human_Surnames_1320=Callaway
Human_Surnames_1321=Callow
Human_Surnames_1322=Calloway
Human_Surnames_1323=Calo
Human_Surnames_1324=Calton
Human_Surnames_1325=Calvo
Human_Surnames_1326=Calzada
Human_Surnames_1327=Camacho
Human_Surnames_1328=Camarillo
Human_Surnames_1329=Cambra
Human_Surnames_1330=Camden
Human_Surnames_1331=Cameron
Human_Surnames_1332=Campanelli
Human_Surnames_1333=Campo
Human_Surnames_1334=Cancino
Human_Surnames_1335=Candela
Human_Surnames_1336=Cane
Human_Surnames_1337=Cannata
Human_Surnames_1338=Canning
Human_Surnames_1339=Cannon
Human_Surnames_1340=Canter
Human_Surnames_1341=Cantley
Human_Surnames_1342=Canton
Human_Surnames_1343=Cantrell
Human_Surnames_1344=Cantwell
Human_Surnames_1345=Cao
Human_Surnames_1346=Capasso
Human_Surnames_1347=Capehart
Human_Surnames_1348=Capelle
Human_Surnames_1349=Caperton
Human_Surnames_1350=Capistran
Human_Surnames_1351=Capizzi
Human_Surnames_1352=Caplan
Human_Surnames_1353=Capon
Human_Surnames_1354=Cappiello
Human_Surnames_1355=Caprell
Human_Surnames_1356=Caraballo
Human_Surnames_1357=Caraveo
Human_Surnames_1358=Caraway
Human_Surnames_1359=Carbaugh
Human_Surnames_1360=Carbone
Human_Surnames_1361=Carden
Human_Surnames_1362=Cardew
Human_Surnames_1363=Cardillo
Human_Surnames_1364=Cardoza
Human_Surnames_1365=Cargill
Human_Surnames_1366=Carini
Human_Surnames_1367=Carlberg
Human_Surnames_1368=Carlin
Human_Surnames_1369=Carlisle
Human_Surnames_1370=Carlson
Human_Surnames_1371=Carlstrom
Human_Surnames_1372=Carlucci
Human_Surnames_1373=Carmadie
Human_Surnames_1374=Carmichael
Human_Surnames_1375=Carnegie
Human_Surnames_1376=Carollo
Human_Surnames_1377=Carpenter
Human_Surnames_1378=Carpino
Human_Surnames_1379=Carr
Human_Surnames_1380=Carranza
Human_Surnames_1381=Carraway
Human_Surnames_1382=Carrell
Human_Surnames_1383=Carreon
Human_Surnames_1384=Carrey
Human_Surnames_1385=Carrigan
Human_Surnames_1386=Carrington
Human_Surnames_1387=Carson
Human_Surnames_1388=Carstens
Human_Surnames_1389=Carter
Human_Surnames_1390=Cartwright
Human_Surnames_1391=Carver
Human_Surnames_1392=Casado
Human_Surnames_1393=Casady
Human_Surnames_1394=Casey
Human_Surnames_1395=Casler
Human_Surnames_1396=Casner
Human_Surnames_1397=Caso
Human_Surnames_1398=Cass
Human_Surnames_1399=Cassano
Human_Surnames_1400=Cassara
Human_Surnames_1401=Cassell
Human_Surnames_1402=Cassidy
Human_Surnames_1403=Castaldo
Human_Surnames_1404=Castaneda
Human_Surnames_1405=Castano
Human_Surnames_1406=Castellano
Human_Surnames_1407=Castelo
Human_Surnames_1408=Caster
Human_Surnames_1409=Castillo
Human_Surnames_1410=Castle
Human_Surnames_1411=Castner
Human_Surnames_1412=Castorena
Human_Surnames_1413=Caswell
Human_Surnames_1414=Catano
Human_Surnames_1415=Cathcart
Human_Surnames_1416=Catlett
Human_Surnames_1417=Cato
Human_Surnames_1418=Catron
Human_Surnames_1419=Caudell
Human_Surnames_1420=Caudillo
Human_Surnames_1421=Caufield
Human_Surnames_1422=Cavaliere
Human_Surnames_1423=Cavallaro
Human_Surnames_1424=Cavanaugh
Human_Surnames_1425=Cavazos
Human_Surnames_1426=Cavendish
Human_Surnames_1427=Caverly
Human_Surnames_1428=Cavitt
Human_Surnames_1429=Caxton
Human_Surnames_1430=Cella
Human_Surnames_1431=Cepero
Human_Surnames_1432=Cera
Human_Surnames_1433=Cerezo
Human_Surnames_1434=Cerny
Human_Surnames_1435=Cerrato
Human_Surnames_1436=Cerrone
Human_Surnames_1437=Cervantes
Human_Surnames_1438=Cesario
Human_Surnames_1439=Chabbria
Human_Surnames_1440=Chace
Human_Surnames_1441=Chacko
Human_Surnames_1442=Chadalavada
Human_Surnames_1443=Chadwick
Human_Surnames_1444=Chaffee
Human_Surnames_1445=Chagoya
Human_Surnames_1446=Chaisson
Human_Surnames_1447=Chalk
Human_Surnames_1448=Chamberlin
Human_Surnames_1449=Chambers
Human_Surnames_1450=Champlain
Human_Surnames_1451=Chan
Human_Surnames_1452=Chancey
Human_Surnames_1453=Chandler
Human_Surnames_1454=Chandra
Human_Surnames_1455=Chang
Human_Surnames_1456=Channing
Human_Surnames_1457=Chao
Human_Surnames_1458=Chaphekar
Human_Surnames_1459=Chaplin
Human_Surnames_1460=Chapling
Human_Surnames_1461=Chapman
Human_Surnames_1462=Chappel
Human_Surnames_1463=Chappelle
Human_Surnames_1464=Charmaine
Human_Surnames_1465=Charron
Human_Surnames_1466=Charter
Human_Surnames_1467=Chase
Human_Surnames_1468=Chastain
Human_Surnames_1469=Chateau
Human_Surnames_1470=Chatfield
Human_Surnames_1471=Chatterjee
Human_Surnames_1472=Chau
Human_Surnames_1473=Chaucer
Human_Surnames_1474=Chauhan
Human_Surnames_1475=Chauncey
Human_Surnames_1476=Chauvet
Human_Surnames_1477=Chavarria
Human_Surnames_1478=Chavez
Human_Surnames_1479=Che
Human_Surnames_1480=Cheadle
Human_Surnames_1481=Cheever
Human_Surnames_1482=Chen
Human_Surnames_1483=Cheng
Human_Surnames_1484=Chengyu
Human_Surnames_1485=Chenoweth
Human_Surnames_1486=Cheong
Human_Surnames_1487=Cheramie
Human_Surnames_1488=Cherian
Human_Surnames_1489=Chernov
Human_Surnames_1490=Chesney
Human_Surnames_1491=Chesnut
Human_Surnames_1492=Chester
Human_Surnames_1493=Cheswick
Human_Surnames_1494=Chevalier
Human_Surnames_1495=Chevez
Human_Surnames_1496=Chien
Human_Surnames_1497=Chikamoto
Human_Surnames_1498=Childers
Human_Surnames_1499=Chilton
Human_Surnames_1500=Chin
Human_Surnames_1501=Ching
Human_Surnames_1502=Chino
Human_Surnames_1503=Chiron
Human_Surnames_1504=Chisholm
Human_Surnames_1505=Chisum
Human_Surnames_1506=Chittum
Human_Surnames_1507=Cho
Human_Surnames_1508=Chock
Human_Surnames_1509=Choi
Human_Surnames_1510=Choksi
Human_Surnames_1511=Chomsky
Human_Surnames_1512=Chong
Human_Surnames_1513=Chopin
Human_Surnames_1514=Chopra
Human_Surnames_1515=Chow
Human_Surnames_1516=Choy
Human_Surnames_1517=Chu
Human_Surnames_1518=Chubb
Human_Surnames_1519=Chumley
Human_Surnames_1520=Chun
Human_Surnames_1521=Chung
Human_Surnames_1522=Chupp
Human_Surnames_1523=Churchill
Human_Surnames_1524=Ciaccio
Human_Surnames_1525=Cianci
Human_Surnames_1526=Ciesla
Human_Surnames_1527=Cikanowick
Human_Surnames_1528=Cimino
Human_Surnames_1529=Cincotta
Human_Surnames_1530=Cintron
Human_Surnames_1531=Ciotti
Human_Surnames_1532=Cipriani
Human_Surnames_1533=Cirino
Human_Surnames_1534=Claggett
Human_Surnames_1535=Claiborne
Human_Surnames_1536=Clairmont
Human_Surnames_1537=Clancy
Human_Surnames_1538=Clapman
Human_Surnames_1539=Clapper
Human_Surnames_1540=Clarke
Human_Surnames_1541=Clarkson
Human_Surnames_1542=Clatterbuck
Human_Surnames_1543=Claudel
Human_Surnames_1544=Clause
Human_Surnames_1545=Claussen
Human_Surnames_1546=Claxton
Human_Surnames_1547=Clay
Human_Surnames_1548=Clayborn
Human_Surnames_1549=Clayden
Human_Surnames_1550=Claypool
Human_Surnames_1551=Clayton
Human_Surnames_1552=Cleary
Human_Surnames_1553=Cleese
Human_Surnames_1554=Cleghorn
Human_Surnames_1555=Clemente
Human_Surnames_1556=Clements
Human_Surnames_1557=Clemons
Human_Surnames_1558=Clifton
Human_Surnames_1559=Cline
Human_Surnames_1560=Clinger
Human_Surnames_1561=Clingerman
Human_Surnames_1562=Clinton
Human_Surnames_1563=Clodfelter
Human_Surnames_1564=Clover
Human_Surnames_1565=Clyburn
Human_Surnames_1566=Clyne
Human_Surnames_1567=Cobb
Human_Surnames_1568=Cochran
Human_Surnames_1569=Codington
Human_Surnames_1570=Cody
Human_Surnames_1571=Coen
Human_Surnames_1572=Coffer
Human_Surnames_1573=Coffield
Human_Surnames_1574=Cogan
Human_Surnames_1575=Cogburn
Human_Surnames_1576=Coggins
Human_Surnames_1577=Cogswell
Human_Surnames_1578=Cohen
Human_Surnames_1579=Colbert
Human_Surnames_1580=Colby
Human_Surnames_1581=Coldwell
Human_Surnames_1582=Cole
Human_Surnames_1583=Coleman
Human_Surnames_1584=Coletta
Human_Surnames_1585=Colfax
Human_Surnames_1586=Collado
Human_Surnames_1587=Colletti
Human_Surnames_1588=Collier
Human_Surnames_1589=Colligan
Human_Surnames_1590=Collins
Human_Surnames_1591=Collinsworth
Human_Surnames_1592=Colmenero
Human_Surnames_1593=Colson
Human_Surnames_1594=Colt
Human_Surnames_1595=Colton
Human_Surnames_1596=Coltrane
Human_Surnames_1597=Colucci
Human_Surnames_1598=Columbus
Human_Surnames_1599=Colvard
Human_Surnames_1600=Combes
Human_Surnames_1601=Combrink
Human_Surnames_1602=Comeaux
Human_Surnames_1603=Comfort
Human_Surnames_1604=Compton
Human_Surnames_1605=Comstock
Human_Surnames_1606=Conard
Human_Surnames_1607=Conejo
Human_Surnames_1608=Coney
Human_Surnames_1609=Cong
Human_Surnames_1610=Conkle
Human_Surnames_1611=Conlee
Human_Surnames_1612=Connelly
Human_Surnames_1613=Connors
Human_Surnames_1614=Conover
Human_Surnames_1615=Conrad
Human_Surnames_1616=Constantino
Human_Surnames_1617=Contino
Human_Surnames_1618=Contreras
Human_Surnames_1619=Conway
Human_Surnames_1620=Coogan
Human_Surnames_1621=Cook
Human_Surnames_1622=Coolidge
Human_Surnames_1623=Cooper
Human_Surnames_1624=Cooperman
Human_Surnames_1625=Copeland
Human_Surnames_1626=Copenhaver
Human_Surnames_1627=Copley
Human_Surnames_1628=Coplin
Human_Surnames_1629=Copperfield
Human_Surnames_1630=Corado
Human_Surnames_1631=Corbin
Human_Surnames_1632=Corbo
Human_Surnames_1633=Corchado
Human_Surnames_1634=Cordaro
Human_Surnames_1635=Cordero
Human_Surnames_1636=Cordova
Human_Surnames_1637=Corgan
Human_Surnames_1638=Corker
Human_Surnames_1639=Corley
Human_Surnames_1640=Cormack
Human_Surnames_1641=Corman
Human_Surnames_1642=Cornelius
Human_Surnames_1643=Cornell
Human_Surnames_1644=Corning
Human_Surnames_1645=Corral
Human_Surnames_1646=Correa
Human_Surnames_1647=Corrigan
Human_Surnames_1648=Cortez
Human_Surnames_1649=Corvin
Human_Surnames_1650=Corzo
Human_Surnames_1651=Cosentino
Human_Surnames_1652=Cosgrove
Human_Surnames_1653=Costa
Human_Surnames_1654=Costello
Human_Surnames_1655=Costigan
Human_Surnames_1656=Costilla
Human_Surnames_1657=Costlow
Human_Surnames_1658=Cotner
Human_Surnames_1659=Cotto
Human_Surnames_1660=Cottonwood
Human_Surnames_1661=Coughlin
Human_Surnames_1662=Council
Human_Surnames_1663=Countryman
Human_Surnames_1664=Courson
Human_Surnames_1665=Court
Human_Surnames_1666=Courtright
Human_Surnames_1667=Cousar
Human_Surnames_1668=Cousin
Human_Surnames_1669=Coutant
Human_Surnames_1670=Coutts
Human_Surnames_1671=Couturier
Human_Surnames_1672=Covell
Human_Surnames_1673=Coverdale
Human_Surnames_1674=Covey
Human_Surnames_1675=Coviello
Human_Surnames_1676=Covington
Human_Surnames_1677=Cowell
Human_Surnames_1678=Cowen
Human_Surnames_1679=Cowley
Human_Surnames_1680=Cowling
Human_Surnames_1681=Cox
Human_Surnames_1682=Cozad
Human_Surnames_1683=Cozza
Human_Surnames_1684=Crabb
Human_Surnames_1685=Crabtree
Human_Surnames_1686=Crader
Human_Surnames_1687=Craft
Human_Surnames_1688=Craine
Human_Surnames_1689=Crampton
Human_Surnames_1690=Crandell
Human_Surnames_1691=Crane
Human_Surnames_1692=Cranford
Human_Surnames_1693=Cranston
Human_Surnames_1694=Craven
Human_Surnames_1695=Craw
Human_Surnames_1696=Crawford
Human_Surnames_1697=Cray
Human_Surnames_1698=Crayton
Human_Surnames_1699=Creed
Human_Surnames_1700=Creek
Human_Surnames_1701=Creighton
Human_Surnames_1702=Crenshaw
Human_Surnames_1703=Crespin
Human_Surnames_1704=Creswell
Human_Surnames_1705=Crews
Human_Surnames_1706=Cribb
Human_Surnames_1707=Crichton
Human_Surnames_1708=Crider
Human_Surnames_1709=Crigler
Human_Surnames_1710=Criollo
Human_Surnames_1711=Crisp
Human_Surnames_1712=Critchfield
Human_Surnames_1713=Critelli
Human_Surnames_1714=Crivello
Human_Surnames_1715=Crocker
Human_Surnames_1716=Crockett
Human_Surnames_1717=Croft
Human_Surnames_1718=Croghan
Human_Surnames_1719=Croll
Human_Surnames_1720=Cromwell
Human_Surnames_1721=Cronin
Human_Surnames_1722=Cronk
Human_Surnames_1723=Cropp
Human_Surnames_1724=Cropper
Human_Surnames_1725=Crosby
Human_Surnames_1726=Croskey
Human_Surnames_1727=Crossdale
Human_Surnames_1728=Croston
Human_Surnames_1729=Croucher
Human_Surnames_1730=Crowder
Human_Surnames_1731=Crowe
Human_Surnames_1732=Crowley
Human_Surnames_1733=Croxton
Human_Surnames_1734=Croy
Human_Surnames_1735=Crudup
Human_Surnames_1736=Crull
Human_Surnames_1737=Crumb
Human_Surnames_1738=Crumbley
Human_Surnames_1739=Crumpler
Human_Surnames_1740=Crusoe
Human_Surnames_1741=Crutchfield
Human_Surnames_1742=Cruz
Human_Surnames_1743=Crystal
Human_Surnames_1744=Cuadrado
Human_Surnames_1745=Cubero
Human_Surnames_1746=Cuccia
Human_Surnames_1747=Cuddy
Human_Surnames_1748=Cuello
Human_Surnames_1749=Cuervo
Human_Surnames_1750=Cuesta
Human_Surnames_1751=Cuevas
Human_Surnames_1752=Culberson
Human_Surnames_1753=Culbert
Human_Surnames_1754=Cullen
Human_Surnames_1755=Culligan
Human_Surnames_1756=Cullum
Human_Surnames_1757=Cully
Human_Surnames_1758=Culpepper
Human_Surnames_1759=Culver
Human_Surnames_1760=Cumberland
Human_Surnames_1761=Cunniff
Human_Surnames_1762=Cunningham
Human_Surnames_1763=Cuomo
Human_Surnames_1764=Curley
Human_Surnames_1765=Currin
Human_Surnames_1766=Curtis
Human_Surnames_1767=Curzon
Human_Surnames_1768=Cushing
Human_Surnames_1769=Cutler
Human_Surnames_1770=Cutter
Human_Surnames_1771=Cyrus
Human_Surnames_1772=Czaja
Human_Surnames_1773=Czajkowski
Human_Surnames_1774=Czumak
Human_Surnames_1775=Dabney
Human_Surnames_1776=Dabrowski
Human_Surnames_1777=Dabson
Human_Surnames_1778=Dacanay
Human_Surnames_1779=Dacosta
Human_Surnames_1780=Dacruz
Human_Surnames_1781=Dade
Human_Surnames_1782=Daffey
Human_Surnames_1783=Dafoe
Human_Surnames_1784=Daggett
Human_Surnames_1785=Dagostino
Human_Surnames_1786=Dahal
Human_Surnames_1787=Dahl
Human_Surnames_1788=Dahlgren
Human_Surnames_1789=Dahlquist
Human_Surnames_1790=Dahlstrom
Human_Surnames_1791=Dai
Human_Surnames_1792=Daicho
Human_Surnames_1793=Daido
Human_Surnames_1794=Daijo
Human_Surnames_1795=Daily
Human_Surnames_1796=Daitoku
Human_Surnames_1797=Daiwa
Human_Surnames_1798=Daiyo
Human_Surnames_1799=Dakin
Human_Surnames_1800=Dalal
Human_Surnames_1801=Dalby
Human_Surnames_1802=Dale
Human_Surnames_1803=Dallas
Human_Surnames_1804=Dalton
Human_Surnames_1805=Dalvi
Human_Surnames_1806=Damato
Human_Surnames_1807=Damelio
Human_Surnames_1808=Damiani
Human_Surnames_1809=Damico
Human_Surnames_1810=Damon
Human_Surnames_1811=Danford
Human_Surnames_1812=Dangel
Human_Surnames_1813=Dangler
Human_Surnames_1814=Daniels
Human_Surnames_1815=Danielson
Human_Surnames_1816=Danjuma
Human_Surnames_1817=Danko
Human_Surnames_1818=Danley
Human_Surnames_1819=Danner
Human_Surnames_1820=Dansby
Human_Surnames_1821=Dantzler
Human_Surnames_1822=Danvers
Human_Surnames_1823=Darby
Human_Surnames_1824=Darcy
Human_Surnames_1825=Dare
Human_Surnames_1826=Darji
Human_Surnames_1827=Darling
Human_Surnames_1828=Darnell
Human_Surnames_1829=Darosa
Human_Surnames_1830=Darrington
Human_Surnames_1831=Darrow
Human_Surnames_1832=Dartez
Human_Surnames_1833=Darwin
Human_Surnames_1834=Dasgupta
Human_Surnames_1835=Dasilva
Human_Surnames_1836=Dass
Human_Surnames_1837=Daswani
Human_Surnames_1838=Daugherty
Human_Surnames_1839=Daulton
Human_Surnames_1840=Davanzo
Human_Surnames_1841=Davenport
Human_Surnames_1842=Davidson
Human_Surnames_1843=Davies
Human_Surnames_1844=Davis
Human_Surnames_1845=Dawes
Human_Surnames_1846=Dawkins
Human_Surnames_1847=Dawley
Human_Surnames_1848=Dawson
Human_Surnames_1849=Day
Human_Surnames_1850=Dayton
Human_Surnames_1851=Deacon
Human_Surnames_1852=Deaton
Human_Surnames_1853=Decarlo
Human_Surnames_1854=Deckard
Human_Surnames_1855=Decker
Human_Surnames_1856=Decosta
Human_Surnames_1857=Deegan
Human_Surnames_1858=Deepak
Human_Surnames_1859=Defoe
Human_Surnames_1860=Degawa
Human_Surnames_1861=Deguzman
Human_Surnames_1862=Dehart
Human_Surnames_1863=Deighton
Human_Surnames_1864=Dejong
Human_Surnames_1865=Delacruz
Human_Surnames_1866=Delaney
Human_Surnames_1867=Delapaz
Human_Surnames_1868=Delaporte
Human_Surnames_1869=Delarosa
Human_Surnames_1870=Deleon
Human_Surnames_1871=Delgado
Human_Surnames_1872=Delk
Human_Surnames_1873=Dellucci
Human_Surnames_1874=Delmas
Human_Surnames_1875=Delmundo
Human_Surnames_1876=Delong
Human_Surnames_1877=Delorenzo
Human_Surnames_1878=Delport
Human_Surnames_1879=Delrio
Human_Surnames_1880=Deltoro
Human_Surnames_1881=Deluca
Human_Surnames_1882=Deluna
Human_Surnames_1883=Demarco
Human_Surnames_1884=Dempsey
Human_Surnames_1885=Dendy
Human_Surnames_1886=Denham
Human_Surnames_1887=Denholm
Human_Surnames_1888=Dent
Human_Surnames_1889=Denton
Human_Surnames_1890=Denver
Human_Surnames_1891=Depalma
Human_Surnames_1892=Dermott
Human_Surnames_1893=Derosa
Human_Surnames_1894=Derrien
Human_Surnames_1895=Desai
Human_Surnames_1896=Desbois
Human_Surnames_1897=Deshi
Human_Surnames_1898=Deshima
Human_Surnames_1899=Deshimaru
Human_Surnames_1900=Desilva
Human_Surnames_1901=Desmet
Human_Surnames_1902=Desouza
Human_Surnames_1903=Destefano
Human_Surnames_1904=Destin
Human_Surnames_1905=Detweiler
Human_Surnames_1906=Deutsch
Human_Surnames_1907=Devadiga
Human_Surnames_1908=Devall
Human_Surnames_1909=Devan
Human_Surnames_1910=Devaux
Human_Surnames_1911=Devera
Human_Surnames_1912=Devereaux
Human_Surnames_1913=Deville
Human_Surnames_1914=Devin
Human_Surnames_1915=Devitt
Human_Surnames_1916=Devlin
Human_Surnames_1917=Devore
Human_Surnames_1918=Devos
Human_Surnames_1919=Dewalt
Human_Surnames_1920=Dewberry
Human_Surnames_1921=Dewey
Human_Surnames_1922=Dewitt
Human_Surnames_1923=Dezaki
Human_Surnames_1924=Dhaliwal
Human_Surnames_1925=Dhawan
Human_Surnames_1926=Dhoni
Human_Surnames_1927=Dhumal
Human_Surnames_1928=Diamond
Human_Surnames_1929=Dibben
Human_Surnames_1930=Dibbles
Human_Surnames_1931=Dicarlo
Human_Surnames_1932=Dickens
Human_Surnames_1933=Dickenson
Human_Surnames_1934=Dickerson
Human_Surnames_1935=Diedrich
Human_Surnames_1936=Diez
Human_Surnames_1937=Digby
Human_Surnames_1938=Diggles
Human_Surnames_1939=Diggs
Human_Surnames_1940=Dillard
Human_Surnames_1941=Dillinger
Human_Surnames_1942=Dillon
Human_Surnames_1943=Dilorenzo
Human_Surnames_1944=Dilworth
Human_Surnames_1945=Dimaggio
Human_Surnames_1946=Dimarco
Human_Surnames_1947=Dimopoulos
Human_Surnames_1948=Dinardo
Human_Surnames_1949=Dinh
Human_Surnames_1950=Dinklage
Human_Surnames_1951=Dion
Human_Surnames_1952=Diorio
Human_Surnames_1953=Disalvo
Human_Surnames_1954=Distefano
Human_Surnames_1955=Dix
Human_Surnames_1956=Dixit
Human_Surnames_1957=Dixson
Human_Surnames_1958=Dobbing
Human_Surnames_1959=Dobbins
Human_Surnames_1960=Dobbs
Human_Surnames_1961=Dobby
Human_Surnames_1962=Dobson
Human_Surnames_1963=Dodd
Human_Surnames_1964=Dodge
Human_Surnames_1965=Dodgens
Human_Surnames_1966=Dodson
Human_Surnames_1967=Doherty
Human_Surnames_1968=Dohm
Human_Surnames_1969=Dokgo
Human_Surnames_1970=Dolan
Human_Surnames_1971=Dolin
Human_Surnames_1972=Dolph
Human_Surnames_1973=Domanski
Human_Surnames_1974=Dombrowski
Human_Surnames_1975=Domingo
Human_Surnames_1976=Dominguez
Human_Surnames_1977=Donaghy
Human_Surnames_1978=Donatelli
Human_Surnames_1979=Donati
Human_Surnames_1980=Dondero
Human_Surnames_1981=Doner
Human_Surnames_1982=Donlan
Human_Surnames_1983=Donoho
Human_Surnames_1984=Donovan
Human_Surnames_1985=Doohan
Human_Surnames_1986=Doolan
Human_Surnames_1987=Dooley
Human_Surnames_1988=Doppler
Human_Surnames_1989=Dorame
Human_Surnames_1990=Dorazio
Human_Surnames_1991=Dorsey
Human_Surnames_1992=Dougal
Human_Surnames_1993=Dougan
Human_Surnames_1994=Douglas
Human_Surnames_1995=Dover
Human_Surnames_1996=Dowd
Human_Surnames_1997=Dowden
Human_Surnames_1998=Dowdy
Human_Surnames_1999=Downey
Human_Surnames_2000=Downing
Human_Surnames_2001=Downs
Human_Surnames_2002=Doyle
Human_Surnames_2003=Drager
Human_Surnames_2004=Drake
Human_Surnames_2005=Drakeford
Human_Surnames_2006=Draper
Human_Surnames_2007=Dray
Human_Surnames_2008=Drayton
Human_Surnames_2009=Drennen
Human_Surnames_2010=Drescher
Human_Surnames_2011=Dressel
Human_Surnames_2012=Drexler
Human_Surnames_2013=Dreyfus
Human_Surnames_2014=Driscoll
Human_Surnames_2015=Driver
Human_Surnames_2016=Drucker
Human_Surnames_2017=Drummond
Human_Surnames_2018=Drury
Human_Surnames_2019=Dryden
Human_Surnames_2020=Drysdale
Human_Surnames_2021=Dubay
Human_Surnames_2022=Dubinsky
Human_Surnames_2023=Dubois
Human_Surnames_2024=Duchamp
Human_Surnames_2025=Dudeney
Human_Surnames_2026=Dudley
Human_Surnames_2027=Duffey
Human_Surnames_2028=Dufrene
Human_Surnames_2029=Dugan
Human_Surnames_2030=Duguay
Human_Surnames_2031=Duhart
Human_Surnames_2032=Duke
Human_Surnames_2033=Dulaney
Human_Surnames_2034=Dumas
Human_Surnames_2035=Dumond
Human_Surnames_2036=Dumont
Human_Surnames_2037=Dunaway
Human_Surnames_2038=Dunbar
Human_Surnames_2039=Duncan
Human_Surnames_2040=Dunch
Human_Surnames_2041=Dunfee
Human_Surnames_2042=Dunford
Human_Surnames_2043=Dunkelberger
Human_Surnames_2044=Dunkle
Human_Surnames_2045=Dunlap
Human_Surnames_2046=Dunleavy
Human_Surnames_2047=Dunmire
Human_Surnames_2048=Dunn
Human_Surnames_2049=Dunstan
Human_Surnames_2050=Duong
Human_Surnames_2051=Dupond
Human_Surnames_2052=Dupree
Human_Surnames_2053=Durand
Human_Surnames_2054=Durden
Human_Surnames_2055=Durkin
Human_Surnames_2056=Durso
Human_Surnames_2057=Dutra
Human_Surnames_2058=Dutton
Human_Surnames_2059=Duvall
Human_Surnames_2060=Dwyer
Human_Surnames_2061=Dylan
Human_Surnames_2062=Eagan
Human_Surnames_2063=Eaker
Human_Surnames_2064=Eames
Human_Surnames_2065=Earhart
Human_Surnames_2066=Earley
Human_Surnames_2067=Earnhardt
Human_Surnames_2068=Earnshaw
Human_Surnames_2069=Earwood
Human_Surnames_2070=East
Human_Surnames_2071=Easterly
Human_Surnames_2072=Eastin
Human_Surnames_2073=Eastman
Human_Surnames_2074=Eaton
Human_Surnames_2075=Ebbert
Human_Surnames_2076=Eberly
Human_Surnames_2077=Ebner
Human_Surnames_2078=Ebrahim
Human_Surnames_2079=Eckart
Human_Surnames_2080=Ecklund
Human_Surnames_2081=Eddington
Human_Surnames_2082=Edelman
Human_Surnames_2083=Edgecomb
Human_Surnames_2084=Edgeworth
Human_Surnames_2085=Edington
Human_Surnames_2086=Edler
Human_Surnames_2087=Edmund
Human_Surnames_2088=Edmundson
Human_Surnames_2089=Edogawa
Human_Surnames_2090=Edsall
Human_Surnames_2091=Edwards
Human_Surnames_2092=Effinger
Human_Surnames_2093=Efird
Human_Surnames_2094=Egan
Human_Surnames_2095=Egerton
Human_Surnames_2096=Eichhorn
Human_Surnames_2097=Eichler
Human_Surnames_2098=Eichman
Human_Surnames_2099=Eidson
Human_Surnames_2100=Eifert
Human_Surnames_2101=Einhorn
Human_Surnames_2102=Eisen
Human_Surnames_2103=Eisenhauer
Human_Surnames_2104=Eisenstein
Human_Surnames_2105=Eisner
Human_Surnames_2106=Ekstrom
Human_Surnames_2107=Elamin
Human_Surnames_2108=Elbaz
Human_Surnames_2109=Eldridge
Human_Surnames_2110=Elgin
Human_Surnames_2111=Elizondo
Human_Surnames_2112=Elkin
Human_Surnames_2113=Ellerbee
Human_Surnames_2114=Ellery
Human_Surnames_2115=Ellingsworth
Human_Surnames_2116=Ellington
Human_Surnames_2117=Ellis
Human_Surnames_2118=Ellison
Human_Surnames_2119=Ellwood
Human_Surnames_2120=Els
Human_Surnames_2121=Elsayed
Human_Surnames_2122=Elswick
Human_Surnames_2123=Embleton
Human_Surnames_2124=Embrey
Human_Surnames_2125=Emerick
Human_Surnames_2126=Emerson
Human_Surnames_2127=Emery
Human_Surnames_2128=Emmanuel
Human_Surnames_2129=Emmett
Human_Surnames_2130=Endicott
Human_Surnames_2131=Endo
Human_Surnames_2132=Endrizzi
Human_Surnames_2133=Enfield
Human_Surnames_2134=Engel
Human_Surnames_2135=Engelman
Human_Surnames_2136=Engler
Human_Surnames_2137=Engram
Human_Surnames_2138=Engstrom
Human_Surnames_2139=Enoshima
Human_Surnames_2140=Enright
Human_Surnames_2141=Enriquez
Human_Surnames_2142=Ensley
Human_Surnames_2143=Eppard
Human_Surnames_2144=Epps
Human_Surnames_2145=Edelstein
Human_Surnames_2146=Erasmus
Human_Surnames_2147=Erby
Human_Surnames_2148=Erickson
Human_Surnames_2149=Eriksen
Human_Surnames_2150=Ernst
Human_Surnames_2151=Erskine
Human_Surnames_2152=Escalante
Human_Surnames_2153=Escalera
Human_Surnames_2154=Eschenbach
Human_Surnames_2155=Escobar
Human_Surnames_2156=Eslinger
Human_Surnames_2157=Esparza
Human_Surnames_2158=Espejo
Human_Surnames_2159=Espinoza
Human_Surnames_2160=Esposito
Human_Surnames_2161=Essen
Human_Surnames_2162=Essex
Human_Surnames_2163=Estacio
Human_Surnames_2164=Esteban
Human_Surnames_2165=Estevez
Human_Surnames_2166=Estrada
Human_Surnames_2167=Etherton
Human_Surnames_2168=Ethridge
Human_Surnames_2169=Etzel
Human_Surnames_2170=Eubanks
Human_Surnames_2171=Evans
Human_Surnames_2172=Everett
Human_Surnames_2173=Everly
Human_Surnames_2174=Everson
Human_Surnames_2175=Exley
Human_Surnames_2176=Ezura
Human_Surnames_2177=Fabela
Human_Surnames_2178=Faber
Human_Surnames_2179=Fabre
Human_Surnames_2180=Fackler
Human_Surnames_2181=Fadden
Human_Surnames_2182=Fadikar
Human_Surnames_2183=Fagan
Human_Surnames_2184=Fahey
Human_Surnames_2185=Fahringer
Human_Surnames_2186=Fain
Human_Surnames_2187=Fairchild
Human_Surnames_2188=Fairfax
Human_Surnames_2189=Fairley
Human_Surnames_2190=Fakier
Human_Surnames_2191=Falana
Human_Surnames_2192=Falk
Human_Surnames_2193=Falkowski
Human_Surnames_2194=Faller
Human_Surnames_2195=Fallin
Human_Surnames_2196=Falls
Human_Surnames_2197=Fambro
Human_Surnames_2198=Fanelli
Human_Surnames_2199=Fankhauser
Human_Surnames_2200=Fanning
Human_Surnames_2201=Fannon
Human_Surnames_2202=Fansekar
Human_Surnames_2203=Fansler
Human_Surnames_2204=Fantini
Human_Surnames_2205=Fanucci
Human_Surnames_2206=Faraday
Human_Surnames_2207=Faria
Human_Surnames_2208=Farish
Human_Surnames_2209=Farley
Human_Surnames_2210=Farlow
Human_Surnames_2211=Farnum
Human_Surnames_2212=Farooq
Human_Surnames_2213=Farrah
Human_Surnames_2214=Farrell
Human_Surnames_2215=Farren
Human_Surnames_2216=Farrington
Human_Surnames_2217=Farris
Human_Surnames_2218=Farrow
Human_Surnames_2219=Fatima
Human_Surnames_2220=Fauntleroy
Human_Surnames_2221=Fawley
Human_Surnames_2222=Faxon
Human_Surnames_2223=Faz
Human_Surnames_2224=Featherstone
Human_Surnames_2225=Federico
Human_Surnames_2226=Feeley
Human_Surnames_2227=Feeney
Human_Surnames_2228=Feinberg
Human_Surnames_2229=Feingold
Human_Surnames_2230=Feinstein
Human_Surnames_2231=Feldman
Human_Surnames_2232=Felix
Human_Surnames_2233=Felker
Human_Surnames_2234=Fender
Human_Surnames_2235=Feng
Human_Surnames_2236=Fenton
Human_Surnames_2237=Fenwick
Human_Surnames_2238=Ferguson
Human_Surnames_2239=Fermi
Human_Surnames_2240=Fernandez
Human_Surnames_2241=Ferrand
Human_Surnames_2242=Ferrel
Human_Surnames_2243=Ferretti
Human_Surnames_2244=Fessler
Human_Surnames_2245=Fetterman
Human_Surnames_2246=Fetzer
Human_Surnames_2247=Fibonacci
Human_Surnames_2248=Fichtner
Human_Surnames_2249=Fidler
Human_Surnames_2250=Fiedler
Human_Surnames_2251=Fielding
Human_Surnames_2252=Fields
Human_Surnames_2253=Figueroa
Human_Surnames_2254=Filbin
Human_Surnames_2255=Filipiak
Human_Surnames_2256=Filkins
Human_Surnames_2257=Fillion
Human_Surnames_2258=Fillmore
Human_Surnames_2259=Finau
Human_Surnames_2260=Finch
Human_Surnames_2261=Fincher
Human_Surnames_2262=Finkel
Human_Surnames_2263=Finkelstein
Human_Surnames_2264=Finley
Human_Surnames_2265=Finnegan
Human_Surnames_2266=Finney
Human_Surnames_2267=Finnigan
Human_Surnames_2268=Fiorentino
Human_Surnames_2269=Fiorini
Human_Surnames_2270=Fischbach
Human_Surnames_2271=Fischer
Human_Surnames_2272=Fisher
Human_Surnames_2273=Fisk
Human_Surnames_2274=Fitch
Human_Surnames_2275=Fitchley
Human_Surnames_2276=Fitzgerald
Human_Surnames_2277=Fitzhugh
Human_Surnames_2278=Fitzroy
Human_Surnames_2279=Fizer
Human_Surnames_2280=Flaherty
Human_Surnames_2281=Flanery
Human_Surnames_2282=Flanigan
Human_Surnames_2283=Flatley
Human_Surnames_2284=Flaubert
Human_Surnames_2285=Flavin
Human_Surnames_2286=Fleetwood
Human_Surnames_2287=Fleischer
Human_Surnames_2288=Fleischman
Human_Surnames_2289=Flemming
Human_Surnames_2290=Fletcher
Human_Surnames_2291=Flores
Human_Surnames_2292=Flowers
Human_Surnames_2293=Flynn
Human_Surnames_2294=Flynt
Human_Surnames_2295=Fogel
Human_Surnames_2296=Foland
Human_Surnames_2297=Foley
Human_Surnames_2298=Fong
Human_Surnames_2299=Fontaine
Human_Surnames_2300=Fontana
Human_Surnames_2301=Forero
Human_Surnames_2302=Forester
Human_Surnames_2303=Forrest
Human_Surnames_2304=Forsyth
Human_Surnames_2305=Fortner
Human_Surnames_2306=Fossler
Human_Surnames_2307=Foster
Human_Surnames_2308=Foust
Human_Surnames_2309=Fowler
Human_Surnames_2310=Fowski
Human_Surnames_2311=Fox
Human_Surnames_2312=Foxworth
Human_Surnames_2313=Foye
Human_Surnames_2314=Frady
Human_Surnames_2315=Fraizer
Human_Surnames_2316=Fraker
Human_Surnames_2317=Frampton
Human_Surnames_2318=Francis
Human_Surnames_2319=Francisco
Human_Surnames_2320=Franco
Human_Surnames_2321=Francois
Human_Surnames_2322=Frankel
Human_Surnames_2323=Franklin
Human_Surnames_2324=Franson
Human_Surnames_2325=Franz
Human_Surnames_2326=Franzen
Human_Surnames_2327=Frasier
Human_Surnames_2328=Fray
Human_Surnames_2329=Fredericks
Human_Surnames_2330=Freedman
Human_Surnames_2331=Fremont
Human_Surnames_2332=Frenette
Human_Surnames_2333=Frey
Human_Surnames_2334=Friberg
Human_Surnames_2335=Frink
Human_Surnames_2336=Fritz
Human_Surnames_2337=Frobisher
Human_Surnames_2338=Froelich
Human_Surnames_2339=Froman
Human_Surnames_2340=Fronk
Human_Surnames_2341=Frost
Human_Surnames_2342=Fry
Human_Surnames_2343=Fu
Human_Surnames_2344=Fuchizawa
Human_Surnames_2345=Fuentes
Human_Surnames_2346=Fuerte
Human_Surnames_2347=Fujihara
Human_Surnames_2348=Fujimoto
Human_Surnames_2349=Fujisaki
Human_Surnames_2350=Fujita
Human_Surnames_2351=Fuller
Human_Surnames_2352=Fullerton
Human_Surnames_2353=Fulp
Human_Surnames_2354=Fulton
Human_Surnames_2355=Funderburg
Human_Surnames_2356=Furlow
Human_Surnames_2357=Furst
Human_Surnames_2358=Fusco
Human_Surnames_2359=Gabbard
Human_Surnames_2360=Gabriel
Human_Surnames_2361=Gackle
Human_Surnames_2362=Gad
Human_Surnames_2363=Gadkari
Human_Surnames_2364=Gaffney
Human_Surnames_2365=Gage
Human_Surnames_2366=Gagner
Human_Surnames_2367=Gainer
Human_Surnames_2368=Gainey
Human_Surnames_2369=Gallagher
Human_Surnames_2370=Galland
Human_Surnames_2371=Gallardo
Human_Surnames_2372=Gallaway
Human_Surnames_2373=Galligan
Human_Surnames_2374=Gallina
Human_Surnames_2375=Gallivan
Human_Surnames_2376=Gallo
Human_Surnames_2377=Gallucci
Human_Surnames_2378=Galton
Human_Surnames_2379=Gamarra
Human_Surnames_2380=Gambrel
Human_Surnames_2381=Gamero
Human_Surnames_2382=Gannon
Human_Surnames_2383=Gant
Human_Surnames_2384=Gantz
Human_Surnames_2385=Garapati
Human_Surnames_2386=Garbarino
Human_Surnames_2387=Garcia
Human_Surnames_2388=Gardner
Human_Surnames_2389=Garfinkel
Human_Surnames_2390=Garibay
Human_Surnames_2391=Garin
Human_Surnames_2392=Garland
Human_Surnames_2393=Garlington
Human_Surnames_2394=Garner
Human_Surnames_2395=Garnett
Human_Surnames_2396=Garofalo
Human_Surnames_2397=Garrett
Human_Surnames_2398=Garrido
Human_Surnames_2399=Garrigan
Human_Surnames_2400=Garrison
Human_Surnames_2401=Garrity
Human_Surnames_2402=Garvey
Human_Surnames_2403=Garvin
Human_Surnames_2404=Garza
Human_Surnames_2405=Gaskin
Human_Surnames_2406=Gaston
Human_Surnames_2407=Gates
Human_Surnames_2408=Gatica
Human_Surnames_2409=Gatz
Human_Surnames_2410=Gautier
Human_Surnames_2411=Gawley
Human_Surnames_2412=Gearhart
Human_Surnames_2413=Geddes
Human_Surnames_2414=Gehlot
Human_Surnames_2415=Gehrig
Human_Surnames_2416=Geiger
Human_Surnames_2417=Geise
Human_Surnames_2418=Geissler
Human_Surnames_2419=Geller
Human_Surnames_2420=Gelman
Human_Surnames_2421=Gencarelli
Human_Surnames_2422=Gendron
Human_Surnames_2423=Geng
Human_Surnames_2424=Gengler
Human_Surnames_2425=Genin
Human_Surnames_2426=Genovese
Human_Surnames_2427=Gentry
Human_Surnames_2428=Gerhart
Human_Surnames_2429=Gerken
Human_Surnames_2430=Gerst
Human_Surnames_2431=Gerstner
Human_Surnames_2432=Gertz
Human_Surnames_2433=Gervasi
Human_Surnames_2434=Gessler
Human_Surnames_2435=Getty
Human_Surnames_2436=Getz
Human_Surnames_2437=Ghani
Human_Surnames_2438=Giannetti
Human_Surnames_2439=Gibbons
Human_Surnames_2440=Gibbs
Human_Surnames_2441=Gibney
Human_Surnames_2442=Gibson
Human_Surnames_2443=Giesler
Human_Surnames_2444=Gilbertson
Human_Surnames_2445=Gilder
Human_Surnames_2446=Gilford
Human_Surnames_2447=Gilkerson
Human_Surnames_2448=Gillam
Human_Surnames_2449=Gillespie
Human_Surnames_2450=Gillum
Human_Surnames_2451=Gilmore
Human_Surnames_2452=Gilroy
Human_Surnames_2453=Gilson
Human_Surnames_2454=Gimbel
Human_Surnames_2455=Ginsberg
Human_Surnames_2456=Givens
Human_Surnames_2457=Gladstone
Human_Surnames_2458=Glassman
Human_Surnames_2459=Glauber
Human_Surnames_2460=Glazier
Human_Surnames_2461=Gleason
Human_Surnames_2462=Glickman
Human_Surnames_2463=Glidewell
Human_Surnames_2464=Glinka
Human_Surnames_2465=Glinski
Human_Surnames_2466=Glover
Human_Surnames_2467=Goddard
Human_Surnames_2468=Goering
Human_Surnames_2469=Goggins
Human_Surnames_2470=Gohad
Human_Surnames_2471=Gokey
Human_Surnames_2472=Goldberg
Human_Surnames_2473=Goldberger
Human_Surnames_2474=Goldbloom
Human_Surnames_2475=Goldenthal
Human_Surnames_2476=Goldfarb
Human_Surnames_2477=Goldfeld
Human_Surnames_2478=Golding
Human_Surnames_2479=Goldsmith
Human_Surnames_2480=Golightly
Human_Surnames_2481=Golovkin
Human_Surnames_2482=Gomez
Human_Surnames_2483=Gonzaga
Human_Surnames_2484=Gooch
Human_Surnames_2485=Goodall
Human_Surnames_2486=Goodman
Human_Surnames_2487=Gopal
Human_Surnames_2488=Gordillo
Human_Surnames_2489=Gorham
Human_Surnames_2490=Goring
Human_Surnames_2491=Gorman
Human_Surnames_2492=Gosling
Human_Surnames_2493=Gossard
Human_Surnames_2494=Gossett
Human_Surnames_2495=Gotts
Human_Surnames_2496=Goulding
Human_Surnames_2497=Goulet
Human_Surnames_2498=Govan
Human_Surnames_2499=Govea
Human_Surnames_2500=Gowen
Human_Surnames_2501=Gower
Human_Surnames_2502=Grabowski
Human_Surnames_2503=Gracey
Human_Surnames_2504=Graddy
Human_Surnames_2505=Graham
Human_Surnames_2506=Grainger
Human_Surnames_2507=Granado
Human_Surnames_2508=Granatelli
Human_Surnames_2509=Grand
Human_Surnames_2510=Grant
Human_Surnames_2511=Graves
Human_Surnames_2512=Graybill
Human_Surnames_2513=Grayson
Human_Surnames_2514=Greaney
Human_Surnames_2515=Greaves
Human_Surnames_2516=Greely
Human_Surnames_2517=Green
Human_Surnames_2518=Greenblatt
Human_Surnames_2519=Greenfield
Human_Surnames_2520=Greenhill
Human_Surnames_2521=Greenleaf
Human_Surnames_2522=Greenspan
Human_Surnames_2523=Grey
Human_Surnames_2524=Gribble
Human_Surnames_2525=Griesinger
Human_Surnames_2526=Griffin
Human_Surnames_2527=Griffith
Human_Surnames_2528=Griggs
Human_Surnames_2529=Grigsby
Human_Surnames_2530=Grimaldi
Human_Surnames_2531=Grimes
Human_Surnames_2532=Grimshaw
Human_Surnames_2533=Grindle
Human_Surnames_2534=Grisham
Human_Surnames_2535=Griswold
Human_Surnames_2536=Groat
Human_Surnames_2537=Grochowski
Human_Surnames_2538=Grogg
Human_Surnames_2539=Grohl
Human_Surnames_2540=Gross
Human_Surnames_2541=Grossman
Human_Surnames_2542=Groth
Human_Surnames_2543=Grubbs
Human_Surnames_2544=Gruber
Human_Surnames_2545=Grundy
Human_Surnames_2546=Grunewald
Human_Surnames_2547=Grymes
Human_Surnames_2548=Guardado
Human_Surnames_2549=Guest
Human_Surnames_2550=Guevarra
Human_Surnames_2551=Guillermo
Human_Surnames_2552=Gulati
Human_Surnames_2553=Gulledge
Human_Surnames_2554=Gully
Human_Surnames_2555=Gundersen
Human_Surnames_2556=Gunning
Human_Surnames_2557=Gupta
Human_Surnames_2558=Gurkin
Human_Surnames_2559=Gurney
Human_Surnames_2560=Gursahani
Human_Surnames_2561=Gusman
Human_Surnames_2562=Gustavson
Human_Surnames_2563=Gutenberg
Human_Surnames_2564=Guthrie
Human_Surnames_2565=Gutierrez
Human_Surnames_2566=Haas
Human_Surnames_2567=Habeck
Human_Surnames_2568=Haber
Human_Surnames_2569=Haberman
Human_Surnames_2570=Hackett
Human_Surnames_2571=Hackley
Human_Surnames_2572=Hackworth
Human_Surnames_2573=Hadden
Human_Surnames_2574=Haddock
Human_Surnames_2575=Haden
Human_Surnames_2576=Hadfield
Human_Surnames_2577=Hadi
Human_Surnames_2578=Hadley
Human_Surnames_2579=Hafford
Human_Surnames_2580=Hagan
Human_Surnames_2581=Hagerty
Human_Surnames_2582=Haile
Human_Surnames_2583=Haines
Human_Surnames_2584=Haislip
Human_Surnames_2585=Hajdu
Human_Surnames_2586=Hajek
Human_Surnames_2587=Hakim
Human_Surnames_2588=Hakuta
Human_Surnames_2589=Halbrook
Human_Surnames_2590=Hale
Human_Surnames_2591=Haley
Human_Surnames_2592=Halford
Human_Surnames_2593=Hallenbeck
Human_Surnames_2594=Halpert
Human_Surnames_2595=Halsted
Human_Surnames_2596=Hamada
Human_Surnames_2597=Hamanaka
Human_Surnames_2598=Hamberg
Human_Surnames_2599=Hamblin
Human_Surnames_2600=Hamby
Human_Surnames_2601=Hamid
Human_Surnames_2602=Hamilton
Human_Surnames_2603=Hamlin
Human_Surnames_2604=Hammill
Human_Surnames_2605=Hammond
Human_Surnames_2606=Hampton
Human_Surnames_2607=Hanaori
Human_Surnames_2608=Hanawa
Human_Surnames_2609=Handley
Human_Surnames_2610=Hanisch
Human_Surnames_2611=Hankins
Human_Surnames_2612=Hanley
Human_Surnames_2613=Hann
Human_Surnames_2614=Hannigan
Human_Surnames_2615=Hansen
Human_Surnames_2616=Hansford
Human_Surnames_2617=Harada
Human_Surnames_2618=Haramatsu
Human_Surnames_2619=Harber
Human_Surnames_2620=Hardaway
Human_Surnames_2621=Hardcastle
Human_Surnames_2622=Harden
Human_Surnames_2623=Hargrave
Human_Surnames_2624=Harker
Human_Surnames_2625=Harkins
Human_Surnames_2626=Harkness
Human_Surnames_2627=Harlan
Human_Surnames_2628=Harlowe
Human_Surnames_2629=Harper
Human_Surnames_2630=Harrison
Human_Surnames_2631=Hart
Human_Surnames_2632=Hartford
Human_Surnames_2633=Hartwick
Human_Surnames_2634=Harville
Human_Surnames_2635=Harwood
Human_Surnames_2636=Hashemi
Human_Surnames_2637=Hashim
Human_Surnames_2638=Hashmi
Human_Surnames_2639=Haskell
Human_Surnames_2640=Haskins
Human_Surnames_2641=Hasler
Human_Surnames_2642=Haslett
Human_Surnames_2643=Hassan
Human_Surnames_2644=Hastings
Human_Surnames_2645=Hatcher
Human_Surnames_2646=Hatchett
Human_Surnames_2647=Hatfield
Human_Surnames_2648=Hathaway
Human_Surnames_2649=Haubert
Human_Surnames_2650=Hauser
Human_Surnames_2651=Haver
Human_Surnames_2652=Hawke
Human_Surnames_2653=Hawkings
Human_Surnames_2654=Hawkins
Human_Surnames_2655=Hawthorne
Human_Surnames_2656=Hayashi
Human_Surnames_2657=Hayashida
Human_Surnames_2658=Hayden
Human_Surnames_2659=Hayes
Human_Surnames_2660=Haynes
Human_Surnames_2661=Hayward
Human_Surnames_2662=Hayworth
Human_Surnames_2663=Hazare
Human_Surnames_2664=Hazeltine
Human_Surnames_2665=Hazelton
Human_Surnames_2666=Hazuki
Human_Surnames_2667=Hearne
Human_Surnames_2668=Hearst
Human_Surnames_2669=Hedberg
Human_Surnames_2670=Hedley
Human_Surnames_2671=Hefer
Human_Surnames_2672=Hegarty
Human_Surnames_2673=Heiberg
Human_Surnames_2674=Heidecker
Human_Surnames_2675=Height
Human_Surnames_2676=Heim
Human_Surnames_2677=Heineman
Human_Surnames_2678=Heinrich
Human_Surnames_2679=Heintz
Human_Surnames_2680=Heller
Human_Surnames_2681=Helman
Human_Surnames_2682=Helms
Human_Surnames_2683=Hemingway
Human_Surnames_2684=Hempel
Human_Surnames_2685=Hemsworth
Human_Surnames_2686=Henderson
Human_Surnames_2687=Hendricks
Human_Surnames_2688=Hendry
Human_Surnames_2689=Henkle
Human_Surnames_2690=Hennigan
Human_Surnames_2691=Henriksen
Human_Surnames_2692=Henshaw
Human_Surnames_2693=Hensler
Human_Surnames_2694=Hepburn
Human_Surnames_2695=Hepner
Human_Surnames_2696=Herber
Human_Surnames_2697=Herbert
Human_Surnames_2698=Herman
Human_Surnames_2699=Hernandez
Human_Surnames_2700=Herschberger
Human_Surnames_2701=Hershel
Human_Surnames_2702=Heselton
Human_Surnames_2703=Heslin
Human_Surnames_2704=Hessler
Human_Surnames_2705=Heston
Human_Surnames_2706=Hetzel
Human_Surnames_2707=Heung
Human_Surnames_2708=Hewes
Human_Surnames_2709=Hewitt
Human_Surnames_2710=Heyburn
Human_Surnames_2711=Heyward
Human_Surnames_2712=Hibbert
Human_Surnames_2713=Hibble
Human_Surnames_2714=Hibbs
Human_Surnames_2715=Hickes
Human_Surnames_2716=Hidalgo
Human_Surnames_2717=Hiebert
Human_Surnames_2718=Hiedler
Human_Surnames_2719=Higashi
Human_Surnames_2720=Higgins
Human_Surnames_2721=Higgs
Human_Surnames_2722=Highfield
Human_Surnames_2723=Hight
Human_Surnames_2724=Hightower
Human_Surnames_2725=Higuchi
Human_Surnames_2726=Hikari
Human_Surnames_2727=Hildebrand
Human_Surnames_2728=Hilgar
Human_Surnames_2729=Hillard
Human_Surnames_2730=Hills
Human_Surnames_2731=Hindle
Human_Surnames_2732=Hines
Human_Surnames_2733=Hinkel
Human_Surnames_2734=Hinkley
Human_Surnames_2735=Hirschfeld
Human_Surnames_2736=Hirwani
Human_Surnames_2737=Hitch
Human_Surnames_2738=Hitchens
Human_Surnames_2739=Hixenbaugh
Human_Surnames_2740=Hoback
Human_Surnames_2741=Hobart
Human_Surnames_2742=Hobbins
Human_Surnames_2743=Hobbs
Human_Surnames_2744=Hodder
Human_Surnames_2745=Hodges
Human_Surnames_2746=Hodgins
Human_Surnames_2747=Hoelscher
Human_Surnames_2748=Hoffer
Human_Surnames_2749=Hoffman
Human_Surnames_2750=Hogarth
Human_Surnames_2751=Hogle
Human_Surnames_2752=Hoglund
Human_Surnames_2753=Hohenstein
Human_Surnames_2754=Holbrook
Human_Surnames_2755=Holden
Human_Surnames_2756=Holderfield
Human_Surnames_2757=Holdridge
Human_Surnames_2758=Holford
Human_Surnames_2759=Holiday
Human_Surnames_2760=Holkar
Human_Surnames_2761=Holland
Human_Surnames_2762=Hollaway
Human_Surnames_2763=Hollenbeck
Human_Surnames_2764=Hollister
Human_Surnames_2765=Holmes
Human_Surnames_2766=Holsinger
Human_Surnames_2767=Holstein
Human_Surnames_2768=Holt
Human_Surnames_2769=Hommel
Human_Surnames_2770=Honeycutt
Human_Surnames_2771=Hong
Human_Surnames_2772=Hooper
Human_Surnames_2773=Hopewell
Human_Surnames_2774=Hopkins
Human_Surnames_2775=Hopper
Human_Surnames_2776=Hopwood
Human_Surnames_2777=Horak
Human_Surnames_2778=Horimoto
Human_Surnames_2779=Horio
Human_Surnames_2780=Horner
Human_Surnames_2781=Hornsby
Human_Surnames_2782=Horowitz
Human_Surnames_2783=Horton
Human_Surnames_2784=Hoshiyama
Human_Surnames_2785=Hosmer
Human_Surnames_2786=Hostetter
Human_Surnames_2787=Houlihan
Human_Surnames_2788=Houston
Human_Surnames_2789=Howell
Human_Surnames_2790=Howser
Human_Surnames_2791=Hoyle
Human_Surnames_2792=Hubbard
Human_Surnames_2793=Hubert
Human_Surnames_2794=Huckaby
Human_Surnames_2795=Hudson
Human_Surnames_2796=Hughes
Human_Surnames_2797=Hugo
Human_Surnames_2798=Hukins
Human_Surnames_2799=Hultgren
Human_Surnames_2800=Humbert
Human_Surnames_2801=Humboldt
Human_Surnames_2802=Hummell
Human_Surnames_2803=Humphreys
Human_Surnames_2804=Hunter
Human_Surnames_2805=Hurley
Human_Surnames_2806=Hurlock
Human_Surnames_2807=Hurtado
Human_Surnames_2808=Hutchins
Human_Surnames_2809=Huxley
Human_Surnames_2810=Hyam
Human_Surnames_2811=Hyde
Human_Surnames_2812=Hyeong
Human_Surnames_2813=Hyland
Human_Surnames_2814=Hymel
Human_Surnames_2815=Hyrtl
Human_Surnames_2816=Iannucci
Human_Surnames_2817=Ianson
Human_Surnames_2818=Ibanez
Human_Surnames_2819=Ibarra
Human_Surnames_2820=Ibbs
Human_Surnames_2821=Ibison
Human_Surnames_2822=Ibori
Human_Surnames_2823=Ibrahim
Human_Surnames_2824=Ichimura
Human_Surnames_2825=Idle
Human_Surnames_2826=Igarashi
Human_Surnames_2827=Igawa
Human_Surnames_2828=Iglesias
Human_Surnames_2829=Ignacio
Human_Surnames_2830=Ikegami
Human_Surnames_2831=Imai
Human_Surnames_2832=Imler
Human_Surnames_2833=Immelman
Human_Surnames_2834=Imoto
Human_Surnames_2835=Impett
Human_Surnames_2836=Inada
Human_Surnames_2837=Ingham
Human_Surnames_2838=Ingram
Human_Surnames_2839=Ingrassia
Human_Surnames_2840=Inman
Human_Surnames_2841=Inskeep
Human_Surnames_2842=Insley
Human_Surnames_2843=Iqbal
Human_Surnames_2844=Ireland
Human_Surnames_2845=Irion
Human_Surnames_2846=Irons
Human_Surnames_2847=Irvine
Human_Surnames_2848=Irving
Human_Surnames_2849=Isaacs
Human_Surnames_2850=Isaacson
Human_Surnames_2851=Isenberg
Human_Surnames_2852=Ishida
Human_Surnames_2853=Ishiguro
Human_Surnames_2854=Ishihara
Human_Surnames_2855=Ishimoto
Human_Surnames_2856=Ishizaki
Human_Surnames_2857=Isler
Human_Surnames_2858=Itagaki
Human_Surnames_2859=Ito
Human_Surnames_2860=Ivers
Human_Surnames_2861=Iverson
Human_Surnames_2862=Ivery
Human_Surnames_2863=Ives
Human_Surnames_2864=Iwamoto
Human_Surnames_2865=Iwata
Human_Surnames_2866=Izard
Human_Surnames_2867=Ja
Human_Surnames_2868=Jaber
Human_Surnames_2869=Jablonski
Human_Surnames_2870=Jackett
Human_Surnames_2871=Jackman
Human_Surnames_2872=Jacknowitz
Human_Surnames_2873=Jackson
Human_Surnames_2874=Jacobs
Human_Surnames_2875=Jacobson
Human_Surnames_2876=Jadeja
Human_Surnames_2877=Jaffe
Human_Surnames_2878=Jaggs
Human_Surnames_2879=Jahn
Human_Surnames_2880=Jain
Human_Surnames_2881=Jakande
Human_Surnames_2882=Jakobsen
Human_Surnames_2883=Jalbert
Human_Surnames_2884=Jamal
Human_Surnames_2885=James
Human_Surnames_2886=Jamieson
Human_Surnames_2887=Janak
Human_Surnames_2888=Janeway
Human_Surnames_2889=Jang
Human_Surnames_2890=Janney
Human_Surnames_2891=Janson
Human_Surnames_2892=January
Human_Surnames_2893=Jaquez
Human_Surnames_2894=Jaramillo
Human_Surnames_2895=Jardim
Human_Surnames_2896=Jardine
Human_Surnames_2897=Jarvis
Human_Surnames_2898=Jasinski
Human_Surnames_2899=Jasper
Human_Surnames_2900=Jayne
Human_Surnames_2901=Jeffers
Human_Surnames_2902=Jefferson
Human_Surnames_2903=Jeffries
Human_Surnames_2904=Jenkins
Human_Surnames_2905=Jenks
Human_Surnames_2906=Jennings
Human_Surnames_2907=Jeon
Human_Surnames_2908=Jeong
Human_Surnames_2909=Jepson
Human_Surnames_2910=Jessop
Human_Surnames_2911=Jewell
Human_Surnames_2912=Jhaveri
Human_Surnames_2913=Jihara
Human_Surnames_2914=Jillette
Human_Surnames_2915=Jing
Human_Surnames_2916=Jinks
Human_Surnames_2917=Jinmei
Human_Surnames_2918=Johan
Human_Surnames_2919=Johannsen
Human_Surnames_2920=Johnson
Human_Surnames_2921=Johnstone
Human_Surnames_2922=Joiner
Human_Surnames_2923=Jonas
Human_Surnames_2924=Jones
Human_Surnames_2925=Jonovich
Human_Surnames_2926=Jordan
Human_Surnames_2927=Jorgensen
Human_Surnames_2928=Jovel
Human_Surnames_2929=Joyner
Human_Surnames_2930=Juarez
Human_Surnames_2931=Judd
Human_Surnames_2932=Judge
Human_Surnames_2933=Jullien
Human_Surnames_2934=Juneau
Human_Surnames_2935=Jung
Human_Surnames_2936=Juniper
Human_Surnames_2937=Juretzko
Human_Surnames_2938=Jurgensen
Human_Surnames_2939=Kabir
Human_Surnames_2940=Kaczynski
Human_Surnames_2941=Kadam
Human_Surnames_2942=Kady
Human_Surnames_2943=Kaelin
Human_Surnames_2944=Kagan
Human_Surnames_2945=Kahl
Human_Surnames_2946=Kahler
Human_Surnames_2947=Kahn
Human_Surnames_2948=Kaiba
Human_Surnames_2949=Kaiser
Human_Surnames_2950=Kaito
Human_Surnames_2951=Kaler
Human_Surnames_2952=Kalish
Human_Surnames_2953=Kamara
Human_Surnames_2954=Kaminsky
Human_Surnames_2955=Kanan
Human_Surnames_2956=Kanayama
Human_Surnames_2957=Kaneda
Human_Surnames_2958=Kang
Human_Surnames_2959=Kanter
Human_Surnames_2960=Kapur
Human_Surnames_2961=Karlson
Human_Surnames_2962=Karpinski
Human_Surnames_2963=Karpov
Human_Surnames_2964=Kasbarian
Human_Surnames_2965=Kaser
Human_Surnames_2966=Kashino
Human_Surnames_2967=Kasparov
Human_Surnames_2968=Katz
Human_Surnames_2969=Kaufman
Human_Surnames_2970=Kavanagh
Human_Surnames_2971=Kawamoto
Human_Surnames_2972=Kazmi
Human_Surnames_2973=Keagan
Human_Surnames_2974=Kealy
Human_Surnames_2975=Keane
Human_Surnames_2976=Kearns
Human_Surnames_2977=Keating
Human_Surnames_2978=Keaton
Human_Surnames_2979=Keats
Human_Surnames_2980=Kedzie
Human_Surnames_2981=Keefer
Human_Surnames_2982=Kegler
Human_Surnames_2983=Keiser
Human_Surnames_2984=Keller
Human_Surnames_2985=Kellerman
Human_Surnames_2986=Kelly
Human_Surnames_2987=Kelsey
Human_Surnames_2988=Kelvin
Human_Surnames_2989=Kempf
Human_Surnames_2990=Kendall
Human_Surnames_2991=Kenton
Human_Surnames_2992=Keplinger
Human_Surnames_2993=Kepner
Human_Surnames_2994=Keppler
Human_Surnames_2995=Kerkorian
Human_Surnames_2996=Kerrick
Human_Surnames_2997=Kesler
Human_Surnames_2998=Kestner
Human_Surnames_2999=Kettering
Human_Surnames_3000=Keyes
Human_Surnames_3001=Khalid
Human_Surnames_3002=Kharasch
Human_Surnames_3003=Khouri
Human_Surnames_3004=Khumalo
Human_Surnames_3005=Kibbe
Human_Surnames_3006=Kidd
Human_Surnames_3007=Kiesling
Human_Surnames_3008=Kilbourne
Human_Surnames_3009=Kiley
Human_Surnames_3010=Kilian
Human_Surnames_3011=Kilmer
Human_Surnames_3012=Kim
Human_Surnames_3013=Kimball
Human_Surnames_3014=Kimoto
Human_Surnames_3015=Kinard
Human_Surnames_3016=Kincaid
Human_Surnames_3017=King
Human_Surnames_3018=Kingsley
Human_Surnames_3019=Kingston
Human_Surnames_3020=Kinkade
Human_Surnames_3021=Kinnard
Human_Surnames_3022=Kinney
Human_Surnames_3023=Kinsey
Human_Surnames_3024=Kirby
Human_Surnames_3025=Kirkman
Human_Surnames_3026=Kirsanov
Human_Surnames_3027=Kittredge
Human_Surnames_3028=Klaus
Human_Surnames_3029=Kleckner
Human_Surnames_3030=Klein
Human_Surnames_3031=Klemp
Human_Surnames_3032=Kline
Human_Surnames_3033=Klinger
Human_Surnames_3034=Knopes
Human_Surnames_3035=Kobayashi
Human_Surnames_3036=Koen
Human_Surnames_3037=Kogan
Human_Surnames_3038=Kojima
Human_Surnames_3039=Kolakowski
Human_Surnames_3040=Kolb
Human_Surnames_3041=Kolberg
Human_Surnames_3042=Koller
Human_Surnames_3043=Komatsu
Human_Surnames_3044=Komori
Human_Surnames_3045=Koning
Human_Surnames_3046=Konkle
Human_Surnames_3047=Kono
Human_Surnames_3048=Koontz
Human_Surnames_3049=Korbel
Human_Surnames_3050=Korman
Human_Surnames_3051=Kosaka
Human_Surnames_3052=Kosinski
Human_Surnames_3053=Kovac
Human_Surnames_3054=Kovarik
Human_Surnames_3055=Kowalsky
Human_Surnames_3056=Kramer
Human_Surnames_3057=Krantz
Human_Surnames_3058=Kraus
Human_Surnames_3059=Kravitz
Human_Surnames_3060=Krawczyk
Human_Surnames_3061=Krebs
Human_Surnames_3062=Krell
Human_Surnames_3063=Krieger
Human_Surnames_3064=Krikorian
Human_Surnames_3065=Kristoff
Human_Surnames_3066=Kroeger
Human_Surnames_3067=Kroll
Human_Surnames_3068=Kruger
Human_Surnames_3069=Kubo
Human_Surnames_3070=Kuebler
Human_Surnames_3071=Kulesza
Human_Surnames_3072=Kulkarni
Human_Surnames_3073=Kumar
Human_Surnames_3074=Kumiko
Human_Surnames_3075=Kurosawa
Human_Surnames_3076=Kurtz
Human_Surnames_3077=Kuznetsov
Human_Surnames_3078=Kwan
Human_Surnames_3079=Kyte
Human_Surnames_3080=Kyzer
Human_Surnames_3081=Labar
Human_Surnames_3082=Labat
Human_Surnames_3083=Labelle
Human_Surnames_3084=Laborde
Human_Surnames_3085=Labriola
Human_Surnames_3086=Lacasse
Human_Surnames_3087=Lacava
Human_Surnames_3088=Lachman
Human_Surnames_3089=Lackner
Human_Surnames_3090=Lacroix
Human_Surnames_3091=Lafata
Human_Surnames_3092=Lafferty
Human_Surnames_3093=Lafond
Human_Surnames_3094=Laforge
Human_Surnames_3095=Lagrange
Human_Surnames_3096=Lahey
Human_Surnames_3097=Laine
Human_Surnames_3098=Lake
Human_Surnames_3099=Lakhani
Human_Surnames_3100=Lalani
Human_Surnames_3101=Lamar
Human_Surnames_3102=Lamont
Human_Surnames_3103=Lampert
Human_Surnames_3104=Lamping
Human_Surnames_3105=Lancaster
Human_Surnames_3106=Landers
Human_Surnames_3107=Landis
Human_Surnames_3108=Landry
Human_Surnames_3109=Laney
Human_Surnames_3110=Lang
Human_Surnames_3111=Langenhoven
Human_Surnames_3112=Langford
Human_Surnames_3113=Langley
Human_Surnames_3114=Langston
Human_Surnames_3115=Lankershim
Human_Surnames_3116=Lappin
Human_Surnames_3117=Larabee
Human_Surnames_3118=Larkin
Human_Surnames_3119=Laroche
Human_Surnames_3120=Larosa
Human_Surnames_3121=Larsen
Human_Surnames_3122=Lasalle
Human_Surnames_3123=Lascano
Human_Surnames_3124=Lasiter
Human_Surnames_3125=Laska
Human_Surnames_3126=Laskowski
Human_Surnames_3127=Lategan
Human_Surnames_3128=Latimer
Human_Surnames_3129=Lauderdale
Human_Surnames_3130=Laughlin
Human_Surnames_3131=Laux
Human_Surnames_3132=Lavelle
Human_Surnames_3133=Lavender
Human_Surnames_3134=Laverty
Human_Surnames_3135=Lavine
Human_Surnames_3136=Lawler
Human_Surnames_3137=Lawrence
Human_Surnames_3138=Layden
Human_Surnames_3139=Layman
Human_Surnames_3140=Lazaro
Human_Surnames_3141=Leano
Human_Surnames_3142=Leary
Human_Surnames_3143=Leatherwood
Human_Surnames_3144=Leblanc
Human_Surnames_3145=Lebouef
Human_Surnames_3146=Lechner
Human_Surnames_3147=Ledbetter
Human_Surnames_3148=Lederman
Human_Surnames_3149=Ledger
Human_Surnames_3150=Leeman
Human_Surnames_3151=Leet
Human_Surnames_3152=Lefebvre
Human_Surnames_3153=Lefler
Human_Surnames_3154=Leibowitz
Human_Surnames_3155=Leigh
Human_Surnames_3156=Leister
Human_Surnames_3157=Leland
Human_Surnames_3158=Lelong
Human_Surnames_3159=Lemanski
Human_Surnames_3160=Lembo
Human_Surnames_3161=Lemley
Human_Surnames_3162=Lemond
Human_Surnames_3163=Leong
Human_Surnames_3164=Lesniak
Human_Surnames_3165=Lessing
Human_Surnames_3166=Levenson
Human_Surnames_3167=Leventhal
Human_Surnames_3168=Leverett
Human_Surnames_3169=Levine
Human_Surnames_3170=Leyland
Human_Surnames_3171=Li
Human_Surnames_3172=Lian
Human_Surnames_3173=Licari
Human_Surnames_3174=Lichtenberg
Human_Surnames_3175=Licona
Human_Surnames_3176=Liedtke
Human_Surnames_3177=Lightner
Human_Surnames_3178=Lilienthal
Human_Surnames_3179=Lillard
Human_Surnames_3180=Lincoln
Human_Surnames_3181=Lindberg
Human_Surnames_3182=Lindell
Human_Surnames_3183=Lindholm
Human_Surnames_3184=Lindo
Human_Surnames_3185=Lindquist
Human_Surnames_3186=Ling
Human_Surnames_3187=Lirette
Human_Surnames_3188=Liriano
Human_Surnames_3189=Litchfield
Human_Surnames_3190=Little
Human_Surnames_3191=Litvinov
Human_Surnames_3192=Liu
Human_Surnames_3193=Livingston
Human_Surnames_3194=Lizardo
Human_Surnames_3195=Locke
Human_Surnames_3196=Lockhart
Human_Surnames_3197=Lodge
Human_Surnames_3198=Loman
Human_Surnames_3199=Lombardi
Human_Surnames_3200=London
Human_Surnames_3201=Longfellow
Human_Surnames_3202=Loomis
Human_Surnames_3203=Looper
Human_Surnames_3204=Lopez
Human_Surnames_3205=Lor
Human_Surnames_3206=Lorenz
Human_Surnames_3207=Lorenzo
Human_Surnames_3208=Lorusso
Human_Surnames_3209=Lovecraft
Human_Surnames_3210=Lowden
Human_Surnames_3211=Lowell
Human_Surnames_3212=Lowenthal
Human_Surnames_3213=Loyola
Human_Surnames_3214=Lu
Human_Surnames_3215=Lubbock
Human_Surnames_3216=Lubinski
Human_Surnames_3217=Lucatero
Human_Surnames_3218=Lucciano
Human_Surnames_3219=Luciani
Human_Surnames_3220=Ludwig
Human_Surnames_3221=Lumley
Human_Surnames_3222=Lundgren
Human_Surnames_3223=Lupian
Human_Surnames_3224=Luther
Human_Surnames_3225=Lydon
Human_Surnames_3226=Lyons
Human_Surnames_3227=Mabasa
Human_Surnames_3228=Mabena
Human_Surnames_3229=MacArthur
Human_Surnames_3230=MacBain
Human_Surnames_3231=MacCawley
Human_Surnames_3232=MacCloud
Human_Surnames_3233=Macdonald
Human_Surnames_3234=Mackenzie
Human_Surnames_3235=Mackey
Human_Surnames_3236=Macleod
Human_Surnames_3237=MacManus
Human_Surnames_3238=MacMillan
Human_Surnames_3239=Macormack
Human_Surnames_3240=Macpherson
Human_Surnames_3241=MacTavish
Human_Surnames_3242=Maddock
Human_Surnames_3243=Madison
Human_Surnames_3244=Magana
Human_Surnames_3245=Magdaleno
Human_Surnames_3246=Magellan
Human_Surnames_3247=Maglione
Human_Surnames_3248=Magnusson
Human_Surnames_3249=Magoro
Human_Surnames_3250=Magruder
Human_Surnames_3251=Mahabir
Human_Surnames_3252=Mahler
Human_Surnames_3253=Mahmud
Human_Surnames_3254=Mahony
Human_Surnames_3255=Maillard
Human_Surnames_3256=Maison
Human_Surnames_3257=Majola
Human_Surnames_3258=Makar
Human_Surnames_3259=Makarov
Human_Surnames_3260=Makwana
Human_Surnames_3261=Malagon
Human_Surnames_3262=Malek
Human_Surnames_3263=Malin
Human_Surnames_3264=Malkin
Human_Surnames_3265=Mallapur
Human_Surnames_3266=Mallard
Human_Surnames_3267=Mallari
Human_Surnames_3268=Mallery
Human_Surnames_3269=Mallow
Human_Surnames_3270=Malone
Human_Surnames_3271=Maloney
Human_Surnames_3272=Maloof
Human_Surnames_3273=Manabe
Human_Surnames_3274=Manalo
Human_Surnames_3275=Mance
Human_Surnames_3276=Mancini
Human_Surnames_3277=Maner
Human_Surnames_3278=Mangano
Human_Surnames_3279=Mangrum
Human_Surnames_3280=Manix
Human_Surnames_3281=Mankin
Human_Surnames_3282=Mansfield
Human_Surnames_3283=Manzano
Human_Surnames_3284=Manzer
Human_Surnames_3285=Maple
Human_Surnames_3286=Marceau
Human_Surnames_3287=Marcello
Human_Surnames_3288=Marchetti
Human_Surnames_3289=Marez
Human_Surnames_3290=Margolin
Human_Surnames_3291=Marinelli
Human_Surnames_3292=Markley
Human_Surnames_3293=Markowitz
Human_Surnames_3294=Marlin
Human_Surnames_3295=Marlow
Human_Surnames_3296=Maron
Human_Surnames_3297=Marquez
Human_Surnames_3298=Marsden
Human_Surnames_3299=Martel
Human_Surnames_3300=Martelli
Human_Surnames_3301=Martindale
Human_Surnames_3302=Martucci
Human_Surnames_3303=Maruyama
Human_Surnames_3304=Marx
Human_Surnames_3305=Marzano
Human_Surnames_3306=Mason
Human_Surnames_3307=Massenburg
Human_Surnames_3308=Masterson
Human_Surnames_3309=Masuda
Human_Surnames_3310=Matherly
Human_Surnames_3311=Mathison
Human_Surnames_3312=Matsuda
Human_Surnames_3313=Matthews
Human_Surnames_3314=Mattox
Human_Surnames_3315=Maxfield
Human_Surnames_3316=May
Human_Surnames_3317=Mayfield
Human_Surnames_3318=Mayhew
Human_Surnames_3319=Maynard
Human_Surnames_3320=Mayweather
Human_Surnames_3321=Mazaki
Human_Surnames_3322=Mbatha
Human_Surnames_3323=McAdams
Human_Surnames_3324=McAllister
Human_Surnames_3325=Mcbride
Human_Surnames_3326=McCaffrey
Human_Surnames_3327=Mccall
Human_Surnames_3328=Mccarthy
Human_Surnames_3329=McCloud
Human_Surnames_3330=Mcclure
Human_Surnames_3331=Mcconnell
Human_Surnames_3332=Mccormick
Human_Surnames_3333=McCracken
Human_Surnames_3334=McCreary
Human_Surnames_3335=Mcdaniel
Human_Surnames_3336=Mcdonald
Human_Surnames_3337=Mcdowell
Human_Surnames_3338=Mcfarland
Human_Surnames_3339=Mcguire
Human_Surnames_3340=McGurk
Human_Surnames_3341=Mckay
Human_Surnames_3342=McKinley
Human_Surnames_3343=McManus
Human_Surnames_3344=Mcneil
Human_Surnames_3345=McPhearson
Human_Surnames_3346=Meacham
Human_Surnames_3347=Meade
Human_Surnames_3348=Meadows
Human_Surnames_3349=Medcalf
Human_Surnames_3350=Medford
Human_Surnames_3351=Medina
Human_Surnames_3352=Meekins
Human_Surnames_3353=Meinhardt
Human_Surnames_3354=Meiser
Human_Surnames_3355=Melcher
Human_Surnames_3356=Melkonian
Human_Surnames_3357=Melley
Human_Surnames_3358=Melnik
Human_Surnames_3359=Melville
Human_Surnames_3360=Mendell
Human_Surnames_3361=Mendelson
Human_Surnames_3362=Mendez
Human_Surnames_3363=Mendoza
Human_Surnames_3364=Mercado
Human_Surnames_3365=Meriwether
Human_Surnames_3366=Mesner
Human_Surnames_3367=Messick
Human_Surnames_3368=Meyers
Human_Surnames_3369=Mhlongo
Human_Surnames_3370=Mian
Human_Surnames_3371=Michaels
Human_Surnames_3372=Michalski
Human_Surnames_3373=Mickelsen
Human_Surnames_3374=Middleton
Human_Surnames_3375=Mikov
Human_Surnames_3376=Milani
Human_Surnames_3377=Miller
Human_Surnames_3378=Millhouse
Human_Surnames_3379=Milligan
Human_Surnames_3380=Milner
Human_Surnames_3381=Milton
Human_Surnames_3382=Ming
Human_Surnames_3383=Minick
Human_Surnames_3384=Minkowski
Human_Surnames_3385=Minsky
Human_Surnames_3386=Mitchum
Human_Surnames_3387=Mitzel
Human_Surnames_3388=Miyagawa
Human_Surnames_3389=Miyamoto
Human_Surnames_3390=Mizushima
Human_Surnames_3391=Moffit
Human_Surnames_3392=Mohanty
Human_Surnames_3393=Molden
Human_Surnames_3394=Molinari
Human_Surnames_3395=Molino
Human_Surnames_3396=Moloney
Human_Surnames_3397=Monico
Human_Surnames_3398=Monroe
Human_Surnames_3399=Montgomery
Human_Surnames_3400=Montilla
Human_Surnames_3401=Montoya
Human_Surnames_3402=Moody
Human_Surnames_3403=Morales
Human_Surnames_3404=Morden
Human_Surnames_3405=Morello
Human_Surnames_3406=Morelock
Human_Surnames_3407=Morris
Human_Surnames_3408=Morrison
Human_Surnames_3409=Morrow
Human_Surnames_3410=Morse
Human_Surnames_3411=Morton
Human_Surnames_3412=Moulton
Human_Surnames_3413=Mouser
Human_Surnames_3414=Mowry
Human_Surnames_3415=Moxley
Human_Surnames_3416=Moyer
Human_Surnames_3417=Muldoon
Human_Surnames_3418=Mulhern
Human_Surnames_3419=Mulholland
Human_Surnames_3420=Mullaney
Human_Surnames_3421=Mulligan
Human_Surnames_3422=Mumford
Human_Surnames_3423=Munch
Human_Surnames_3424=Munn
Human_Surnames_3425=Munsey
Human_Surnames_3426=Muntz
Human_Surnames_3427=Murayama
Human_Surnames_3428=Murdock
Human_Surnames_3429=Murphy
Human_Surnames_3430=Murry
Human_Surnames_3431=Musgrave
Human_Surnames_3432=Musso
Human_Surnames_3433=Mussolini
Human_Surnames_3434=Mustafa
Human_Surnames_3435=Myers
Human_Surnames_3436=Myung
Human_Surnames_3437=Abent
Human_Surnames_3438=Apsara
Human_Surnames_3439=Adarak
Human_Surnames_3440=Adwick
Human_Surnames_3441=Ahuja
Human_Surnames_3442=Alborough
Human_Surnames_3443=Airinei
Human_Surnames_3444=Akstinas
Human_Surnames_3445=Alluru
Human_Surnames_3446=Andolini
Human_Surnames_3447=Andivero
Human_Surnames_3448=Appell
Human_Surnames_3449=Bachiller
Human_Surnames_3450=Baigent
Human_Surnames_3451=Bakari
Human_Surnames_3452=Ballantyne
Human_Surnames_3453=Barnes
Human_Surnames_3454=Banninga
Human_Surnames_3455=Banyard
Human_Surnames_3456=Bateren
Human_Surnames_3457=Bauer
Human_Surnames_3458=Baynard
Human_Surnames_3459=Baikov
Human_Surnames_3460=Beausejour
Human_Surnames_3461=Beccu
Human_Surnames_3462=Benson
Human_Surnames_3463=Bales
Human_Surnames_3464=Beverley
Human_Surnames_3465=Bhasin
Human_Surnames_3466=Bien
Human_Surnames_3467=Billemont
Human_Surnames_3468=Beneviti
Human_Surnames_3469=Kamaka
Human_Surnames_3470=Akana
Human_Surnames_3471=Bode
Human_Surnames_3472=Bolte
Human_Surnames_3473=Bombard
Human_Surnames_3474=Boparai
Human_Surnames_3475=Bourn
Human_Surnames_3476=Bratel
Human_Surnames_3477=Brenk
Human_Surnames_3478=Brennon
Human_Surnames_3479=Nguyen
Human_Surnames_3480=Broussard
Human_Surnames_3481=Patel
Human_Surnames_3482=Brox
Human_Surnames_3483=Brushwood
Human_Surnames_3484=Khan
Human_Surnames_3485=Campbell
Human_Surnames_3486=Sun
Human_Surnames_3487=Kwon
Human_Surnames_3488=Cerquone
Human_Surnames_3489=Challis
Human_Surnames_3490=Kalani
Human_Surnames_3491=Mahelona
Human_Surnames_3492=Chander
Human_Surnames_3493=Cheung
Human_Surnames_3494=Papadopoulos
Human_Surnames_3495=Marinos
Human_Surnames_3496=Coffin
Human_Surnames_3497=Stavros
Human_Surnames_3498=Belanger
Human_Surnames_3499=Bouche
Human_Surnames_3500=Conklin
Human_Surnames_3501=Coons
Human_Surnames_3502=Greenwald
Human_Surnames_3503=Corbetta
Human_Surnames_3504=Courtemanche
Human_Surnames_3505=Craig
Human_Surnames_3506=Crewe
Human_Surnames_3507=Merrick
Human_Surnames_3508=Crow
Human_Surnames_3509=Caffey
Human_Surnames_3510=Cuthbert
Human_Surnames_3511=Czubinksi
Human_Surnames_3512=Dadley
Human_Surnames_3513=Elsner
Human_Surnames_3514=Dalston
Human_Surnames_3515=Dammrau
Human_Surnames_3516=Danks
Human_Surnames_3517=Mondt
Human_Surnames_3518=Manse
Human_Surnames_3519=Delamourd
Human_Surnames_3520=Delanty
Human_Surnames_3521=Olson
Human_Surnames_3522=Speltzer
Human_Surnames_3523=Legrand
Human_Surnames_3524=Rousseau
Human_Surnames_3525=Elms
Human_Surnames_3526=Ely
Human_Surnames_3527=Laurent
Human_Surnames_3528=Espinosa
Human_Surnames_3529=Morel
Human_Surnames_3530=Lambert
Human_Surnames_3531=Exkersley
Human_Surnames_3532=Ezair
Human_Surnames_3533=Fardel
Human_Surnames_3534=Farnan
Human_Surnames_3535=Lemaire
Human_Surnames_3536=Farkas
Human_Surnames_3537=Forster
Human_Surnames_3538=Lakatos
Human_Surnames_3539=Fodor
Human_Surnames_3540=Lindgren
Human_Surnames_3541=Hellstrom
Human_Surnames_3542=Gaither
Human_Surnames_3543=Galasso
Human_Surnames_3544=Gallopain
Human_Surnames_3545=Galway
Human_Surnames_3546=Ivarsson
Human_Surnames_3547=Gardiner
Human_Surnames_3548=Peric
Human_Surnames_3549=Ruiz
Human_Surnames_3550=Geese
Human_Surnames_3551=Herrera
Human_Surnames_3552=Molina
Human_Surnames_3553=Gill
Human_Surnames_3554=Romano
Human_Surnames_3555=Goldfinch
Human_Surnames_3556=Goldstein
Human_Surnames_3557=Goodey
Human_Surnames_3558=Rivero
Human_Surnames_3559=Maldonado
Human_Surnames_3560=Grebby
Human_Surnames_3561=Chakma
Human_Surnames_3562=Guerrero
Human_Surnames_3563=Kumari
Human_Surnames_3564=Gundlach
Human_Surnames_3565=Gurbani
Human_Surnames_3566=Mandal
Human_Surnames_3567=Sasaki
Human_Surnames_3569=Park
Human_Surnames_3570=Mun
Human_Surnames_3571=Hallman
Human_Surnames_3572=Harcarik
Human_Surnames_3573=Harris
Human_Surnames_3574=Hatton
Human_Surnames_3575=Bautista
Human_Surnames_3576=Kaya
Human_Surnames_3577=Baumgartner
Human_Surnames_3578=Hernando
Human_Surnames_3579=Herzeg
Human_Surnames_3580=Hesse
Human_Surnames_3581=Schuster
Human_Surnames_3582=Hilditch
Human_Surnames_3583=Hireche
Human_Surnames_3584=Hoba
Human_Surnames_3585=Hasanov
Human_Surnames_3586=Babayev
Human_Surnames_3587=Hackney
Human_Surnames_3588=Hoskings
Human_Surnames_3589=Katzarov
Human_Surnames_3590=Howes
Human_Surnames_3591=Howlett
Human_Surnames_3592=Horvat
Human_Surnames_3593=Humaj
Human_Surnames_3594=Madsen
Human_Surnames_3595=Hung
Human_Surnames_3596=Hwang
Human_Surnames_3597=Hyun
Human_Surnames_3598=Intrieri
Human_Surnames_3599=Irmler
Human_Surnames_3600=Jacevicius
Human_Surnames_3601=Jaeger
Human_Surnames_3602=Jelinek
Human_Surnames_3603=Jennett
Human_Surnames_3604=Johansson
Human_Surnames_3605=Kask
Human_Surnames_3606=Virtanen
Human_Surnames_3607=Joustra
Human_Surnames_3608=Jutley
Human_Surnames_3609=Kain
Human_Surnames_3610=Kakusho
Human_Surnames_3611=Kam
Human_Surnames_3612=Kamenstsky
Human_Surnames_3613=Kamran
Human_Surnames_3614=Karciauskas
Human_Surnames_3615=Karlsson
Human_Surnames_3616=Katsaros
Human_Surnames_3617=Kay
Human_Surnames_3618=Salonen
Human_Surnames_3619=Kearney
Human_Surnames_3620=Keilich
Human_Surnames_3621=Bianchi
Human_Surnames_3622=Kinglake
Human_Surnames_3623=Kirkham
Human_Surnames_3624=Klatt
Human_Surnames_3625=Kneale
Human_Surnames_3626=Konecny
Human_Surnames_3627=Konig
Human_Surnames_3628=Kooper
Human_Surnames_3629=Kozlowski
Human_Surnames_3630=Ku
Human_Surnames_3631=Kullmann
Human_Surnames_3632=Kurschner
Human_Surnames_3633=Kyles
Human_Surnames_3634=Ladyman
Human_Surnames_3635=Lambourne
Human_Surnames_3636=Varga
Human_Surnames_3637=Lassort
Human_Surnames_3638=Lazarides
Human_Surnames_3639=Lee
Human_Surnames_3640=Lefevre
Human_Surnames_3641=Lennie
Human_Surnames_3642=Lesnik
Human_Surnames_3643=Giordano
Human_Surnames_3644=Lewin
Human_Surnames_3645=Moretti
Human_Surnames_3646=Leone
Human_Surnames_3647=Lightfoot
Human_Surnames_3648=Lind
Human_Surnames_3649=Link
Human_Surnames_3650=Lonsdale
Human_Surnames_3651=Lovatt
Human_Surnames_3652=Mackay
Human_Surnames_3653=Maiden
Human_Surnames_3654=Malhotra
Human_Surnames_3655=Manning
Human_Surnames_3656=Manzanares
Human_Surnames_3657=Marquardt
Human_Surnames_3658=Marschal
Human_Surnames_3659=Lombardo
Human_Surnames_3660=Mathern
Human_Surnames_3661=Welter
Human_Surnames_3662=McCrea
Human_Surnames_3663=McCue
Human_Surnames_3664=McCulloch
Human_Surnames_3665=McKibben
Human_Surnames_3666=McKinney
Human_Surnames_3667=McKinnon
Human_Surnames_3668=McLean
Human_Surnames_3669=McMonnies
Human_Surnames_3670=Meaden
Human_Surnames_3671=Meinl
Human_Surnames_3672=Meissner
Human_Surnames_3673=Meller
Human_Surnames_3674=Meunier
Human_Surnames_3675=Mierostawska
Human_Surnames_3676=Mihalanche
Human_Surnames_3677=Milander
Human_Surnames_3678=Mizio
Human_Surnames_3679=Montenegro
Human_Surnames_3680=Kowalski
Human_Surnames_3681=Moore
Human_Surnames_3682=Morgan
Human_Surnames_3683=Muir
Human_Surnames_3684=Murray
Human_Surnames_3685=Nabar
Human_Surnames_3686=Nadar
Human_Surnames_3687=Nadeem
Human_Surnames_3688=Nadella
Human_Surnames_3689=Naff
Human_Surnames_3690=Nagasaka
Human_Surnames_3691=Nagato
Human_Surnames_3692=Naidu
Human_Surnames_3693=Najarro
Human_Surnames_3694=Nakahara
Human_Surnames_3695=Nakajima
Human_Surnames_3696=Nakamoto
Human_Surnames_3697=Nam
Human_Surnames_3698=Nanami
Human_Surnames_3699=Nanda
Human_Surnames_3700=Nandamuri
Human_Surnames_3701=Nang
Human_Surnames_3702=Napier
Human_Surnames_3703=Napolitano
Human_Surnames_3704=Nassif
Human_Surnames_3705=Nathanson
Human_Surnames_3706=Natoli
Human_Surnames_3707=Naughten
Human_Surnames_3708=Naughton
Human_Surnames_3709=Navarro
Human_Surnames_3710=Naya
Human_Surnames_3711=Nayak
Human_Surnames_3712=Nazari
Human_Surnames_3713=Nealey
Human_Surnames_3714=Neblett
Human_Surnames_3715=Nechifor
Human_Surnames_3716=Needham
Human_Surnames_3717=Neiman
Human_Surnames_3718=Nekoya
Human_Surnames_3719=Nelson
Human_Surnames_3720=Nemitz
Human_Surnames_3721=Nesbitt
Human_Surnames_3722=Nessler
Human_Surnames_3723=Neubauer
Human_Surnames_3724=Neuman
Human_Surnames_3725=Neville
Human_Surnames_3726=Newberg
Human_Surnames_3727=Newhart
Human_Surnames_3728=Newlin
Human_Surnames_3729=Newton
Human_Surnames_3730=Nicholson
Human_Surnames_3731=Nickels
Human_Surnames_3732=Nickleby
Human_Surnames_3733=Nicoletti
Human_Surnames_3734=Nightingale
Human_Surnames_3735=Nighy
Human_Surnames_3736=Nihalani
Human_Surnames_3737=Nimoy
Human_Surnames_3738=Nisbet
Human_Surnames_3739=Nishida
Human_Surnames_3740=Nishimura
Human_Surnames_3741=Nix
Human_Surnames_3742=Nobbs
Human_Surnames_3743=Noble
Human_Surnames_3744=Nolan
Human_Surnames_3745=Noland
Human_Surnames_3746=Nolin
Human_Surnames_3747=Nolte
Human_Surnames_3748=Nonaka
Human_Surnames_3749=Nong
Human_Surnames_3750=Noonan
Human_Surnames_3751=Nordberg
Human_Surnames_3752=Nordquist
Human_Surnames_3753=Noro
Human_Surnames_3754=Norrington
Human_Surnames_3755=Norris
Human_Surnames_3756=Northam
Human_Surnames_3757=Northrup
Human_Surnames_3758=Norton
Human_Surnames_3759=Norwood
Human_Surnames_3760=Novak
Human_Surnames_3761=Novelli
Human_Surnames_3762=Novikov
Human_Surnames_3763=Nowell
Human_Surnames_3764=Nunes
Human_Surnames_3765=Nusbaum
Human_Surnames_3766=Nyberg
Human_Surnames_3767=Nye
Human_Surnames_3768=Nygren
Human_Surnames_3769=Oakes
Human_Surnames_3770=Oates
Human_Surnames_3771=O'Bannon
Human_Surnames_3772=Oberlin
Human_Surnames_3773=Oberschneider
Human_Surnames_3774=O'Brien
Human_Surnames_3775=Ochi
Human_Surnames_3776=O'Connell
Human_Surnames_3777=O'Conner
Human_Surnames_3778=Oda
Human_Surnames_3779=Odell
Human_Surnames_3780=Odom
Human_Surnames_3781=O'Donnell
Human_Surnames_3782=Oeart
Human_Surnames_3783=Ogawa
Human_Surnames_3784=Ogden
Human_Surnames_3785=O'Grady
Human_Surnames_3786=O'Hara
Human_Surnames_3787=Oishi
Human_Surnames_3788=Oka
Human_Surnames_3789=Okazaki
Human_Surnames_3790=O'Keeffe
Human_Surnames_3791=Okiro
Human_Surnames_3792=Okubo
Human_Surnames_3793=Okunis
Human_Surnames_3794=Oldham
Human_Surnames_3795=Oldman
Human_Surnames_3796=O'Leary
Human_Surnames_3797=Oliphant
Human_Surnames_3798=Oliveras
Human_Surnames_3799=Olofsson
Human_Surnames_3800=Olsen
Human_Surnames_3801=O'Malley
Human_Surnames_3802=Omar
Human_Surnames_3803=O'Neil
Human_Surnames_3804=Ong
Human_Surnames_3805=Onishi
Human_Surnames_3806=Onogi
Human_Surnames_3807=Onwudiwe
Human_Surnames_3808=Opperman
Human_Surnames_3809=Oram
Human_Surnames_3810=Orchard
Human_Surnames_3811=O'Reilly
Human_Surnames_3812=Orminston
Human_Surnames_3813=Ormond
Human_Surnames_3814=Ortega
Human_Surnames_3815=Ortiz
Human_Surnames_3816=Orwell
Human_Surnames_3817=Osborne
Human_Surnames_3818=Osgood
Human_Surnames_3819=Oshiro
Human_Surnames_3820=Osler
Human_Surnames_3821=Osmond
Human_Surnames_3822=Ososke
Human_Surnames_3823=Oto
Human_Surnames_3824=O'Toole
Human_Surnames_3825=Overby
Human_Surnames_3826=Overton
Human_Surnames_3827=Owens
Human_Surnames_3828=Ozaki
Human_Surnames_3829=Ozawa
Human_Surnames_3830=Pablo
Human_Surnames_3831=Pace
Human_Surnames_3832=Pacelli
Human_Surnames_3833=Pacheco
Human_Surnames_3834=Packard
Human_Surnames_3835=Packwood
Human_Surnames_3836=Paddington
Human_Surnames_3837=Padgett
Human_Surnames_3838=Padua
Human_Surnames_3839=Pagano
Human_Surnames_3840=Page
Human_Surnames_3841=Painter
Human_Surnames_3842=Paisley
Human_Surnames_3843=Pajak
Human_Surnames_3844=Paladino
Human_Surnames_3845=Palazzo
Human_Surnames_3846=Paley
Human_Surnames_3847=Palmer
Human_Surnames_3848=Palomera
Human_Surnames_3849=Pandher
Human_Surnames_3850=Pang
Human_Surnames_3851=Panganiban
Human_Surnames_3852=Panjwani
Human_Surnames_3853=Panza
Human_Surnames_3854=Paolucci
Human_Surnames_3855=Papin
Human_Surnames_3856=Pappenheim
Human_Surnames_3857=Papy
Human_Surnames_3858=Paquet
Human_Surnames_3859=Parada
Human_Surnames_3860=Pardue
Human_Surnames_3861=Parker
Human_Surnames_3862=Parr
Human_Surnames_3863=Parratt
Human_Surnames_3864=Parry
Human_Surnames_3865=Parsons
Human_Surnames_3866=Partridge
Human_Surnames_3867=Paruk
Human_Surnames_3868=Pascal
Human_Surnames_3869=Pasha
Human_Surnames_3870=Pasternak
Human_Surnames_3871=Patankar
Human_Surnames_3872=Paterson
Human_Surnames_3873=Patino
Human_Surnames_3874=Patton
Human_Surnames_3875=Pavlichuk
Human_Surnames_3876=Pavlovic
Human_Surnames_3877=Paxman
Human_Surnames_3878=Payne
Human_Surnames_3879=Pazyck
Human_Surnames_3880=Pearce
Human_Surnames_3881=Pearlman
Human_Surnames_3882=Pease
Human_Surnames_3883=Pedrosa
Human_Surnames_3884=Peebles
Human_Surnames_3885=Peele
Human_Surnames_3886=Peirce
Human_Surnames_3887=Pelham
Human_Surnames_3888=Pellegrin
Human_Surnames_3889=Pells
Human_Surnames_3890=Pemberton
Human_Surnames_3891=Pembroke
Human_Surnames_3892=Pendergast
Human_Surnames_3893=Pendleton
Human_Surnames_3894=Peng
Human_Surnames_3895=Penrose
Human_Surnames_3896=Penton
Human_Surnames_3897=Peplinski
Human_Surnames_3898=Perales
Human_Surnames_3899=Peralta
Human_Surnames_3900=Pereira
Human_Surnames_3901=Perez
Human_Surnames_3902=Perkins
Human_Surnames_3903=Pernot
Human_Surnames_3904=Perring
Human_Surnames_3905=Peterman
Human_Surnames_3906=Peterson
Human_Surnames_3907=Petree
Human_Surnames_3908=Petrosky
Human_Surnames_3909=Petrovitch
Human_Surnames_3910=Pettit
Human_Surnames_3911=Pewitt
Human_Surnames_3912=Pfaffner
Human_Surnames_3913=Phalen
Human_Surnames_3914=Phan
Human_Surnames_3915=Phang
Human_Surnames_3916=Phelps
Human_Surnames_3917=Phillipson
Human_Surnames_3918=Phoenix
Human_Surnames_3919=Phong
Human_Surnames_3920=Piatek
Human_Surnames_3921=Picard
Human_Surnames_3922=Pickard
Human_Surnames_3923=Pickering
Human_Surnames_3924=Pickford
Human_Surnames_3925=Pierce
Human_Surnames_3926=Pietro
Human_Surnames_3927=Pike
Human_Surnames_3928=Pilkington
Human_Surnames_3929=Pinder
Human_Surnames_3930=Pinkerton
Human_Surnames_3931=Pinkman
Human_Surnames_3932=Pinter
Human_Surnames_3933=Pippen
Human_Surnames_3934=Pisani
Human_Surnames_3935=Pisanu
Human_Surnames_3936=Pitkin
Human_Surnames_3937=Pivnenko
Human_Surnames_3938=Pixley
Human_Surnames_3939=Plath
Human_Surnames_3940=Platon
Human_Surnames_3941=Plotkin
Human_Surnames_3942=Plummer
Human_Surnames_3943=Plunkett
Human_Surnames_3944=Poirot
Human_Surnames_3945=Polanco
Human_Surnames_3946=Pollard
Human_Surnames_3947=Pomeroy
Human_Surnames_3948=Poncet
Human_Surnames_3949=Pond
Human_Surnames_3950=Poole
Human_Surnames_3951=Popovic
Human_Surnames_3952=Poroshenko
Human_Surnames_3953=Portman
Human_Surnames_3954=Portnoy
Human_Surnames_3955=Posavec
Human_Surnames_3956=Posey
Human_Surnames_3957=Potter
Human_Surnames_3958=Powell
Human_Surnames_3959=Powers
Human_Surnames_3960=Pradhan
Human_Surnames_3961=Prajapati
Human_Surnames_3962=Prasad
Human_Surnames_3963=Pratchett
Human_Surnames_3964=Pratt
Human_Surnames_3965=Prescott
Human_Surnames_3966=Pressley
Human_Surnames_3967=Preston
Human_Surnames_3968=Price
Human_Surnames_3969=Primm
Human_Surnames_3970=Pritchard
Human_Surnames_3971=Pritchett
Human_Surnames_3972=Proctor
Human_Surnames_3973=Provost
Human_Surnames_3974=Pruitt
Human_Surnames_3975=Pryor
Human_Surnames_3976=Puckett
Human_Surnames_3977=Puente
Human_Surnames_3978=Pueyo
Human_Surnames_3979=Puhl
Human_Surnames_3980=Pulaski
Human_Surnames_3981=Pusateri
Human_Surnames_3982=Putnam
Human_Surnames_3983=Pyeon
Human_Surnames_3984=Qi
Human_Surnames_3985=Quackenbush
Human_Surnames_3986=Quadri
Human_Surnames_3987=Quam
Human_Surnames_3988=Quang
Human_Surnames_3989=Quantrill
Human_Surnames_3990=Queen
Human_Surnames_3991=Quezada
Human_Surnames_3992=Quick
Human_Surnames_3993=Quimby
Human_Surnames_3994=Quintero
Human_Surnames_3995=Quist
Human_Surnames_3996=Qureshi
Human_Surnames_3997=Rabinowitz
Human_Surnames_3998=Racine
Human_Surnames_3999=Radcliff
Human_Surnames_4000=Radford
Human_Surnames_4001=Radley
Human_Surnames_4002=Radomski
Human_Surnames_4003=Raffa
Human_Surnames_4004=Raffray
Human_Surnames_4005=Raghavan
Human_Surnames_4006=Rahaman
Human_Surnames_4007=Rahimi
Human_Surnames_4008=Raine
Human_Surnames_4009=Rainier
Human_Surnames_4010=Raja
Human_Surnames_4011=Rakowski
Human_Surnames_4012=Raleigh
Human_Surnames_4013=Ralston
Human_Surnames_4014=Ramesh
Human_Surnames_4015=Ramirez
Human_Surnames_4016=Ramsey
Human_Surnames_4017=Rand
Human_Surnames_4018=Randolph
Human_Surnames_4019=Raoul
Human_Surnames_4020=Raposa
Human_Surnames_4021=Rappaport
Human_Surnames_4022=Rardin
Human_Surnames_4023=Rashad
Human_Surnames_4024=Rashid
Human_Surnames_4025=Rasmussen
Human_Surnames_4026=Rasnick
Human_Surnames_4027=Ratcliff
Human_Surnames_4028=Rathbone
Human_Surnames_4029=Rather
Human_Surnames_4030=Raulston
Human_Surnames_4031=Rauscher
Human_Surnames_4032=Rautenbach
Human_Surnames_4033=Ravenscroft
Human_Surnames_4034=Ravi
Human_Surnames_4035=Rawal
Human_Surnames_4036=Rawley
Human_Surnames_4037=Rawlins
Human_Surnames_4038=Rayden
Human_Surnames_4039=Rayman
Human_Surnames_4040=Rayner
Human_Surnames_4041=Reacher
Human_Surnames_4042=Read
Human_Surnames_4043=Reardon
Human_Surnames_4044=Rechter
Human_Surnames_4045=Redd
Human_Surnames_4046=Redfield
Human_Surnames_4047=Redford
Human_Surnames_4048=Redington
Human_Surnames_4049=Redmond
Human_Surnames_4050=Reed
Human_Surnames_4051=Reeves
Human_Surnames_4052=Regalado
Human_Surnames_4053=Reichman
Human_Surnames_4054=Reid
Human_Surnames_4055=Reilly
Human_Surnames_4056=Reindell
Human_Surnames_4057=Reindl
Human_Surnames_4058=Reinhardt
Human_Surnames_4059=Reininger
Human_Surnames_4060=Reisner
Human_Surnames_4061=Rembert
Human_Surnames_4062=Remington
Human_Surnames_4063=Remotti
Human_Surnames_4064=Remy
Human_Surnames_4065=Renard
Human_Surnames_4066=Reneau
Human_Surnames_4067=Renner
Human_Surnames_4068=Renquiest
Human_Surnames_4069=Renshaw
Human_Surnames_4070=Renwick
Human_Surnames_4071=Reschetnik
Human_Surnames_4072=Resnick
Human_Surnames_4073=Retana
Human_Surnames_4074=Revis
Human_Surnames_4075=Rexford
Human_Surnames_4076=Rexroth
Human_Surnames_4077=Reyes
Human_Surnames_4078=Reynolds
Human_Surnames_4079=Rhodes
Human_Surnames_4080=Ribera
Human_Surnames_4081=Riccardi
Human_Surnames_4082=Ricci
Human_Surnames_4083=Rice
Human_Surnames_4084=Richards
Human_Surnames_4085=Richardson
Human_Surnames_4086=Richmond
Human_Surnames_4087=Rickard
Human_Surnames_4088=Rickman
Human_Surnames_4089=Ridden
Human_Surnames_4090=Riddick
Human_Surnames_4091=Rider
Human_Surnames_4092=Ridinger
Human_Surnames_4093=Ridley
Human_Surnames_4094=Rieger
Human_Surnames_4095=Rifkin
Human_Surnames_4096=Rigby
Human_Surnames_4097=Riggs
Human_Surnames_4098=Rigsby
Human_Surnames_4099=Riker
Human_Surnames_4100=Riley
Human_Surnames_4101=Rimmer
Human_Surnames_4102=Rinaldi
Human_Surnames_4103=Riordan
Human_Surnames_4104=Ripley
Human_Surnames_4105=Riser
Human_Surnames_4106=Rissolo
Human_Surnames_4107=Ristovski
Human_Surnames_4108=Riter
Human_Surnames_4109=Rittle
Human_Surnames_4110=Ritz
Human_Surnames_4111=Rivers
Human_Surnames_4112=Rizzo
Human_Surnames_4113=Rizzuto
Human_Surnames_4114=Roache
Human_Surnames_4115=Roark
Human_Surnames_4116=Robbins
Human_Surnames_4117=Roberts
Human_Surnames_4118=Robertson
Human_Surnames_4119=Robin
Human_Surnames_4120=Robins
Human_Surnames_4121=Robinson
Human_Surnames_4122=Robles
Human_Surnames_4123=Robson
Human_Surnames_4124=Roca
Human_Surnames_4125=Roccucci
Human_Surnames_4126=Rochelle
Human_Surnames_4127=Rochester
Human_Surnames_4128=Rockhill
Human_Surnames_4129=Rodden
Human_Surnames_4130=Rodenburg
Human_Surnames_4131=Rodgers
Human_Surnames_4132=Rodriguez
Human_Surnames_4133=Roehl
Human_Surnames_4134=Rogalski
Human_Surnames_4135=Rogan
Human_Surnames_4136=Rohan
Human_Surnames_4137=Rohde
Human_Surnames_4138=Rohrbach
Human_Surnames_4139=Rojo
Human_Surnames_4140=Rokuda
Human_Surnames_4141=Rokutanda
Human_Surnames_4142=Roland
Human_Surnames_4143=Rollins
Human_Surnames_4144=Romanelli
Human_Surnames_4145=Romanoff
Human_Surnames_4146=Romero
Human_Surnames_4147=Ronk
Human_Surnames_4148=Ronquillo
Human_Surnames_4149=Roocroft
Human_Surnames_4150=Rooker
Human_Surnames_4151=Rooks
Human_Surnames_4152=Rooney
Human_Surnames_4153=Roop
Human_Surnames_4154=Roose
Human_Surnames_4155=Roper
Human_Surnames_4156=Rosado
Human_Surnames_4157=Rosalez
Human_Surnames_4158=Roscoe
Human_Surnames_4159=Roselli
Human_Surnames_4160=Rosenbach
Human_Surnames_4161=Rosenblatt
Human_Surnames_4162=Rosenthal
Human_Surnames_4163=Roshan
Human_Surnames_4164=Rosner
Human_Surnames_4165=Ross
Human_Surnames_4166=Rossum
Human_Surnames_4167=Roth
Human_Surnames_4168=Rothschild
Human_Surnames_4169=Rotolo
Human_Surnames_4170=Rotterman
Human_Surnames_4171=Roundtree
Human_Surnames_4172=Rourke
Human_Surnames_4173=Rousey
Human_Surnames_4174=Roux
Human_Surnames_4175=Rouyer
Human_Surnames_4176=Rowan
Human_Surnames_4177=Rowling
Human_Surnames_4178=Royle
Human_Surnames_4179=Royston
Human_Surnames_4180=Ruben
Human_Surnames_4181=Rucker
Human_Surnames_4182=Rudd
Human_Surnames_4183=Rudge
Human_Surnames_4184=Rudnicki
Human_Surnames_4185=Rueda
Human_Surnames_4186=Ruffin
Human_Surnames_4187=Rufino
Human_Surnames_4188=Ruger
Human_Surnames_4189=Rukavina
Human_Surnames_4190=Rumley
Human_Surnames_4191=Rumsby
Human_Surnames_4192=Rundell
Human_Surnames_4193=Runk
Human_Surnames_4194=Rusk
Human_Surnames_4195=Russell
Human_Surnames_4196=Russo
Human_Surnames_4197=Russom
Human_Surnames_4198=Rutgers
Human_Surnames_4199=Rutherford
Human_Surnames_4200=Rutkowski
Human_Surnames_4201=Rutledge
Human_Surnames_4202=Ruybal
Human_Surnames_4203=Ruzicka
Human_Surnames_4204=Rybakov
Human_Surnames_4205=Ryder
Human_Surnames_4206=Ryker
Human_Surnames_4207=Ryusaki
Human_Surnames_4208=Saad
Human_Surnames_4209=Sabado
Human_Surnames_4210=Sabatino
Human_Surnames_4211=Sabia
Human_Surnames_4212=Sabin
Human_Surnames_4213=Sabir
Human_Surnames_4214=Sadarangani
Human_Surnames_4215=Sadiq
Human_Surnames_4216=Sadler
Human_Surnames_4217=Saeed
Human_Surnames_4218=Safford
Human_Surnames_4219=Saftoiu
Human_Surnames_4220=Sagara
Human_Surnames_4221=Saito
Human_Surnames_4222=Sakamoto
Human_Surnames_4223=Sakata
Human_Surnames_4224=Saklani
Human_Surnames_4225=Salah
Human_Surnames_4226=Salazar
Human_Surnames_4227=Saldana
Human_Surnames_4228=Salgado
Human_Surnames_4229=Salguero
Human_Surnames_4230=Salinas
Human_Surnames_4231=Salk
Human_Surnames_4232=Saltzman
Human_Surnames_4233=Salvaggio
Human_Surnames_4234=Salvato
Human_Surnames_4235=Samford
Human_Surnames_4236=Sampson
Human_Surnames_4237=Samuels
Human_Surnames_4238=Samuelson
Human_Surnames_4239=Sanchez
Human_Surnames_4240=Sandberg
Human_Surnames_4241=Sanders
Human_Surnames_4242=Sandusky
Human_Surnames_4243=Sanford
Human_Surnames_4244=Sanir
Human_Surnames_4245=Sankar
Human_Surnames_4246=Sanmiguel
Human_Surnames_4247=Sanna
Human_Surnames_4248=Sanpedro
Human_Surnames_4249=Santelli
Human_Surnames_4250=Santiago
Human_Surnames_4251=Santini
Human_Surnames_4252=Santos
Human_Surnames_4253=Sanzari
Human_Surnames_4254=Saunders
Human_Surnames_4255=Savage
Human_Surnames_4256=Savakar
Human_Surnames_4257=Saville
Human_Surnames_4258=Sawada
Human_Surnames_4259=Sawtelle
Human_Surnames_4260=Sawyer
Human_Surnames_4261=Scaglione
Human_Surnames_4262=Scarpelli
Human_Surnames_4263=Schafer
Human_Surnames_4264=Schieber
Human_Surnames_4265=Schiefelbein
Human_Surnames_4266=Schimmel
Human_Surnames_4267=Schisler
Human_Surnames_4268=Schlegel
Human_Surnames_4269=Schmidt
Human_Surnames_4270=Schneider
Human_Surnames_4271=Schrader
Human_Surnames_4272=Schreiber
Human_Surnames_4273=Schroder
Human_Surnames_4274=Schroeder
Human_Surnames_4275=Schrute
Human_Surnames_4276=Schultz
Human_Surnames_4277=Schumacher
Human_Surnames_4278=Schwartz
Human_Surnames_4279=Scofield
Human_Surnames_4280=Scoggins
Human_Surnames_4281=Scoville
Human_Surnames_4282=Scranton
Human_Surnames_4283=Scrivner
Human_Surnames_4284=Scruggs
Human_Surnames_4285=Seaborn
Human_Surnames_4286=Seabury
Human_Surnames_4287=Sedano
Human_Surnames_4288=Sedgewick
Human_Surnames_4289=Seedat
Human_Surnames_4290=Seeger
Human_Surnames_4291=Seeley
Human_Surnames_4292=Segal
Human_Surnames_4293=Seiber
Human_Surnames_4294=Seidel
Human_Surnames_4295=Selig
Human_Surnames_4296=Sellars
Human_Surnames_4297=Selleck
Human_Surnames_4298=Sellers
Human_Surnames_4299=Sellner
Human_Surnames_4300=Selwyn
Human_Surnames_4301=Semler
Human_Surnames_4302=Semper
Human_Surnames_4303=Senecal
Human_Surnames_4304=Seng
Human_Surnames_4305=Sengupta
Human_Surnames_4306=Senior
Human_Surnames_4307=Senter
Human_Surnames_4308=Seong
Human_Surnames_4309=September
Human_Surnames_4310=Sepulveda
Human_Surnames_4311=Serafin
Human_Surnames_4312=Serino
Human_Surnames_4313=Serkis
Human_Surnames_4314=Serrano
Human_Surnames_4315=Setzer
Human_Surnames_4316=Seward
Human_Surnames_4317=Shackelford
Human_Surnames_4318=Shade
Human_Surnames_4319=Shaders
Human_Surnames_4320=Shadwick
Human_Surnames_4321=Shafer
Human_Surnames_4322=Shahin
Human_Surnames_4323=Shaker
Human_Surnames_4324=Shakir
Human_Surnames_4325=Shankar
Human_Surnames_4326=Shapiro
Human_Surnames_4327=Sharif
Human_Surnames_4328=Sharpe
Human_Surnames_4329=Shatner
Human_Surnames_4330=Shaw
Human_Surnames_4331=Shay
Human_Surnames_4332=Shearer
Human_Surnames_4333=Shedlock
Human_Surnames_4334=Shelby
Human_Surnames_4335=Sheldrake
Human_Surnames_4336=Shelton
Human_Surnames_4337=Shepard
Human_Surnames_4338=Sheridan
Human_Surnames_4339=Sherman
Human_Surnames_4340=Sherwin
Human_Surnames_4341=Shetty
Human_Surnames_4342=Shibata
Human_Surnames_4343=Shields
Human_Surnames_4344=Shimada
Human_Surnames_4345=Shimura
Human_Surnames_4346=Shin
Human_Surnames_4347=Shinjo
Human_Surnames_4348=Shipley
Human_Surnames_4349=Shirai
Human_Surnames_4350=Shively
Human_Surnames_4351=Sholokhov
Human_Surnames_4352=Showalter
Human_Surnames_4353=Shrader
Human_Surnames_4354=Shriver
Human_Surnames_4355=Shubert
Human_Surnames_4356=Shumaker
Human_Surnames_4357=Sibbe
Human_Surnames_4358=Sibeko
Human_Surnames_4359=Sibisi
Human_Surnames_4360=Sickler
Human_Surnames_4361=Sidwell
Human_Surnames_4362=Siegler
Human_Surnames_4363=Sigman
Human_Surnames_4364=Siler
Human_Surnames_4365=Silva
Human_Surnames_4366=Silverman
Human_Surnames_4367=Silverton
Human_Surnames_4368=Simmons
Human_Surnames_4369=Simms
Human_Surnames_4370=Simoneaux
Human_Surnames_4371=Simonov
Human_Surnames_4372=Simonson
Human_Surnames_4373=Sinclair
Human_Surnames_4374=Singer
Human_Surnames_4375=Singh
Human_Surnames_4376=Sirianni
Human_Surnames_4377=Sirrelle
Human_Surnames_4378=Sisco
Human_Surnames_4379=Sisemore
Human_Surnames_4380=Sitwell
Human_Surnames_4381=Skaggs
Human_Surnames_4382=Skelton
Human_Surnames_4383=Skinner
Human_Surnames_4384=Sklar
Human_Surnames_4385=Skolnick
Human_Surnames_4386=Skosana
Human_Surnames_4387=Sky
Human_Surnames_4388=Slabber
Human_Surnames_4389=Slade
Human_Surnames_4390=Slager
Human_Surnames_4391=Slattery
Human_Surnames_4392=Slavik
Human_Surnames_4393=Slawson
Human_Surnames_4394=Sledge
Human_Surnames_4395=Sloane
Human_Surnames_4396=Slocum
Human_Surnames_4397=Slovenski
Human_Surnames_4398=Sluder
Human_Surnames_4399=Smalls
Human_Surnames_4400=Smead
Human_Surnames_4401=Smeltzer
Human_Surnames_4402=Smiley
Human_Surnames_4403=Smit
Human_Surnames_4404=Smith
Human_Surnames_4405=Smithers
Human_Surnames_4406=Smoak
Human_Surnames_4407=Smythe
Human_Surnames_4408=Snape
Human_Surnames_4409=Snead
Human_Surnames_4410=Snell
Human_Surnames_4411=Snider
Human_Surnames_4412=Snodgrass
Human_Surnames_4413=Snow
Human_Surnames_4414=Snyder
Human_Surnames_4415=Solari
Human_Surnames_4416=Soldano
Human_Surnames_4417=Soliday
Human_Surnames_4418=Sollaneck
Human_Surnames_4419=Solomon
Human_Surnames_4420=Somerville
Human_Surnames_4421=Somoza
Human_Surnames_4422=Song
Human_Surnames_4423=Sonoda
Human_Surnames_4424=Sontag
Human_Surnames_4425=Soon
Human_Surnames_4426=Soper
Human_Surnames_4427=Sorensen
Human_Surnames_4428=Soriano
Human_Surnames_4429=Sorkin
Human_Surnames_4430=Sorrentino
Human_Surnames_4431=Sotomayor
Human_Surnames_4432=Southall
Human_Surnames_4433=Souza
Human_Surnames_4434=Spada
Human_Surnames_4435=Spadaro
Human_Surnames_4436=Spade
Human_Surnames_4437=Spalding
Human_Surnames_4438=Spangler
Human_Surnames_4439=Spano
Human_Surnames_4440=Sparks
Human_Surnames_4441=Sparrow
Human_Surnames_4442=Speak
Human_Surnames_4443=Spears
Human_Surnames_4444=Speicher
Human_Surnames_4445=Speranza
Human_Surnames_4446=Spero
Human_Surnames_4447=Spielberg
Human_Surnames_4448=Spiker
Human_Surnames_4449=Spinella
Human_Surnames_4450=Spinney
Human_Surnames_4451=Spino
Human_Surnames_4452=Spiro
Human_Surnames_4453=Spisak
Human_Surnames_4454=Spitzer
Human_Surnames_4455=Spivak
Human_Surnames_4456=Spivey
Human_Surnames_4457=Spooner
Human_Surnames_4458=Sprague
Human_Surnames_4459=Spranger
Human_Surnames_4460=Sprankle
Human_Surnames_4461=Springer
Human_Surnames_4462=Sprouse
Human_Surnames_4463=Sprunger
Human_Surnames_4464=Spurlin
Human_Surnames_4465=Spurlock
Human_Surnames_4466=Sridhar
Human_Surnames_4467=Stabler
Human_Surnames_4468=Stackhouse
Human_Surnames_4469=Stadler
Human_Surnames_4470=Stafford
Human_Surnames_4471=Stahlman
Human_Surnames_4472=Stalder
Human_Surnames_4473=Stamtsi
Human_Surnames_4474=Standifer
Human_Surnames_4475=Standish
Human_Surnames_4476=Stanford
Human_Surnames_4477=Stanhope
Human_Surnames_4478=Stanley
Human_Surnames_4479=Stansel
Human_Surnames_4480=Stapleton
Human_Surnames_4481=Star
Human_Surnames_4482=Stark
Human_Surnames_4483=Starling
Human_Surnames_4484=Stasik
Human_Surnames_4485=Statham
Human_Surnames_4486=Statler
Human_Surnames_4487=Stearns
Human_Surnames_4488=Steckler
Human_Surnames_4489=Stedman
Human_Surnames_4490=Steele
Human_Surnames_4491=Stefanelli
Human_Surnames_4492=Stefanski
Human_Surnames_4493=Steiger
Human_Surnames_4494=Stein
Human_Surnames_4495=Steinbeck
Human_Surnames_4496=Steinfeld
Human_Surnames_4497=Stelling
Human_Surnames_4498=Stenhouse
Human_Surnames_4499=Stephan
Human_Surnames_4500=Stephens
Human_Surnames_4501=Stephenson
Human_Surnames_4502=Sterling
Human_Surnames_4503=Stetson
Human_Surnames_4504=Stevens
Human_Surnames_4505=Stewart
Human_Surnames_4506=Stigler
Human_Surnames_4507=Stiller
Human_Surnames_4508=Stilwell
Human_Surnames_4509=Stiner
Human_Surnames_4510=Stingley
Human_Surnames_4511=Stinson
Human_Surnames_4512=Stockard
Human_Surnames_4513=Stoker
Human_Surnames_4514=Stolte
Human_Surnames_4515=Stoltz
Human_Surnames_4516=Stone
Human_Surnames_4517=Storm
Human_Surnames_4518=Stott
Human_Surnames_4519=Stottlemyer
Human_Surnames_4520=Stover
Human_Surnames_4521=Stowe
Human_Surnames_4522=Strader
Human_Surnames_4523=Strahan
Human_Surnames_4524=Strange
Human_Surnames_4525=Stratford
Human_Surnames_4526=Straub
Human_Surnames_4527=Strauss
Human_Surnames_4528=Strayer
Human_Surnames_4529=Stricklin
Human_Surnames_4530=Stringer
Human_Surnames_4531=Stroble
Human_Surnames_4532=Stromberg
Human_Surnames_4533=Strong
Human_Surnames_4534=Strub
Human_Surnames_4535=Stubbs
Human_Surnames_4536=Stumbo
Human_Surnames_4537=Stumpf
Human_Surnames_4538=Stunkard
Human_Surnames_4539=Stuppler
Human_Surnames_4540=Styles
Human_Surnames_4541=Suarez
Human_Surnames_4542=Subera
Human_Surnames_4543=Subia
Human_Surnames_4544=Sudo
Human_Surnames_4545=Sugihara
Human_Surnames_4546=Suhr
Human_Surnames_4547=Suliman
Human_Surnames_4548=Sullivan
Human_Surnames_4549=Summers
Human_Surnames_4550=Sumner
Human_Surnames_4551=Sundaram
Human_Surnames_4552=Sung
Human_Surnames_4553=Suniga
Human_Surnames_4554=Sussex
Human_Surnames_4555=Sussman
Human_Surnames_4556=Sutcliffe
Human_Surnames_4557=Sutter
Human_Surnames_4558=Sutton
Human_Surnames_4559=Svensson
Human_Surnames_4560=Swacker
Human_Surnames_4561=Swadesh
Human_Surnames_4562=Swafford
Human_Surnames_4563=Swank
Human_Surnames_4564=Swanson
Human_Surnames_4565=Swayze
Human_Surnames_4566=Swearingen
Human_Surnames_4567=Sweeny
Human_Surnames_4568=Swift
Human_Surnames_4569=Swiger
Human_Surnames_4570=Swinton
Human_Surnames_4571=Switzer
Human_Surnames_4572=Swofford
Human_Surnames_4573=Sykes
Human_Surnames_4574=Szkotak
Human_Surnames_4575=Szymanski
Human_Surnames_4576=Tabares
Human_Surnames_4577=Taber
Human_Surnames_4578=Tabler
Human_Surnames_4579=Tabor
Human_Surnames_4580=Tachibana
Human_Surnames_4581=Tack
Human_Surnames_4582=Tadlock
Human_Surnames_4583=Tafoya
Human_Surnames_4584=Taft
Human_Surnames_4585=Tagata
Human_Surnames_4586=Tagawa
Human_Surnames_4587=Taggart
Human_Surnames_4588=Tahiliani
Human_Surnames_4589=Tahir
Human_Surnames_4590=Takada
Human_Surnames_4591=Takagi
Human_Surnames_4592=Takahashi
Human_Surnames_4593=Takamura
Human_Surnames_4594=Takanawa
Human_Surnames_4595=Takei
Human_Surnames_4596=Talarico
Human_Surnames_4597=Talbot
Human_Surnames_4598=Talgeri
Human_Surnames_4599=Talmage
Human_Surnames_4600=Talton
Human_Surnames_4601=Tam
Human_Surnames_4602=Tamashiro
Human_Surnames_4603=Tamblin
Human_Surnames_4604=Tan
Human_Surnames_4605=Tanabe
Human_Surnames_4606=Tanaka
Human_Surnames_4607=Tandy
Human_Surnames_4608=Tankersley
Human_Surnames_4609=Tanner
Human_Surnames_4610=Tansey
Human_Surnames_4611=Tapley
Human_Surnames_4612=Tapper
Human_Surnames_4613=Tardif
Human_Surnames_4614=Tarkanian
Human_Surnames_4615=Tarver
Human_Surnames_4616=Tasker
Human_Surnames_4617=Tate
Human_Surnames_4618=Tatman
Human_Surnames_4619=Tatum
Human_Surnames_4620=Tau
Human_Surnames_4621=Taub
Human_Surnames_4622=Tavera
Human_Surnames_4623=Taylor
Human_Surnames_4624=Tebogo
Human_Surnames_4625=Tegan
Human_Surnames_4626=Tejada
Human_Surnames_4627=Tejwani
Human_Surnames_4628=Telfer
Human_Surnames_4629=Temple
Human_Surnames_4630=Templeton
Human_Surnames_4631=Tenenbaum
Human_Surnames_4632=Teng
Human_Surnames_4633=Tennant
Human_Surnames_4634=Tennison
Human_Surnames_4635=Terada
Human_Surnames_4636=Terrell
Human_Surnames_4637=Tesch
Human_Surnames_4638=Thach
Human_Surnames_4639=Thames
Human_Surnames_4640=Than
Human_Surnames_4641=Thao
Human_Surnames_4642=Thatcher
Human_Surnames_4643=Thaxton
Human_Surnames_4644=Thomason
Human_Surnames_4645=Thomasson
Human_Surnames_4646=Thomson
Human_Surnames_4647=Thoreau
Human_Surnames_4648=Thornberg
Human_Surnames_4649=Thornberry
Human_Surnames_4650=Thorne
Human_Surnames_4651=Thorpe
Human_Surnames_4652=Thorson
Human_Surnames_4653=Thorwald
Human_Surnames_4654=Threadgill
Human_Surnames_4655=Thruston
Human_Surnames_4656=Thwala
Human_Surnames_4657=Tibbins
Human_Surnames_4658=Tibbles
Human_Surnames_4659=Tibbs
Human_Surnames_4660=Tidmore
Human_Surnames_4661=Tidwell
Human_Surnames_4662=Tien
Human_Surnames_4663=Tierney
Human_Surnames_4664=Tighe
Human_Surnames_4665=Tilak
Human_Surnames_4666=Tildsley
Human_Surnames_4667=Tilford
Human_Surnames_4668=Tillery
Human_Surnames_4669=Tillman
Human_Surnames_4670=Tilton
Human_Surnames_4671=Timmins
Human_Surnames_4672=Timms
Human_Surnames_4673=Tinajero
Human_Surnames_4674=Tinch
Human_Surnames_4675=Tindell
Human_Surnames_4676=Ting
Human_Surnames_4677=Tingey
Human_Surnames_4678=Tingler
Human_Surnames_4679=Tinibu
Human_Surnames_4680=Tinker
Human_Surnames_4681=Tinley
Human_Surnames_4682=Tipper
Human_Surnames_4683=Tirrell
Human_Surnames_4684=Tiscareno
Human_Surnames_4685=Tiwari
Human_Surnames_4686=Tober
Human_Surnames_4687=Tobin
Human_Surnames_4688=Todaro
Human_Surnames_4689=Toguchi
Human_Surnames_4690=Tokarev
Human_Surnames_4691=Toland
Human_Surnames_4692=Toledo
Human_Surnames_4693=Tolentino
Human_Surnames_4694=Toliver
Human_Surnames_4695=Tolkien
Human_Surnames_4696=Tollefson
Human_Surnames_4697=Tomada
Human_Surnames_4698=Tomasello
Human_Surnames_4699=Tomczyk
Human_Surnames_4700=Tome
Human_Surnames_4701=Tomes
Human_Surnames_4702=Tominaga
Human_Surnames_4703=Tomita
Human_Surnames_4704=Tomkins
Human_Surnames_4705=Tomlin
Human_Surnames_4706=Tompkins
Human_Surnames_4707=Tompson
Human_Surnames_4708=Tong
Human_Surnames_4709=Tonks
Human_Surnames_4710=Topham
Human_Surnames_4711=Topper
Human_Surnames_4712=Toral
Human_Surnames_4713=Torbica
Human_Surnames_4714=Toriyama
Human_Surnames_4715=Torkelson
Human_Surnames_4716=Torrence
Human_Surnames_4717=Torrez
Human_Surnames_4718=Toscani
Human_Surnames_4719=Toshima
Human_Surnames_4720=Toth
Human_Surnames_4721=Touchet
Human_Surnames_4722=Toussaint
Human_Surnames_4723=Tovar
Human_Surnames_4724=Townsend
Human_Surnames_4725=Townshend
Human_Surnames_4726=Tozer
Human_Surnames_4727=Traeger
Human_Surnames_4728=Tram
Human_Surnames_4729=Tran
Human_Surnames_4730=Trapp
Human_Surnames_4731=Trask
Human_Surnames_4732=Trattner
Human_Surnames_4733=Trautman
Human_Surnames_4734=Travers
Human_Surnames_4735=Treacher
Human_Surnames_4736=Treadwell
Human_Surnames_4737=Tredway
Human_Surnames_4738=Trejo
Human_Surnames_4739=Tremaine
Human_Surnames_4740=Trembley
Human_Surnames_4741=Tressler
Human_Surnames_4742=Trevena
Human_Surnames_4743=Trevino
Human_Surnames_4744=Trevisani
Human_Surnames_4745=Tribble
Human_Surnames_4746=Trimble
Human_Surnames_4747=Trimmer
Human_Surnames_4748=Trinh
Human_Surnames_4749=Triolo
Human_Surnames_4750=Tripp
Human_Surnames_4751=Trisler
Human_Surnames_4752=Trogdon
Human_Surnames_4753=Trombly
Human_Surnames_4754=Trotsky
Human_Surnames_4755=Troughton
Human_Surnames_4756=Trovato
Human_Surnames_4757=Troyer
Human_Surnames_4758=Trudeau
Human_Surnames_4759=Trufin
Human_Surnames_4760=Truitt
Human_Surnames_4761=Truman
Human_Surnames_4762=Trumbo
Human_Surnames_4763=Tsai
Human_Surnames_4764=Tsang
Human_Surnames_4765=Tsao
Human_Surnames_4766=Tsuda
Human_Surnames_4767=Tubbs
Human_Surnames_4768=Tucker
Human_Surnames_4769=Tuller
Human_Surnames_4770=Tully
Human_Surnames_4771=Tumlin
Human_Surnames_4772=Turberfield
Human_Surnames_4773=Turlington
Human_Surnames_4774=Turner
Human_Surnames_4775=Turnquist
Human_Surnames_4776=Tuttle
Human_Surnames_4777=Tyrrell
Human_Surnames_4778=Ubai
Human_Surnames_4779=Ubaraki
Human_Surnames_4780=Uchida
Human_Surnames_4781=Uchiha
Human_Surnames_4782=Udagawa
Human_Surnames_4783=Udell
Human_Surnames_4784=Uhler
Human_Surnames_4785=Uhrig
Human_Surnames_4786=Ullah
Human_Surnames_4787=Umali
Human_Surnames_4788=Umanzor
Human_Surnames_4789=Umeda
Human_Surnames_4790=Umeno
Human_Surnames_4791=Underhill
Human_Surnames_4792=Underwood
Human_Surnames_4793=Unger
Human_Surnames_4794=Upshaw
Human_Surnames_4795=Upton
Human_Surnames_4796=Urayama
Human_Surnames_4797=Utagawa
Human_Surnames_4798=Utley
Human_Surnames_4799=Uzumaki
Human_Surnames_4800=Vaca
Human_Surnames_4801=Vaccaro
Human_Surnames_4802=Vaden
Human_Surnames_4803=Vadhra
Human_Surnames_4804=Vail
Human_Surnames_4805=Vaillancourt
Human_Surnames_4806=Vaillant
Human_Surnames_4807=Valadez
Human_Surnames_4808=Valderrama
Human_Surnames_4809=Valdez
Human_Surnames_4810=Valenciano
Human_Surnames_4811=Valentine
Human_Surnames_4812=Valero
Human_Surnames_4813=Vallejo
Human_Surnames_4814=Vallin
Human_Surnames_4815=Vanallen
Human_Surnames_4816=Vanatta
Human_Surnames_4817=Vanbrocklin
Human_Surnames_4818=Vanburen
Human_Surnames_4819=Vance
Human_Surnames_4820=Vandam
Human_Surnames_4821=Vandenberg
Human_Surnames_4822=Vanderbilt
Human_Surnames_4823=Vandermark
Human_Surnames_4824=Vanderwal
Human_Surnames_4825=Vanek
Human_Surnames_4826=Vanhorn
Human_Surnames_4827=Vann
Human_Surnames_4828=Vansteenkiste
Human_Surnames_4829=Vanwyk
Human_Surnames_4830=Vanzant
Human_Surnames_4831=Vaquero
Human_Surnames_4832=Vargas
Human_Surnames_4833=Varley
Human_Surnames_4834=Varner
Human_Surnames_4835=Vasko
Human_Surnames_4836=Vasquez
Human_Surnames_4837=Vass
Human_Surnames_4838=Vaswani
Human_Surnames_4839=Vaughn
Human_Surnames_4840=Vaux
Human_Surnames_4841=Vavilov
Human_Surnames_4842=Vecellio
Human_Surnames_4843=Vecoli
Human_Surnames_4844=Vedder
Human_Surnames_4845=Velankar
Human_Surnames_4846=Velasco
Human_Surnames_4847=Velazquez
Human_Surnames_4848=Venkatesh
Human_Surnames_4849=Venter
Human_Surnames_4850=Ventura
Human_Surnames_4851=Verde
Human_Surnames_4852=Verdugo
Human_Surnames_4853=Vergara
Human_Surnames_4854=Verhoeven
Human_Surnames_4855=Vermillion
Human_Surnames_4856=Verner
Human_Surnames_4857=Vetoreti
Human_Surnames_4858=Vetrano
Human_Surnames_4859=Vicari
Human_Surnames_4860=Vicario
Human_Surnames_4861=Vicencio
Human_Surnames_4862=Vickers
Human_Surnames_4863=Vicuna
Human_Surnames_4864=Vidal
Human_Surnames_4865=Vidana
Human_Surnames_4866=Viernes
Human_Surnames_4867=Viggiano
Human_Surnames_4868=Villamar
Human_Surnames_4869=Villani
Human_Surnames_4870=Villicana
Human_Surnames_4871=Vincoli
Human_Surnames_4872=Vinh
Human_Surnames_4873=Virani
Human_Surnames_4874=Visconti
Human_Surnames_4875=Visser
Human_Surnames_4876=Vizcaino
Human_Surnames_4877=Voelker
Human_Surnames_4878=Vogan
Human_Surnames_4879=Vogel
Human_Surnames_4880=Voight
Human_Surnames_4881=Volkman
Human_Surnames_4882=Voorhees
Human_Surnames_4883=Voroshilov
Human_Surnames_4884=Vos
Human_Surnames_4885=Vosburg
Human_Surnames_4886=Vossler
Human_Surnames_4887=Vudatha
Human_Surnames_4888=Vuuren
Human_Surnames_4889=Wadsworth
Human_Surnames_4890=Wafford
Human_Surnames_4891=Wagler
Human_Surnames_4892=Wagner
Human_Surnames_4893=Wagstaff
Human_Surnames_4894=Wahlberg
Human_Surnames_4895=Wai
Human_Surnames_4896=Wainwright
Human_Surnames_4897=Wakabayashi
Human_Surnames_4898=Wakamoto
Human_Surnames_4899=Wakana
Human_Surnames_4900=Wakefield
Human_Surnames_4901=Walburn
Human_Surnames_4902=Walcott
Human_Surnames_4903=Walden
Human_Surnames_4904=Waldrup
Human_Surnames_4905=Walker
Human_Surnames_4906=Waller
Human_Surnames_4907=Wallis
Human_Surnames_4908=Walpole
Human_Surnames_4909=Walsh
Human_Surnames_4910=Walters
Human_Surnames_4911=Walton
Human_Surnames_4912=Waltz
Human_Surnames_4913=Wan
Human_Surnames_4914=Ward
Human_Surnames_4915=Wardlaw
Human_Surnames_4916=Waring
Human_Surnames_4917=Warner
Human_Surnames_4918=Warren
Human_Surnames_4919=Warrick
Human_Surnames_4920=Warton
Human_Surnames_4921=Washburn
Human_Surnames_4922=Washio
Human_Surnames_4923=Watabe
Human_Surnames_4924=Watanabe
Human_Surnames_4925=Waterbury
Human_Surnames_4926=Waters
Human_Surnames_4927=Watkins
Human_Surnames_4928=Watley
Human_Surnames_4929=Watson
Human_Surnames_4930=Watts
Human_Surnames_4931=Waxman
Human_Surnames_4932=Waybright
Human_Surnames_4933=Wazir
Human_Surnames_4934=Weatherby
Human_Surnames_4935=Weathers
Human_Surnames_4936=Weatherwax
Human_Surnames_4937=Weaver
Human_Surnames_4938=Webb
Human_Surnames_4939=Webster
Human_Surnames_4940=Wedge
Human_Surnames_4941=Weeks
Human_Surnames_4942=Wegman
Human_Surnames_4943=Weingart
Human_Surnames_4944=Weisenthal
Human_Surnames_4945=Weiss
Human_Surnames_4946=Weissbaum
Human_Surnames_4947=Welborn
Human_Surnames_4948=Welcker
Human_Surnames_4949=Welk
Human_Surnames_4950=Wellington
Human_Surnames_4951=Wells
Human_Surnames_4952=Welsh
Human_Surnames_4953=Wen
Human_Surnames_4954=Wendt
Human_Surnames_4955=Weng
Human_Surnames_4956=Wentworth
Human_Surnames_4957=Wentz
Human_Surnames_4958=Wenzel
Human_Surnames_4959=Werkheiser
Human_Surnames_4960=Wernisch
Human_Surnames_4961=Wesner
Human_Surnames_4962=West
Human_Surnames_4963=Westbrook
Human_Surnames_4964=Westfield
Human_Surnames_4965=Westlake
Human_Surnames_4966=Wetzel
Human_Surnames_4967=Wexler
Human_Surnames_4968=Wharton
Human_Surnames_4969=Wheaton
Human_Surnames_4970=Wheeler
Human_Surnames_4971=Whicker
Human_Surnames_4972=Whistler
Human_Surnames_4973=Whitaker
Human_Surnames_4974=White
Human_Surnames_4975=Whiting
Human_Surnames_4976=Whitley
Human_Surnames_4977=Whitman
Human_Surnames_4978=Wi
Human_Surnames_4979=Widmer
Human_Surnames_4980=Wiesenthal
Human_Surnames_4981=Wieser
Human_Surnames_4982=Wiggins
Human_Surnames_4983=Wightman
Human_Surnames_4984=Wilbourn
Human_Surnames_4985=Wilcox
Human_Surnames_4986=Wilder
Human_Surnames_4987=Wilding
Human_Surnames_4988=Wiley
Human_Surnames_4989=Wilford
Human_Surnames_4990=Wilke
Human_Surnames_4991=Wilkens
Human_Surnames_4992=Wilkerson
Human_Surnames_4993=Wilkes
Human_Surnames_4994=Wilkie
Human_Surnames_4995=Wilkinson
Human_Surnames_4996=Williams
Human_Surnames_4997=Willis
Human_Surnames_4998=Willson
Human_Surnames_4999=Wilmer
Human_Surnames_5000=Wilmington
Human_Surnames_5001=Wilmore
Human_Surnames_5002=Wilshire
Human_Surnames_5003=Wilson
Human_Surnames_5004=Wimbley
Human_Surnames_5005=Winchester
Human_Surnames_5006=Windham
Human_Surnames_5007=Winger
Human_Surnames_5008=Winkleman
Human_Surnames_5009=Winkler
Human_Surnames_5010=Winnett
Human_Surnames_5011=Winslow
Human_Surnames_5012=Winstead
Human_Surnames_5013=Winters
Human_Surnames_5014=Wise
Human_Surnames_5015=Withers
Human_Surnames_5016=Witkin
Human_Surnames_5017=Witman
Human_Surnames_5018=Wodehouse
Human_Surnames_5019=Wolak
Human_Surnames_5020=Wolfe
Human_Surnames_5021=Wollaston
Human_Surnames_5022=Woller
Human_Surnames_5023=Womack
Human_Surnames_5024=Wong
Human_Surnames_5025=Wood
Human_Surnames_5026=Woodard
Human_Surnames_5027=Woodbury
Human_Surnames_5028=Woodford
Human_Surnames_5029=Woodman
Human_Surnames_5030=Woodrow
Human_Surnames_5031=Woodward
Human_Surnames_5032=Worster
Human_Surnames_5033=Worth
Human_Surnames_5034=Worthington
Human_Surnames_5035=Wren
Human_Surnames_5036=Wright
Human_Surnames_5037=Wrigley
Human_Surnames_5038=Wu
Human_Surnames_5039=Wyland
Human_Surnames_5040=Xi
Human_Surnames_5041=Xiang
Human_Surnames_5042=Xiao
Human_Surnames_5043=Xin
Human_Surnames_5044=Xu
Human_Surnames_5045=Yabuki
Human_Surnames_5046=Yacoub
Human_Surnames_5047=Yadav
Human_Surnames_5048=Yaeger
Human_Surnames_5049=Yagami
Human_Surnames_5050=Yagi
Human_Surnames_5051=Yagnik
Human_Surnames_5052=Yakamoto
Human_Surnames_5053=Yamada
Human_Surnames_5054=Yamago
Human_Surnames_5055=Yamaguchi
Human_Surnames_5056=Yamato
Human_Surnames_5057=Yan
Human_Surnames_5058=Yancy
Human_Surnames_5059=Yang
Human_Surnames_5060=Yap
Human_Surnames_5061=Yazawa
Human_Surnames_5062=Yee
Human_Surnames_5063=Yeung
Human_Surnames_5064=Ying
Human_Surnames_5065=Yoder
Human_Surnames_5066=Yonai
Human_Surnames_5067=Yoon
Human_Surnames_5068=Yorke
Human_Surnames_5069=Yoshimura
Human_Surnames_5070=Yost
Human_Surnames_5071=Young
Human_Surnames_5072=Youssef
Human_Surnames_5073=Yu
Human_Surnames_5074=Yue
Human_Surnames_5075=Zaan
Human_Surnames_5076=Zabala
Human_Surnames_5077=Zafar
Human_Surnames_5078=Zagorski
Human_Surnames_5079=Zahid
Human_Surnames_5080=Zahir
Human_Surnames_5081=Zaleski
Human_Surnames_5082=Zamora
Human_Surnames_5083=Zamzow
Human_Surnames_5084=Zang
Human_Surnames_5085=Zavala
Human_Surnames_5086=Zeigler
Human_Surnames_5087=Zeiss
Human_Surnames_5088=Zelinski
Human_Surnames_5089=Zellner
Human_Surnames_5090=Zentani
Human_Surnames_5091=Zhan
Human_Surnames_5092=Zhu
Human_Surnames_5093=Zimmer
Human_Surnames_5094=Zimmerman
Human_Surnames_5095=Zoeller
Human_Surnames_5096=Zuckerman
Human_Surnames_5097=Zuma
Human_Surnames_5098=Zurovec
Human_Surnames_5099=Zuylen
Human_Surnames_5100=Zwick
Human_Surnames_5101=Ren
Human_Surnames_5102=Kettle
Human_Surnames_5103=Marcus
Human_Surnames_5104=Maltby
HurDynDrugUGF_desc_shared=This Hurston Dynamics Storage Facility (HDSF) is currently not active and is strictly off-limits.
HurDynMining_desc_shared=This Hurston Dynamics Mining Station (HDMS) is a proud member of the Hurston Dynamics family.
HurDynUGF_desc_shared=This Hurston Dynamics Storage Facility (HDSF) may contain hazardous materials. Authorized personnel only.
HurstonSecurity_Allies=Hurston Dynamics
HurstonSecurity_RepUI_Area=史坦頓 Ⅰ
HurstonSecurity_RepUI_Description=As Hurston Dynamics continued to expand their manufacturing operations in the 25th century, it became necessary to hire more security personnel to protect valuable stock, monitor employee safety, and guard shipments. Rather than shoulder the continued expense of outsourcing, Hurston would create an internal security force to take over these duties. When Hurston acquired the rights to Stanton I in 2865, it was only natural for their own security personnel to take over the responsibility of ensuring the peace and safety of the planet. A common sight on the streets of Lorville, members of Hurston Security are an imposing presence able to quickly respond when the need arises.
HurstonSecurity_RepUI_Focus=Corporate and Planetary Security
HurstonSecurity_RepUI_Founded=2446
HurstonSecurity_RepUI_Headquarters=羅威爾,赫斯頓,史坦頓星系 [Lorville, Hurston, Stanton System]
HurstonSecurity_RepUI_Leadership=Calah Hurston, Inspector General
HurstonSecurity_RepUI_Name=Hurston Security
HurstonSecurity_Rivals=Worker's Party
Hurston_JumpPoint_MicroTech,P=赫斯頓 - 微科星 躍遷點 [Hurston - MicroTech Jump Point]
Hurston_JumpPoint_MicroTech_Desc,P=該躍遷點連接著史坦頓[Stanton]星系內的赫斯頓[Hurston]和微科星[MicroTech]。
Hurston_ReputationJournal_Agent_Demotion_BodyText=The recipient of this document's performance was evaluated and determined to be significantly lacking.\n\nTheir standing and privileges have been demoted to the rank of CONTRACTOR.\n\nAt such a time as there is an additional evaluation, they will be terminated or restored to the rank and privileges of Senior Contractor.
Hurston_ReputationJournal_Agent_Demotion_Title=Hurston Dynamics Demotion: Contractor
Hurston_ReputationJournal_Agent_Promotion_BodyText=This document signifies the recipient is now an authorized Hurston Dynamics OPERATIVE and that they are entitled to all related privileges including a 10% payment bonus.\n\nThey will maintain this title until their next evaluation where they will be rated on contract performance and various other benchmarks. At such a time they will either be demoted or granted the rank of Advanced Operative with additional privileges.
Hurston_ReputationJournal_Agent_Promotion_Title=Hurston Dynamics Operative Authorization
Hurston_ReputationJournal_Applicant_Promotion_BodyText=This document signifies the recipient is an authorized Hurston Dynamics ASSOCIATE CONTRACTOR and that they are entitled to all related privileges.\n\nThey will maintain this title until their next evaluation where they will be rated on contract performance and various other benchmarks. At such a time, they will either be terminated or granted the rank of Contractor with additional privileges.
Hurston_ReputationJournal_Applicant_Promotion_ShortTitle=Hurston Dynamics Work Authorization
Hurston_ReputationJournal_Applicant_Promotion_Title=Hurston Dynamics Associate Contractor Authorization
Hurston_ReputationJournal_Demotion_ShortTitle=Hurston Dynamics Demotion
Hurston_ReputationJournal_JuniorAgent_Demotion_BodyText=The recipient of this document's performance was evaluated and determined to be significantly lacking.\n\nTheir standing and privileges have been demoted to the rank of ASSOCIATE CONTRACTOR.\n\nAt such a time as there is an additional evaluation, they will be terminated or restored to the rank and privileges of Contractor.
Hurston_ReputationJournal_JuniorAgent_Demotion_Title=Hurston Dynamics Demotion: Associate Contractor
Hurston_ReputationJournal_JuniorAgent_Promotion_BodyText=This document signifies the recipient is now an authorized Hurston Dynamics SENIOR CONTRACTOR and that they are entitled to all related privileges including a 5% payment bonus.\n\nThey will maintain this title until their next evaluation where they will be rated on contract performance and various other benchmarks. At such a time they will either be demoted or granted the rank of Operative with additional privileges.
Hurston_ReputationJournal_JuniorAgent_Promotion_Title=Hurston Dynamics Senior Contractor Authorization
Hurston_ReputationJournal_MasterAgent_Demotion_BodyText=The recipient of this document's performance was evaluated and determined to be significantly lacking.\n\nTheir standing and privileges have been demoted to the rank of ADVANCED OPERATIVE along with a decrease to a 15% payment bonus.\n\nAt such a time as there is an additional evaluation, they will be terminated or restored to the rank and privileges of Elite Operative.
Hurston_ReputationJournal_MasterAgent_Demotion_Title=Hurston Dynamics Demotion: Advanced Operative
Hurston_ReputationJournal_Probation_Demotion_BodyText=The recipient of this document's performance was evaluated and determined to be significantly lacking against the expectations of Hurston Dynamics.\n\nAll employment with Hurston Dynamics is hereby terminated.\n\n
Hurston_ReputationJournal_Probation_Demotion_ShortTitle=Hurston Dynamics Authorization Terminated
Hurston_ReputationJournal_Probation_Demotion_Title=Hurston Dynamics Authorization Terminated
Hurston_ReputationJournal_Probation_Promotion_BodyText=This document signifies the recipient is now an authorized Hurston Dynamics CONTRACTOR and that they are entitled to all related privileges.\n\nThey will maintain this title until their next evaluation where they will be rated on contract performance and various other benchmarks. At such a time they will either be demoted or granted the rank of Senior Contractor with additional privileges.
Hurston_ReputationJournal_Probation_Promotion_Title=Hurston Dynamics Contractor Authorization
Hurston_ReputationJournal_Promotion_ShortTitle=Hurston Dynamics Promotion
Hurston_ReputationJournal_SeniorAgent_Demotion_BodyText=The recipient of this document's performance was evaluated and determined to be significantly lacking.\n\nTheir standing and privileges have been demoted to the rank of SENIOR CONTRACTOR along with a decrease to a 5% payment bonus.\n\nAt such a time as there is an additional evaluation, they will be terminated or restored to the rank and privileges of Operative.
Hurston_ReputationJournal_SeniorAgent_Demotion_Title=Hurston Dynamics Demotion: Senior Contractor
Hurston_ReputationJournal_SeniorAgent_Promotion_BodyText=This document signifies the recipient is now an authorized Hurston Dynamics ADVANCED OPERATIVE and that they are entitled to all related privileges including a 15% payment bonus.\n\nThey will maintain this title until their next evaluation where they will be rated on contract performance and various other benchmarks. At such a time they will either be demoted or granted the rank of Elite Operative with additional privileges.
Hurston_ReputationJournal_SeniorAgent_Promotion_Title=Hurston Dynamics Advanced Operative Authorization
Hurston_ReputationJournal_VeteranAgent_Demotion_BodyText=The recipient of this document's performance was evaluated and determined to be significantly lacking.\n\nTheir standing and privileges have been demoted to the rank of OPERATIVE along with a decrease to a 10% payment bonus.\n\nAt such a time as there is an additional evaluation, they will be terminated or restored to the rank and privileges of Advanced Operative.
Hurston_ReputationJournal_VeteranAgent_Demotion_Title=Hurston Dynamics Demotion: Operative
Hurston_ReputationJournal_VeteranAgent_Promotion_BodyText=This document signifies the recipient is now an authorized Hurston Dynamics ELITE OPERATIVE and that they are entitled to all related privileges including a 20% payment bonus.\n\nThey will maintain this title until their next evaluation where they will be rated on contract performance and various other benchmarks. At such a time they will either be demoted or granted the right to maintain this title.
Hurston_ReputationJournal_VeteranAgent_Promotion_Title=Hurston Dynamics Elite Operative Authorization
IAE2951_Sign_Aegis_01_body=Few companies have had as tumultuous a history as Aegis Dynamics. From its earliest days manufacturing iconic warships of the First Tevarin War through the darkest days of the Messer regime, Aegis ships have found a resurgence in the public eye for their versatility and robust construction.
IAE2951_Sign_Aegis_01_title=ICONIC VERSATILITY
IAE2951_Sign_Aegis_02_body=No ship manufacturer personifies this year's theme better than Aegis Dynamics. Whether you're running cargo in a Retaliator or providing security in a Gladius, Aegis ships are putting in work in every corner of the 'verse. Regardless of the controversies that have plagued them over the centuries, pilots continue to trust their lives and livelihood to their tried and true designs.
IAE2951_Sign_Aegis_02_title=TRIED AND TRUE
IAE2951_Sign_Aegis_03_body=Establishing fire superiority can be the key to victory. Aegis designers consulted with both active and former members of the UEE military as well as security forces to find out what was and wasn't currently represented in the latest generation of combat gunships. The result? The Aegis Redeemer. Originally debuted years ago, Aegis made the somewhat controversial decision to delay the release of this battlefield equalizer to redesign the interior.
IAE2951_Sign_Aegis_03_title=KEY TO VICTORY
IAE2951_Sign_Anvil_01_body=Anvil Aerospace may have made a name for itself along the frontlines with its masterfully built fleet of military craft, but more and more of the company's civilian craft have captured the imagination of the Empire. Look no further than the Anvil Carrack to see a ship that has transitioned easily from its Naval origins to the very edges of space as pilots use the ship to chart new territory.
IAE2951_Sign_Anvil_01_title=CHART NEW TERRITORY
IAE2951_Sign_Anvil_02_body=As the war against the Vanduul continues, many pilots find themselves seeking a way to protect their home and loved ones during these uncertain times. Anvil Aerospace has been a strong ally in this endeavor, creating civilian versions of their popular military craft, like the Hornet F7-C, to protect you and the ones you care about.
IAE2951_Sign_Anvil_02_title=STRONG ALLY
IAE2951_Sign_Anvil_03_body=Despite the Aerospace in its name, Anvil has hardly been limited to the skies. For example, the tough and rugged Atlas vehicle platform was developed to help conquer the unforgiving landscape found on moons and planets alike. Both the Ballista and the Spartan were both built from this design foundation, proving its adaptability.
IAE2951_Sign_Anvil_03_title=TOUGH AND RUGGED
IAE2951_Sign_Argo_01_body=Contrary to popular belief, Argo Astronautics name doesn't come from the ancient water craft of Earth mythology, but rather is derived from the initials of the company's founder Alana Redmond and is attributed to her mother.
IAE2951_Sign_Argo_01_title=TRUE ORIGINS
IAE2951_Sign_Argo_02_body=If you're looking to crack into the cargo hauling market, look no further than Argo's new RAFT. This small multi-crew ship utilizes Argo's experience in the industrial ship market and a versatile design to create an affordable entry-level ship that's ready for the long haul.
IAE2951_Sign_Argo_02_title=VERSATILE EXPERIENCE
IAE2951_Sign_Banu_body=It's not uncommon for Human manufacturers to offer unique features and designs to make their ships stand out from the crowd, but the Banu take a slightly different approach when it comes to crafting their vehicles. Heavily and freely borrowing from each other and even other species, Banu ships are made by combining the best features and best technology that they can get their hands on.
IAE2951_Sign_Banu_title=BORROWED FREELY
IAE2951_Sign_Best_body=Selected by popular vote, the IAE Best in Show line up is a chance for your favorite ships to take center stage at the expo. At least most of the time. At the 2938 Expo, that year's winners were all ships too large to actually fit inside the show hall!
IAE2951_Sign_Best_title=BIGGER ISN'T ALWAYS BETTER
IAE2951_Sign_CO_body=One of the newer ship manufacturers to debut at the IAE, Consolidated Outlands has already made its mark on the Expo when it introduced the first ever mobile construction yard in 2947. The Pioneer opened up exciting opportunities for planetary settlement by allowing settlers to create their own modular structures, and forever changing the idea of what a spacecraft could do.
IAE2951_Sign_CO_title=MODULAR IDEAS
IAE2951_Sign_Crusader_01_body=Crusader Industries continues to surprise ship enthusiasts around the empire. Initially known for their commercial transports like the Genesis Starliner and the Hercules Starlifter, Crusader has been expanding into the civilian market with the introduction of their Ares Star Fighter and Mercury Star Runner. Needless to say, the future is bright for this titan of astro-engineering.
IAE2951_Sign_Crusader_01_title=BRIGHT FUTURE
IAE2951_Sign_Crusader_02_body=Unlike many of their competitors, Crusader Industries dedicates as much effort on their employees as they do on their products. Recognized as one of the UEE's best employers in 2943 and 2946, Crusader not only offers competitive pay and benefit programs to all employees, but also houses extensive in-house training and education programs to foster talent and take their workers to the next level of their career.
IAE2951_Sign_Crusader_02_title=TOP TALENT
IAE2951_Sign_Crusader_03_body=Although Crusader Industries might be best known for their transports, their recent introduction of the Ares Star Fighter shows that the charity-minded manufacturer is taking a new approach to helping citizens across the Empire, and more specifically those who live on Crusader itself. With recent attacks by well outfitted groups like XenoThreat and the Nine Tails becoming all too common, its easy to see why a powerhouse like the Ares was added to their line-up.
IAE2951_Sign_Crusader_03_title=NEW POWERHOUSE
IAE2951_Sign_Drake_01_body=Mention the name Drake Interplanetary in a room and you're sure to kick off some debate. To some, they're villains, arming the most dangerous elements in the 'verse with the tools to wreak havoc. But did you know that this criminal connection was only made possible because Drake ships were so common? In the infamous Kesselring Heist of 2903, a Drake caterpillar was used specifically because it was easy to blend in with the masses in flight.
IAE2951_Sign_Drake_01_title=ONE OF THE CROWD
IAE2951_Sign_Drake_02_body=No one brings the thunder to IAE quite like Drake Interplanetary. Love 'em or hate 'em, their ships have become versatile and affordable options for everyone from security and militia forces to haulers trying to scrape a living out in the black. The Drake Red medic ship was recently recognized for the 'most lives saved' thanks to the ship's usage in medstations and hospitals around the UEE.
IAE2951_Sign_Drake_02_title=LIFESAVER
IAE2951_Sign_Drake_03_body=Introduced in 2887, Drake's Buccaneer almost begs its pilots to pick a fight. While it doesn't have the versatility of something like the Hornet, the Bucc's got heart... and enough firepower to make it a serious threat in any engagement. Though it's been associated with multiple crimes throughout the Empire, it's also become a mainstay for local security forces and militias looking to keep the peace.
IAE2951_Sign_Drake_03_title=READY TO FIGHT
IAE2951_Sign_Esperia_body=Though the Expo attracts the latest innovations and technological wonders, Esperia is constantly paving the way forward with their reverence of the past. Preserving important historical craft and xeno-vehicles, Esperia defines spaceflight in entirely new ways by providing unique experiences that would otherwise be unavailable to modern pilots.
IAE2951_Sign_Esperia_title=HISTORICAL REVERENCE
IAE2951_Sign_FPS_body=You may be wondering why an Expo focused on vehicles and spacecraft would want to highlight personal armor and weapons. While its true that getting there is half the fun, what you do when you arrive is just as important. Having the perfect gear on board will help ensure that a landed pilot will be ready to take off again soon.
IAE2951_Sign_FPS_title=GEAR UP
IAE2951_Sign_Greycat_body=Greycat Industrial holds the distinction of having the most ever vehicles at a single IAE when in 2926 a thousand buggy parade was driven through the streets of Severus. The highlight was when all of the buggy's sounded their horns together to play a rendition of the Imperial anthem.
IAE2951_Sign_Greycat_title=IMPERIAL PRIDE
IAE2951_Sign_MISC_01_body=It's common knowledge that MISC builds some of the hardest working ships around, but to get that tough a lot of thought and careful consideration had to go into even the smallest of details. To find the best panel adhesive, MISC ran over a million thermocycle shock tests at their R&D center. The winner alone was able to survive tens of thousands of cycles without failing. Talk about being built to last.
IAE2951_Sign_MISC_01_title=CAREFUL CONSIDERATION
IAE2951_Sign_MISC_02_body=Represented in almost every industry, MISC continues to create reliable, durable, and versatile ships at a variety of pricepoints. One of their toughest tests is known affectionately as the "Meat Grinder." Though the specifics of the test are a proprietary secret, insiders claim that the test aims to inundate the prototype ship with nearly three dozen adverse conditions, sometimes attacking with three to four at the same time in an effort to prove that their ship can survive the harshest of the harsh conditions.
IAE2951_Sign_MISC_02_title=DURABLE RELIABILITY
IAE2951_Sign_MISC_03_body=MISC's latest addition to their already impressive line of ships perfectly encapsulates the spirit of this year's IAE. Push the boundaries of the known universe with their new multi-crew wayfarer ship, the Odyssey. Get a sneak peek in the holoviewer room. Only at the IAE.
IAE2951_Sign_MISC_03_title=BOUNDARY PUSHING
IAE2951_Sign_Origin_01_body=Luxury. Elegance. Performance. These are only a handful of the terms that are regularly associated with Origin Jumpworks ships. Since the 28th century, Origin has consistently pushed the boundaries of speed and sophistication, but did you know that their controversial decision to uproot their headquarters from Earth to Terra in 2913 nearly sank the company?
IAE2951_Sign_Origin_01_title=SPEED AND SOPHISTICATION
IAE2951_Sign_Origin_02_body=Perpetually expanding what's possible when it comes to high-end performance vehicles, Origin Jumpworks is a fan favorite at the IAE and this year's lineup is sure to impress. When attempting to design a new addition to their roster, Origin engineers have looked for inspiration from a variety of sources. For example, when initially brainstorming designs that would ultimately become the X1, Engineering Director Alberto Vara looked to musical notes to dictate the potential shape language of the open-canopy racer.
IAE2951_Sign_Origin_02_title=ENDLESS INSPIRATION
IAE2951_Sign_Origin_03_body=Initially concepted to be a competitor for RSI's classic Constellation line, Origin's 400i quickly developed its own singular identity. Utilizing Origin's usual high standards of performance and comfort, the 400i evolved into a ship for explorers who didn't feel the need to 'rough it' while pushing the boundaries of the known.
IAE2951_Sign_Origin_03_title=SINGULAR IDENTITY
IAE2951_Sign_Pilots_body=While it may be commonplace to sail through the stars, we should never lose sight of the wonders of space flight from discovering new jump points, unearthing lost ruins, or setting new speed records. Famed artist, Aruto Divani, created this unique portrait series as a tribute to the diverse array of people who eagerly climb aboard their ships and 'Dare to Fly.'
IAE2951_Sign_Pilots_title=SAIL THE STARS
IAE2951_Sign_RSI_01_body=Some historians credit Roberts Space Industries with the invention of modern spaceflight. For founder Chris Roberts, the prospect of making space travel more accessible was a lifelong dream and when his company unveiled their prototype Quantum Core Engine in 2075, suddenly, space travel didn’t seem that fantastical anymore.
IAE2951_Sign_RSI_01_title=DREAMS ACCOMPLISHED
IAE2951_Sign_RSI_02_body=It's pretty amazing to think that RSI makes one of the smallest ships on the market and one of the biggest. It would take about 50 Auroras laid end to end to equal the length of one mighty Bengal carrier.
IAE2951_Sign_RSI_02_title=SMALLEST TO BIGGEST
IAE2951_Sign_RSI_03_body=Since its introduction in 2712, the RSI Constellation has been reimagined countless times, proving itself as varied and long-lived as Roberts Space Industries itself. It has been a cargo hauler, an explorer, a luxury liner, and more. When asked what's next for the Constellation, RSI Designer Deshondra Lewin said "Whatever it is, we will always strive to balance innovation with the tested features that pilots have come to rely upon."
IAE2951_Sign_RSI_03_title=RELIABLE INNOVATION
IAE2951_Sign_Theme_body=The theme of this year's expo is "Dare to Fly" which celebrates the courage of pilots everywhere who boldly take flight to discover new thrills, to seek adventure, and to push boundaries farther than ever imagined. With the right ship and the right frame of mind, anything is possible.
IAE2951_Sign_Theme_title=DARE TO FLY
IAE2951_Sign_Welcome_body=Hello and welcome to the 2951 Intergalactic Aerospace Expo. This special audio presentation will be your guide to the ins and outs of the various halls and provide unique insight about the vehicles and manufacturers on display. Thanks for listening and we hope you enjoy your time with us here at this year's IAE.
IAE2951_Sign_Welcome_title=WELCOME
IAE2951_Sign_Xian_body=Xi'an ships are becoming a more common sight across the UEE, but it wasn't too long ago that their sale was completely forbidden by the Xi'an Emperor. Now, thanks to growing trade between our two species, Xi'an manufacturers like Gatac and Aopoa are producing vehicles specifically for Humans to pilot. Even more promising, some new ships have been designed for Human and Xi'an crew to serve along side each other.
IAE2951_Sign_Xian_title=FLYABLE DIPLOMACY
IAE2952_Sign_CDFHeroes_body=For this year's IAE, we would like to honor the brave volunteers of the Civilian Defense Force who never fail to rise to whatever occasion calls for them.\n\nDriven by a sense of duty and a desire to protect their community, these heroes put their lives on the line as they foiled the Nine Tails' Siege of Orison, defended the INS Jericho from XenoThreat's attack, and provided humanitarian aid in the immediate aftermath of the catastrophic storm that struck Borea's western continent earlier this year.\n\nShould the need rise again, let the courage of these CDF volunteers be a reminder that we all have the potential to be heroes.
IAE2952_Sign_CDFHeroes_title=THE HEROES AMONG US
IAE2952_Sign_CDFHistory_body="A system's best defense will always come from its residents."\n\nSpecial Agent-in-Charge Bryce Balewa argued this point for years before becoming a leading proponent for the Civilian Defense Force (CDF), a volunteer militia called upon by the UEE military and Advocacy to provide support during times of crisis. His extensive experience in law enforcement convinced him a strong and trusted partnership between not only local security forces, the Advocacy, and the Navy, but also skilled individuals, would be the best security option for helping to safeguard the people of the UEE. In 2944, Balewa gave a speech at the Civilian Security Summit on this exact subject and was approached after by Amanda Xiang, a prominent lawyer and militia rights activist. Together, Balewa and Xiang drafted a proposal calling for the formation of the CDF so locals, either independently or as part of a militia, could be quickly deputized as provisional law enforcement in times of an emergency. The Civilian Defense Force was officially created in January of 2947 and after months of intensive planning, the fledgling organization had its first mission to help evacuate people on Tangaroa (Helios II) threatened by sudden and intense volcanic activity. Whether it’s defending shipping lanes from raids by increasingly aggressive outlaw packs or running relief to those affected by natural disasters, the CDF has quickly proven to be a vital part of system security across the empire and has become a beacon of the people’s power to overcome adversity when they work together.
IAE2952_Sign_CDFHistory_title=CREATING A BETTER DEFENSE
IAE2952_Sign_WarAtHome_body=THE LATEST FRONT IN THE FIGHT FOR SAFETY\n\nWhile the brave forces of the UEE work diligently to protect all of us from Empire-level threats, there are still ever-present dangers lurking closer to home. Millions of innocent people across every system find themselves in a daily struggle for their very lives against a surge of crime at a level unprecedented in the history of Humanity. \n\nConsidered trivial by some, compared to the Empire’s war against the Vanduul, this growing wave of violence has remained unchecked for far too long. With the recent heinous actions of criminal gangs like the Nine Tails and XenoThreat, Drake Interplanetary has partnered with the Intergalactic Aerospace Expo to bring attention to this ongoing struggle, and to provide you with the resources you need to claim your strength and protect what's yours. \n\nTogether, and armed with the right ships and equipment, we can take the power back and win this war.
IAE2952_Sign_WarAtHome_title=THE WAR AT HOME
IAE952_Sign_Commander_body=This armor set is an accurate reproduction of the one worn by the infamous leader of the XenoThreat terrorist group simply known as "Commander." With their true identity currently unknown, they are believed to be still at large in the Pyro system.
IAE952_Sign_Commander_title=Armor of XenoThreat Commander
IAE952_Sign_Mendo_body=This detailed reproduction faithfully recreates the armor worn by Mendo Ren, a longtime member of the Nine Tails had been tied to dozens of robberies and murders across the Stanton system before leading the recent Siege of Orison.
IAE952_Sign_Mendo_title=Armor of Mendo Ren
IAE952_Sign_Pressley_body=A small New Babbage event rental service that went out of business in 2944, the Nine Tails used crates belonging to the defunct Pressley Party Supply Co. to smuggle in weapons and technology onto Inspiration Park in preparation for their recent attack.
IAE952_Sign_Pressley_title=Pressley Party Supply Co.
IAE952_Sign_Resupply_body=After a brutal XenoThreat attack against Naval supply ships, CDF Volunteers were instrumental in restocking INS-Jericho with much needed crates of Zeta Prolanide, Diluthermex, and Acryliplex despite the difficulty in transporting such sensitive materials.
IAE952_Sign_Resupply_title=Resupply of INS-Jericho
IT_Shared_Agree,P=I agree.
IT_Shared_AskAboutOtherOptions,P=Got any other options?
IT_Shared_AskForWork1stTime,P=You got some work for me?
IT_Shared_AskedToVisit=Hey, you told me to swing by?
IT_Shared_Disagree,P=I disagree.
IT_Shared_LookingForMoreWork=Got any more jobs?
IT_Shared_MissionAccepted=Sounds good.
IT_Shared_MissionComplete=Job's done.
IT_Shared_MissionDeclined=I think I'll pass.
IT_Shared_MissionFailed=I had an issue with the job.
IT_Shared_Nevermind,P=Nevermind.
IT_Shared_No,P=No.
IT_Shared_NotInterested,P=I'm not interested right now.
IT_Shared_TellMeMoreAboutMissions,P=Tell me more...
IT_Shared_Temp_WhatsTheDeal,P=So what's the deal?
IT_Shared_Yes,P=Yes.
Imperilled_FindASeat,P=Find a seat
Imperilled_FollowMe,P=Follow me
Imperilled_StopHere,P=Wait here
Info_Kiosks_AttractTitle_001=Inmate Information
Info_Kiosks_CriteriaMet_001=Congratulations, you are eligible for release
Info_Kiosks_CriteriaNotMet_001=Release criteria not met
Info_Kiosks_Handbook_Desc_001=PRISONER HANDBOOK\n\nHello and welcome to this Klescher Rehabilitation Facility. While you serve out your sentence, we hope this handbook helps make your experience here more productive by answering a few key questions.\n\n1. HOW CAN I LEARN MORE ABOUT MY SENTENCE?\n\nIf you ever would like to find out information regarding your sentence, feel free to check the 'YOUR SENTENCE' tab on the information terminal. From this tab you can check:\n\n• Merits Earned: Keep track of the number of merits earned through our work-release program.\n\n• Remaining Time Until Release: An accurate countdown until your release. \n\n• Time Served: The amount of time you’ve been a guest in our facility.\n\n• Sentence Extensions: If your original sentence has been extended due to guideline infractions, you can find a list of those extensions and the reasons. \n\n2. CAN I SHORTEN MY STAY?\n\nThis Klescher Rehabilitation Facility offers a variety of work-release programs that will keep our guests busy during their stay. \n\n• Mining: This underground Klescher facility offers our guests a unique opportunity to earn merits and shave time off their sentence by mining commodities in the nearby tunnels and depositing them in the mineral deposit hoppers. You will be issued a time reduction chit or "merit" based on the total value of the deposit.*\n\n• Maintenance Tasks: We will pay guests in merits to fix up faulty equipment around the facility. \n\nFurther details can be found on your mobiGlas.\n\n3. WHAT IF I NEED SUPPLIES?\n\nCommissary Dispensers contain a selection of food, drinks, and other useful items to make your stay more comfortable that may be purchased with merits earned through our work-release programs. These dispensers are conveniently placed around the entrances to the work mines.\n\n4. IS VIOLENCE EVER THE ANSWER?\n\nViolence is never the answer. Any violence committed against Klescher personnel or your fellow guests is strictly forbidden and will result in an immediate extension of your original sentence.\n\n5. WHAT IF I WANT TO ESCAPE?\n\nWhile we understand the desire, any attempt to prematurely end your term in our facility is strictly forbidden, as is using your mobiGlas to communicate with anyone outside the facility. Failing to adhere to either of these guidelines will result in an extension of your original sentence.\n\n*Mineral prices are static and set by Klescher Company and do not reflect real-world commodity prices.\n
Info_Kiosks_Handbook_Title_001=Handbook
Info_Kiosks_Header_001=Your Sentence
Info_Kiosks_Info_001=Time Served
Info_Kiosks_Info_002=Merit Contribution
Info_Kiosks_Info_003=Original Sentence
Info_Kiosks_Info_004=Sentence Extension
Info_Kiosks_LogoScreen_001=輕觸螢幕開始使用
Info_Kiosks_Merits_001=Merits
Info_Kiosks_Prisoner_001=Inmate ID
Info_Kiosks_SubCriteriaMet_001=Report to inmate processing to complete your sentence
Info_Kiosks_Time_001=Projected time until release
Infractions_Desc_001=The deliberate and unlawful infliction of mortal harm to another being.
Infractions_Desc_002=The intentional or negligent discharge of a weapon inside a designated safety zone.
Infractions_Desc_003=Drawing or exhibiting any deadly weapon, except in self-defense, in a rude, angry, or threatening manner inside a designated safety zone.
Infractions_Desc_004=Parking or idling in a designated hangar, garage, or landing zone without the authorization of its owner or sanctioned traffic controller.
Infractions_Desc_005=The destruction of public or private property caused by a being who is not the owner through neglectful or intentional action.
Infractions_Desc_006=Physical damage to public or private property caused by a being who is not the owner through neglectful or intentional action.
Infractions_Desc_007=Intentionally carrying, or stowing inside a vehicle they are operating, an item that has been deemed a 'prohibited good' by the UEE and / or the local municipality.
Infractions_Desc_008=Willfully entering and remaining on private or public property that they do not own nor have they been granted permission from the owner.
Infractions_Desc_009=The willful destruction, severing, contamination, or disruption of vital imperial-defense materials or public safety utilities such as, but not limited to, communication networks (comm arrays, comm relays, comm drones, etc.), fuel infrastructure, power grids, and life support systems.
Infractions_Desc_010=The attempted infliction of deadly harm to security personnel attempting to lawfully arrest or detain them.
Infractions_Desc_011=Possessing significant quantities (in excess of .125 SCU) of materials that has been deemed a 'Class A Controlled Substance' by the UEE and / or the local municipality with a clear intent to traffick, sell, or distribute said materials.
Infractions_Desc_012=Intentionally carrying or stowing inside a vehicle they are operating, a material that has been deemed a 'Class A Controlled Substance' by the UEE and / or the local municipality.
Infractions_Desc_013=Possessing significant quantities (in excess of 1 SCU) of items that are known, or can be reasonably suspected, to be stolen with a clear intent to traffick, sell, or distribute said stolen property.
Infractions_Desc_014=Intentionally carrying or stowing inside a vehicle they are operating, an item that is known, or can be reasonably suspected, to be stolen.
Infractions_Desc_015=The harboring or concealment of any individual who is known to have, or can be reasonably suspected of, committing a criminal offense.
Infractions_Desc_016=The operation of, including being transported aboard, a vehicle they do not own nor have they been granted permission from the owner to operate.
Infractions_Desc_017=The infliction of harm onto another being with a deadly weapon either willfully or accidentally.
Infractions_Desc_018=The attempted infliction of deadly harm to security personnel in the lawful discharge of their duties.
Infractions_Desc_019=Intentionally attempting to elude or flee from security personnel attempting to lawfully arrest or detain them.
Infractions_Desc_020=Failure to comply with requests or commands of security personnel in the lawful discharge of their duties.
Infractions_Desc_021=The illegal accessing of a computer system, through either forceful intrusion, crypto-cracking or other means, by a being who is not the owner nor has been granted permission from the owner.
Infractions_Desc_022=Possessing significant quantities (in excess of .125 SCU) of materials that has been deemed a 'Class B Controlled Substance' by the UEE and / or the local municipality with a clear intent to traffick, sell, or distribute said materials.
Infractions_Desc_023=Possessing significant quantities (in excess of .125 SCU) of materials that has been deemed a 'Class C Controlled Substance' by the UEE and / or the local municipality with a clear intent to traffick, sell, or distribute said materials.
Infractions_Desc_024=Intentionally carrying or stowing inside a vehicle they are operating, a material that has been deemed a 'Class B Controlled Substance' by the UEE and / or the local municipality.
Infractions_Desc_025=Intentionally carrying or stowing inside a vehicle they are operating, a material that has been deemed a 'Class C Controlled Substance' by the UEE and / or the local municipality.
Infractions_Desc_026=The destruction of a privately or publicly owned vehicle caused by a being who is not the owner through neglectful or intentional action.
Infractions_Desc_027=The collision of two or more vehicles attributed to the negligent operation of one of the involved vehicles by a being demonstrating a willful or wanton disregard for safety.
Infractions_Desc_028=Willfully failed to make sufficient bona fide efforts to fully pay criminal monetary penalties and allowed fines to accumulate to such a degree that compulsory repayment is required.
Infractions_Desc_029=The illegal usage of a non-destructive device to interfere with a privately or publicly owned vehicle’s ability to function or travel, such as, but not limited to, Quantum Enforcement Devices.
Infractions_Desc_030=Willfully entering and remaining on property designated by the UEE and local governance as off limits to unauthorized personnel, with the intent to commit a crime therein.
Infractions_Desc_031=Willful application of force through physical or chemical means to another being without that person's consent.
Infractions_Desc_032=Willful application of force through physical or chemical means to another being such that it causes bodily harm up to or past the point of rendering them stunned or incapacitated.
Infractions_Desc_033=Currently sentenced to a designated prison or holding facility as punishment for convicted crimes.
Infractions_Desc_034=Escaping from the custody of the UEE and / or local municipality by an individual before their scheduled release, through any means such as force, subterfuge or violence.
Infractions_Desc_035=The taking of substantial and willful steps to attempt an escape from the custody of the UEE and / or local municipality by an individual before their scheduled release, through any means such as force, subterfuge or violence.
Infractions_Desc_036=Willfully making false or exaggerated claims of stolen, lost, or damaged property to a licensed insurance provider in order to seek compensation to which they are not actually entitled.
Infractions_Desc_037=The infliction of mortal harm to another incarcerated person through direct or indirect means.
Infractions_Desc_038=Operating a vehicle with a wanton disregard for the safety or property of others in a manner that would be obviously considered dangerous by a competent individual.
Infractions_Desc_039=The infliction of mortal harm of another being through reckless or negligent behavior such as, but not limited to, improper usage of a vehicle, improper handling of dangerous materials, or improper usage of life support systems.
Infractions_Desc_040=在武裝管制區範圍內進行魯莽或暴力行為;武裝管制區是由UEE停戰協定所指定的非敵對保護區。
Infractions_Desc_041=The infliction of damage onto another being's property either willfully or recklessly, often with the intent to cause physical harm to others.
Infractions_Desc_042=Willful application of force through physical or chemical means to another being such that it causes severe bodily harm that renders them unconscious.
Infractions_Desc_043=Willfully committing harm to any being who is unconscious or otherwise unable to defended themselves with the intent to cause death.
Infractions_Desc_044=Willfully and fraudulently taking a person's registered vehicle without their permission. Also known as "shipjacking."
Infractions_Desc_045=Losing or abandoning Klescher equipment whether intentionally or accidentally can result in punishment. This can be rectified by locating and returning this equipment.
Infractions_Grace_044=You are carrying a stolen item. Please drop it %ls
Infractions_Name_001=Homicide
Infractions_Name_002=Unlawful Discharge of a Weapon
Infractions_Name_003=Brandishing a Weapon
Infractions_Name_004=Parking Violation
Infractions_Name_005=Destruction of Property
Infractions_Name_006=Damage of Property
Infractions_Name_007=Possession of Prohibited Goods
Infractions_Name_008=Trespassing (Second Degree)
Infractions_Name_009=Sabotage
Infractions_Name_010=Resisting Arrest
Infractions_Name_011=Trafficking of Class A Controlled Substance
Infractions_Name_012=Possession of Class A Controlled Substance
Infractions_Name_013=Trafficking of Stolen Property
Infractions_Name_014=Possession of Stolen Property
Infractions_Name_015=Harboring a Fugitive
Infractions_Name_016=駕駛失竊載具
Infractions_Name_017=Aggravated Assault
Infractions_Name_018=Assaulting Security Personnel
Infractions_Name_019=Evading Arrest
Infractions_Name_020=Failure to Comply
Infractions_Name_021=Unauthorized Computer Access
Infractions_Name_022=Trafficking of Class B Controlled Substance
Infractions_Name_023=Trafficking of Class C Controlled Substance
Infractions_Name_024=Possession of Class B Controlled Substance
Infractions_Name_025=Possession of Class C Controlled Substance
Infractions_Name_026=毀損載具
Infractions_Name_027=Vehicular Collision
Infractions_Name_028=Delinquent Restitution
Infractions_Name_029=Unauthorized Interdiction
Infractions_Name_030=Trespassing (First Degree)
Infractions_Name_031=Battery (Second Degree)
Infractions_Name_032=Battery (First Degree)
Infractions_Name_033=Actively Incarcerated
Infractions_Name_034=Escaped from Custody
Infractions_Name_035=Attempted Escape from Custody
Infractions_Name_036=Insurance Fraud
Infractions_Name_037=Inmate Homicide
Infractions_Name_038=魯莽駕駛
Infractions_Name_039=Negligent Homicide
Infractions_Name_040=違反停戰協定
Infractions_Name_041=Aggravated Criminal Damage
Infractions_Name_042=Grievous Bodily Harm
Infractions_Name_043=Attempted Homicide
Infractions_Name_044=盜竊載具
Infractions_Name_045=Abandoning Klescher Equipment
Inner_Thought_Conversation_Icon=θ
Inner_Thought_SpoolQD=Spool Quantum Drive
Inner_Thought_UnSpoolQD=Shut Down Quantum Drive
InstancedObjective,P=Test Instance Objective
Interaction_InteractionMode=~action(player_choice|pc_interaction_mode)
Interaction_Select=~action(player_choice|pc_select)
Interaction_eat=Eat
Interplanetary_Delivery_Description,P=Take some stuff far away
Interplanetary_Delivery_Title,P=Interplanetary Delivery
Investigation_JournalEntry_Fail_Body,P=The information submitted by you was found to be incorrect or insubstantial based of a 3rd ajudicator
Investigation_JournalEntry_Fail_ShortTitle,P=Investigation Result - Lacking Critical Evidence
Investigation_JournalEntry_Fail_Title,P=Investigation Result - Lacking Critical Evidence
Investigation_JournalEntry_Win_Body,P=The information submitted by you was found to be accurate based of a 3rd ajudicator
Investigation_JournalEntry_Win_ShortTitle,P=Investigation Result - Decision Approved
Investigation_JournalEntry_Win_Title,P=Investigation Result - Decision Approved
Investigation_Submit_Pending_long=Information is being reviewed please notification will be sent when information is verified
Investigation_Submit_Pending_short=Information is being reviewed please notification will be sent when information is verified
Invictus2951_JavelinTourScreens_MidDeck_01_Body=Lovingly referred to as "warhalwa" by the crew, the UEES War Hammer has had one special dish on its mess hall menu since the ship entered service in 2832. This carrot halwa, a sweet, cardamom-spiced pudding, was the special request by the War Hammer’s first Captain, Omar Singh, in celebration of his birthday. It has since become a tradition among the crew to eat this dessert on special occasions and celebrations. Lt. Con Timway credited the carrots in the dish for setting the new naval accuracy record in 2902.
Invictus2951_JavelinTourScreens_MidDeck_01_Title=THE WAR HAMMER’S SIGNATURE DESSERT
Invictus2951_JavelinTourScreens_MidDeck_02_Body=On July 7, 2884, the UEES War Hammer was part of the naval defensive action against the Vanduul now commonly known as the "Fall of Caliban." While providing cover for the civilian evacuation of the system, the turrets were fired so frequently and for such an extended duration that XO Sander Freelin’s after action report noted that "turret support struts had begun to warp from the heat of the sustained fire." Gunner Tobin Lemk commented in a letter home, "I could hear my sweat sizzle as it dripped off me." As a result, Aegis Dynamics reworked the cooling systems in future Javelin models.
Invictus2951_JavelinTourScreens_MidDeck_02_Title=THE FALL OF CALIBAN
Invictus2951_JavelinTourScreens_MidDeck_03_Body=While no sign of the incursion remains, the UEES War Hammer was boarded in a surprise assault on June 25, 2861 when a Vanduul boarding ship, known in the Navy as "Spikes," made it past the UEES War Hammer’s point defense systems and punctured the hull. While five off-duty starmen tragically perished in the first moments of the assault, the crew were able to rally and overwhelm the Vanduul boarders before they managed to gain control of any vital parts of the ship. These brave starmen were instrumental in the War Hammer’s eventual victory that day.
Invictus2951_JavelinTourScreens_MidDeck_03_Title=IN MEMORY OF THOSE LOST
Invictus2951_JavelinTourScreens_MidDeck_04_Body=Among the crew of the UEES War Hammer, the first step of this stairwell is commonly known as the "Skip Step." For a brief period in 2928, the gravity plate located directly below the step was intermittently malfunctioning. This resulted in numerous starmen tripping and stumbling as they used the stairwell. As a health hazard, repairs were immediately done but despite numerous attempts at correcting the issue, the problem kept returning. During this time the crew formed a habit of not utilizing the first step as a precaution. In the end, it turned out to be a software issue in the gravity controls, but the tradition of hopping over the "skip step" remains today.
Invictus2951_JavelinTourScreens_MidDeck_04_Title=ONE SMALL STEP
Invictus2951_JavelinTourScreens_TopDeck_01_Body=Ever since the line’s introduction in 2690, the Javelin has been a brawler. Unlike other ships that can fulfill multiple roles like transport, the engineers at Aegis Dynamics clearly intended for this ship to put itself in harm’s way. Aside from the turret installations that line these halls, the Javelin comes fully stocked with heavy ordnance to challenge capital ships and a complement of Marines to raise hell on the ground. Simply put, the Javelin is a fighter.
Invictus2951_JavelinTourScreens_TopDeck_01_Title=A HEAVY HITTER ON THE BATTLEFIELD
Invictus2951_JavelinTourScreens_TopDeck_02_Body="I remember the exact moment that I stepped aboard the UEES War Hammer for the first time. To me, it was already a legendary ship. Sure, most people dream about serving aboard the Krugeri or something, but I’d grown up hearing about the War Hammer. My dad served on it immediately after graduation, so I think the thing that struck me most was its sense of history. This was a ship that’s distinguished itself in some of the biggest military operations of the past hundred years and the crew always seemed to carry that shared sense of duty to live up to the high standards set by the last generation of crewmembers. I could see why it had such a profound effect on my father and why it continues to have a profound effect on me."\n- Adelle Marker, Leading Starman
Invictus2951_JavelinTourScreens_TopDeck_02_Title=A PROUD LINEAGE
Invictus2951_JavelinTourScreens_TopDeck_03_Body=As you’ve been exploring the halls of this famed vessel, here are some facts that you might not have known:\n\n- Since its sealing in 2832, over 5000 Naval and Marine personnel have served aboard the War Hammer. Some notable crew members include: Ari Barber (actor, served as gunner 2854-2857), Natalya Jesui (pilot, served as navigator 2905-2911), Lee Cardenza (Sataball player, served as mechanic 2932-2935).\n\n- There’s a tradition among Captains of the War Hammer to leave a bottle of liquor and a blank paper journal in their quarters for their successor. This originated with Captain Lionel Ross, who took over from Captain Singh, as the War Hammer’s second captain.\n\n- The Aegis Javelin uses over six million meters of cable for its electrical, data, and automation systems. That’s almost the distance from Moscow to Shanghai on Earth.\n
Invictus2951_JavelinTourScreens_TopDeck_03_Title=DID YOU KNOW?
Invictus_999SquadTerm=The F8A Lightning was developed by Anvil Aerospace as a replacement for the previous generation F7A Hornet fighter. The UEE selected the Anvil Lightning for production because of the Hornet's string of military successes and its overall familiarity with active pilots. The Lightning was developed specifically to counter what the military saw as the rising Vanduul threat of the 2940s, intended to outfly and outfight the current generation of Scythe and Glaive spacecraft. \n\nTo put this new craft through its paces, the Navy's elite test unit, Squadron 999 were given full access to these next generation fighters. After dozens of flights and simulated battles, the skilled "Wreckless" pilots of the 999 provided valuable feedback that helped hone the Lightning into this imposing vehicle poised to make history.
Invictus_ArrivingAt=Arriving Soon
Invictus_Connector_at=at
Invictus_Connector_docked=Docked At
Invictus_Dates_2021=May 20th - May 31st
Invictus_Dates_2023=May 19th - May 26th
Invictus_Expo=Bevic Center, Area18, ArcCorp
Invictus_Expo_Location=Bevic Center, Area18, ArcCorp
Invictus_Flyby_ComingSoon=Coming Soon
Invictus_Flyby_Finished=Finished
Invictus_Flyby_Happening=In Progress
Invictus_Flyby_Start=Navy Bengal Fly-by
Invictus_Javelin_SeeTheDock=Come Visit
Invictus_ShipTour_Closed=Closed
Invictus_ShipTour_Start=Navy Javelin Tour
Invictus_TimeConnector_Open=Open For
Invictus_TimeConnector_Start=Begins In
Invictus_Timetable_Header=Invictus Schedule
Invictus_VisitFleetweek=Visit Invictus Launch Week
ItemPort_port_NameCooler=Cooler
Item_DescAEGS_Idris_Main_01_CIV,P=Main Thruster
Item_DescAEGS_Idris_Main_01_MIL,P=Main Thruster
Item_DescAEGS_Idris_Main_01_PIR,P=Main Thruster
Item_DescAEGS_Idris_Main_02_CIV,P=Twin Main Thruster
Item_DescAEGS_Idris_Main_02_MIL,P=Twin Main Thruster
Item_DescAEGS_Idris_Main_02_PIR,P=Twin Main Thruster
Item_DescAEGS_Idris_Main_Fixed_01_CIV,P=Main Thruster
Item_DescAEGS_Idris_Main_Fixed_01_MIL,P=Main Thruster
Item_DescAEGS_Idris_Main_Fixed_01_PIR,P=Main Thruster
Item_DescAEGS_Idris_Mav_Fixed_CIV,P=Fixed Mav Thruster
Item_DescAEGS_Idris_Mav_Fixed_MIL,P=Fixed Mav Thruster
Item_DescAEGS_Idris_Mav_Fixed_PIR,P=Fixed Mav Thruster
Item_DescAEGS_Idris_Retro_CIV,P=Retro Thruster
Item_DescAEGS_Idris_Retro_MIL,P=Retro Thruster
Item_DescAEGS_Idris_Retro_PIR,P=Retro Thruster
Item_DescBEHR_LaserCannon_S4=Manufacturer: Behring\nItem Type: Laser Cannon\nSize: 4\n\nBehring's M6A is a versatile high velocity energy autocannon, designed to provide to keep your enemy at range without sacrificing your stopping power.
Item_Desc_987_shirt_04,P=PH - 987_shirt_04
Item_Desc_sch_monocle_01=As part of their Dafne collection, Derion is proud to present the Jacopo monocle. This diamond-laminate accessory features a tungsten chain and features the latest upgradable optiVis interface for unmatched comfort.
Item_Desc_sch_tophat_01=As part of their Dafne collection, Derion is proud to present the Jacopo tophat. Perfect for an elegant night on the town, this gossamer-lined top hat was commissioned in honor of the Port Renatus Metropolitan Opera House Quincentennial.
Item_Desc_vgl_advocacy_undersuit_base_01=Item Type: Undersuit\nDamage Reduction: 10%\n\nVirgil's Guardian is a multi-purpose undersuit that features basic reinforced plates for impact protection as well as natural integration with compatible armor sets.
Item_Desc_vpw_bouncer_gloves_01_01_01=The 2Tuf features an ultrasoft cloth lining paired with a durable lab-grown leather exterior for comfort and unrestricted mobility. Thanks to a simple design with reinforced stitching, the glove can survive a rough night on the streets and still be ready for elegant evening out.
Item_NameAEGS_Idris_Mav_Fixed_CIV=聯合式機動推進器
Item_NameAEGS_Idris_Mav_Fixed_MIL=聯合式機動推進器
Item_NameAEGS_Idris_Mav_Fixed_PIR=聯合式機動推進器
Item_NameAEGS_Idris_Retro_CIV=制動推進器
Item_NameAEGS_Idris_Retro_MIL=制動推進器
Item_NameAEGS_Idris_Retro_PIR=制動推進器
Item_Name_sch_monocle_01=Jacopo Monocle
Item_Name_sch_tophat_01=Jacopo Tophat
Item_Name_vgl_advocacy_undersuit_base_01=Guardian Undersuit
Item_Name_vpw_bouncer_gloves_01_01_01=2Tuf Gloves
Item_ObjectiveMarker=~mission(Item)
Item_descQDRV_TARS_S03_Ranger_SCItem=Item Type: Quantum Drive\nManufacturer: Tarsus\nSize: 3\nGrade: B\nClass: Civilian\n\nRely on the Ranger to guide you through the stars. The quality and reliability of this classic Tarsus quantum drive has made it a ship staple for centuries.
JournalEntry_CrewMember_01_Description=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**Comm_Transcription**/\n\n[Comm set to auto-send at 18:00:00]\n\nTo: Adena Freund\nFrom: Jameis Freund\nSubject: I’m sorry\n\nHey, Adena… if I know you at all, you’re probably not talking to me.\n\nFirst, I’m sorry I didn’t tell you about the meeting with Avivar. I knew you’d be against talking to them, but I couldn’t risk it not happening. You have every right to be angry at me for keeping it from you, but you know how you get sometimes. Honestly, I don’t know how to handle you when you get all worked up. You’ve been that way since we were kids. Remember that incident with Mom’s Cutlass? Guess I wanted to avoid all that drama until everything was official. \n\nSee... dammit, it’s hard to admit this to you ... Freund Family Fuel is running deep in the red and I don’t see a way out. I did… I did everything I could to try and find a way out, put the house up as collateral for a loan… but nothing worked. Just dumb luck I guess. \n\nSelling to Avivar is our only option to stay flying with some creds in our pockets and a shred of dignity. I know you’d argue with all your heart against it, but you don’t know the numbers like I do. This system’s a different place since Dad started all of this. Dad never had to hire a full time turret gunner for protection. Competition’s grown so fierce that the low fuel prices can’t cover our skyrocketing costs. At least if we operate under Avivar’s banner we’ll have some support during these tough times. The business may not be in our name after this, but it’ll still be ours.\n\nI know you hate me right now, but just remember that, as your brother, I love you and only want to do what’s best for all of us. Well, whenever you’re ready to talk, I’ll be here.\n\n- J \n\n//**TRANSCRIPTION_END**//
JournalEntry_CrewMember_01_SubTitle=Freund Family Fuel Employee Datapad - Jameis Freund
JournalEntry_CrewMember_01_Title=J. Freund - Recovered Comm
JournalEntry_CrewMember_02_Description=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**Comm_Transcription**/\n\nTo: Adena Freund\nFrom: Christina Clark\nSubject: I’m done\n\nSeriously, screw you guys. Three runs. I’ve done three runs for you and still haven’t gotten paid. You aren’t the only ones with debts to pay and while this may be your family business, it sure as hell isn’t mine. \n\nMaybe if you guys actually made sure your clients paid on time this wouldn’t happen. More than once I’ve seen Jameis tell clients to pay him whenever it’s convenient. Guess I shouldn’t be surprised this happened. Freund Family Fuel may be fine with doing a hard day’s work and not getting paid, but the hell if I am. I’ll be filing a breach of contract or lost wages complaint or whatever the hell they’re called against you both the second I’m off this tub. \n\n\n//**TRANSCRIPTION_END**//
JournalEntry_CrewMember_02_SubTitle=Freund Family Fuel Employee Datapad - Adena Freund
JournalEntry_CrewMember_02_Title=A. Freund - Recovered Comm
JournalEntry_CrewMember_03_Description=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**Comm_Transcription**/\n\nTo: Ben Totland\nFrom: Simon Totland\nRE: Checking in\n\nHey man,\n\nI got chewed out again today. Guess I didn’t get to the turret fast enough. Adena kept yelling at me that we’d all be dead if the ship was really under attack. \n\nBut it’s not like I was dragging my heels. I’ve just never been on a ship this size before. It’s so easy to get turned around on this thing. Almost feels like someone designed this ship specifically for people to get lost on.\n\nTy keeps telling me not to worry about it. He keeps reminding me that nobody’s first run goes smoothly. Told me yesterday that “the only way you learn is by living.” This would all be super overwhelming if he wasn’t here. Not to say it’s not nice to talk to you about these things too, but by the time the message reaches you and you have the time to respond, sometimes the moment’s passed. \n\nHeard the Captain and his sister arguing again last night. I’m not sure if they realize how loud they are or maybe they don’t care. Had to crank up the volume on my mobi to drown them out, but then I got worried I’d miss a call to get to the turret, so I turned it back down. Still not sleeping very well. Every little bump wakes me up, then it takes forever to get back to sleep. \n\nAt least I’m making some creds and gaining some experience. Once I get paid, I’ll send a portion to Mom. Maybe now that both of us are working things will be a bit easier for her. Oh, did you ever find out how much experience deckhands need on your ship? How great would that be to work this same ship. Sure Mom would love it too. Both her boys, exploring the stars together. Just like she always dreamed. \n\nCrap … gotta run. Talk again soon, brother. \n\n//**TRANSCRIPTION_END**//
JournalEntry_CrewMember_03_SubTitle=Freund Family Fuel Employee Datapad - Simon Totland
JournalEntry_CrewMember_03_Title=S. Totland - Recovered Comm
JournalEntry_CrewMember_04_Description=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**Comm_Transcription**/\n\nTo: Jameis Freund\nFrom: Ty Moyo\nRE: Ship Evaluation\n\nHey, Jameis. \n\nSo, I did what you asked. I’ve done a full assessment of the ship in its current state and come to a ballpark value. It … well, there’s a lot more work to be done around here than I first thought. I added about half a dozen other fixes to my punch list today... you know what, we should probably talk about this in person. That way I can explain how I got to my total. Fair warning, I don’t think you’ll be thrilled with the news.\n\nI know you told me to hold off on repairs for the time being, but I noticed something today that’s a little worrying. The power plant’s having power spikes under normal operations. Could be a busted regulator or something, but it’s best not to strain the system until I figure out what’s going on. Might have to do with those repairs I did to the shield genny the other day. Won’t know until I run a full diagnostic.\n\nAlso, I tweaked a few things on the turret for the kid. He wouldn’t stop complaining about how slow and unresponsive it was, so I made a few minor adjustments just to keep him quiet about it. Kid’s eager, and works his tail off, but he’s as green as they come. \n\nOne last thing, I’ve been thinking about your last message, taking Avivar’s buyout seems like the best plan. Know your Dad wouldn’t be happy about it, but he’d understand. \n\nOh, and tell your sister before you go through with it. She definitely won’t like it, but you owe her that much. \n\n//**TRANSCRIPTION_END**//
JournalEntry_CrewMember_04_SubTitle=Freund Family Fuel Employee Datapad - Ty Moyo
JournalEntry_CrewMember_04_Title=T. Moyo - Recovered Comm
JournalEntry_CrewMember_05_Description=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**Comm_Transcription**/\n\nTo: Matias Devi\nFrom: Patricia Sarafian\nSubject: Status Report\n\nHi, Mr. Devi, it’s Patricia with my weekly check-in. This has been a good week for Avivar in the Stanton System. I closed that contract I was telling you about last week. Had to cut them a deal, but like you say, once they experience Avivar’s amazing service, we’ve got ‘em for good. That gives us three in the system. A few more clients like this and we’ll be turning a profit in no time. \n\nIn other good news, I’ve been able to convince a local fuel concern, Freund Family Fuel, to meet with me about a possible buyout. They’ve been around for decades and have a number of primo contracts. I’ve drafted the offer so it allows them to operate under the Avivar name as long as they maintain our standards. Considering the state of their ship and employee records, it shouldn’t be hard to get rid of them following the first performance review. It’s their contracts that we really want. Not their aging Starfarer. Will let you know when I’m closing in on a deal so you can give it final approval. \n\nI know I’ve only been here a few months, but I see a lot of potential for Avivar in Stanton and have some big plans. Just give me the time and I’ll give you this system. \n\nI’ll be in touch next week. \n\n- Patricia \n\n//**TRANSCRIPTION_END**//
JournalEntry_CrewMember_05_SubTitle=Aviar Employee Datapad - Patricia Sarafian
JournalEntry_CrewMember_05_Title=P. Sarafian - Recovered Comm
JournalEntry_CrewMember_06_Description=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**Comm_Transcription**/\n\nTo: Keyon Tyler\nFrom: Matias Devi\nSubject: Request\n\nMr. Tyler,\n\nOver the previous few months, I’ve been tracking the progress you and Patricia Sarafian have been making in the Stanton System on behalf of Avivar. I don’t have to tell you how important it is for the company that our expansion into the system succeeds. \n\nWith that in mind, I must say that I have my concerns over how Ms. Sarafian is handling the situation. One of my main problems in making an educated assessment is a lack of good information. Ms. Sarafian, despite a number of subtle and not to subtle requests, only submits her required weekly report for me to review. \n\nThat’s where I was hoping you could come in. For here forward, I need you to provide me with a day-by-day accounting of Avivar’s happenings in the system without informing Ms. Sarafian that you are doing so. I reviewed your personnel file and see that you have been an excellent Avivar employee over the years. Since you have been so good to us, you can expect Avivar to be good to you for your assistance and discretion in this matter. \n\n- MD \n\n//**TRANSCRIPTION_END**//
JournalEntry_CrewMember_06_SubTitle=Aviar Employee Datapad - Keyon Tyler
JournalEntry_CrewMember_06_Title= K. Tyler - Recovered Comm
JournalEntry_CrewMember_07_Description=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**Comm_Transcription**/\n\nTo: Christina Clark\nFrom: Adena Freund\nSubject: Guess what?\n\nChristina … I know it’s you, and I have the dates to prove it. Bet you think it was so slick of you to sell info on our operations to Avivar. Don’t think I’m going to let you get away with it either. You best watch your back, because one day you’ll turn around and see me standing there. Then you’ll have to answer for what you did to me and my family. \n \nConsider this comm a courtesy. Stop shelling out info on us to Avivar, and get out of Stanton as fast as you can. ‘Cause if we ever cross paths, it won’t end well for you. \n//**TRANSCRIPTION_END**//
JournalEntry_CrewMember_07_SubTitle=Aviar Employee Datapad - Christina Clark
JournalEntry_CrewMember_07_Title=C. Clark - Recovered Comm
JournalEntry_CrewMember_08_Description=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**Comm_Transcription**/\n\nTo: Summer Davis\nFrom: Galen Walsh\nRE: 3rd Draft Revisions \n\nSummer, I think I figured it out. I was just on the bridge for the last few hours, bored outta my mind, and it hit me like a lightning bolt. Had to sneak away so I could get this idea to you before I forgot it. \n\nWhat if, at the end of the party scene, we reveal the ship has a smuggler’s compartment that Hector didn’t know about. So he’s had the magical relic on board the entire time. That’s why the pirates don’t want to damage the ship and destroy what’s onboard. \n\nPlus, it gives ‘em a reason to board the ship and take him hostage instead of blowing him out of the sky. Then we can keep that scene we love where he’s locked in that cell and ...\n\nI gotta run. Cap keeps yelling for me over comm. But you get the idea, right? Roll that around in your mind for a bit, and I’ll call you the second Cap gets off my back. \n\n//**TRANSCRIPTION_END**//
JournalEntry_CrewMember_08_SubTitle=Aviar Employee Datapad - Galen Walsh
JournalEntry_CrewMember_08_Title=G. Walsh - Recovered Comm
JournalEntry_Starfarer1_Blackbox_Description=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**EDR_Transcription**/\n\n16:54:24 [CAP. JAMEIS FREUND] Adena, sending you coordinates. Make sure we quantum in just shy so we can run some scans and approach cautiously.\n\n16:54:36 [PILOT ADENA FREUND] That’s the middle of nowhere. What are we looking for?\n\n16:54:41 [CAP. JAMEIS FREUND] Just get us there. Then I’ll explain everything. \n\n16:54:45 [PILOT ADENA FREUND] Jeez, fine. Don’t need to bite my head off. Just thought it might be good to for the pilot to know what we’re getting into. \n\n16:54:55 [PILOT ADENA FREUND] Quantum complete.\n\n16:55:14 [CAP. JAMEIS FREUND] Proceed to the coordinates while I run some scans. \n\n16:55:19 [PILOT ADENA FREUND] Enough with the all the mystery, J. You finally gonna tell me what this is all about?\n\n16:55:23 [SCANS IDENTIFY STARFARER WITH ‘AVIVAR ALLIANCE’ REG-TAG] \n\n16:55:25 [PILOT ADENA FREUND] The hell are they doing here? Kid, you in the turret? We got some unwanted company up ahead.\n\n16:55:27 [GUNNER SIMON TOTLAND] In position and tracking the ship. \n\n16:55:30 [CAP. JAMEIS FREUND] Everyone, calm down. We’re here to meet them. \n\n16:55:34 [PILOT ADENA FREUND] The hell you talking about, Jameis? Why are we meeting the buggers that’ve been stealing our clients?\n\n16:55:40 [CAP. JAMEIS FREUND] They just want to talk about ....\n\n16:55:41 [PILOT ADENA FREUND] This is why you wouldn’t tell me where we’re going. We got nothing to say to these scumbags.\n\n16:55:45 [MECHANIC TY MOYO] (unintelligible) from the power plant. \n\n16:55:48 [CAP. JAMEIS FREUND] Hey, Ty. You dropped out at the start there. Can you repeat?\n\n16:55:51 [PILOT ADENA FREUND] Avivar’s done nothing but attack our business since they showed up in system. For all we know they’re here to finally wipe us out, pushing shields to max.\n\n16:55:54 [CAP. JAMEIS FREUND] Adena, wait. Ty, can you repeat what you just said?\n\n16:55:55 [POWER TO SHIELDS INCREASED]\n\n16:55:58 [POWER PLANT WARNING — OVERHEAT CRITICAL DAMAGE]\n\n16:55:59 [EMERGENCY SIRENS TRIGGERED]\n\n16:56:00 [GUNNER SIMON TOTLAND] We’re under attack! Opening fire! \n\n16:56:03 [CAP. JAMEIS FREUND] Hold your fire. \n\n16:56:04 [PILOT ADENA FREUND] I’ve got —\n//**TRANSCRIPTION_END**//
JournalEntry_Starfarer1_Blackbox_SubTitle=Ship RegTag #SC4V-L8212R / Freund Family Fuel
JournalEntry_Starfarer1_Blackbox_Title=Emergency Flight Data (EDR-7D093)
JournalEntry_Starfarer2_Blackbox_Description=/**MOBICONNECT.RETRIEVALSYSTEM.FRP…DATAFOUND**/\n/**EDR_Transcription**/\n\n16:52:39 [GUNNER CHRISTINA CLARK] We’ve been sitting here for almost two hours. What’s going on Cap? \n\n16:52:44 [CAPTAIN PATRICIA SARAFIAN] Shouldn’t be much longer.\n\n16:52:50 [GUNNER CHRISTINA CLARK] Uh huh.\n\n16:55:03 [SCANNER DETECTS OBJECT IN DISTANCE]\n\n16:55:05 [CAPTAIN PATRICIA SARAFIAN] Scans just picked up something. You see it, Keyon? Swing us in that direction while I focus in.\n\n16:55:08 [PILOT KEYON TYLER] I’m on it. \n\n16:55:13 [PILOT KEYON TYLER] Walsh, where’d you disappear to? Need you at the shield station, pronto.\n\n16:55:19 [MISC CREW GALEN WALSH] On my way. Something I ate last night didn’t quite agree with me.\n\n16:55:23 [SCANS IDENTIFY STARFARER WITH ‘FREUND FAMILY FUEL’ REG-TAG]\n\n16:55:24 [CAPTAIN PATRICIA SARAFIAN] This is them. Kill all non-essential chatter. Bring us in good and close. \n\n16:55:28 [PILOT KEYON TYLER] Copy that.\n\n16:55:30 [GUNNER CHRISTINA CLARK] Hey, am I reading these scans right? Is that Freund Family Fuel?\n\n16:55:34 [CAPTAIN PATRICIA SARAFIAN] I said cut the chatter. \n\n16:55:37 [GUNNER CHRISTINA CLARK] What are they doing here?\n\n16:55:42 [CAPTAIN PATRICIA SARAFIAN] That’s not your concern. \n\n16:55:45 [GUNNER CHRISTINA CLARK] But Cap--\n\n16:55:46 [CAPTAIN PATRICIA SARAFIAN] I said don’t worry about it. \n\n16:55:54 [CAPTAIN PATRICIA SARAFIAN] Walsh? I need you here now!\n\n16:55:57 [MISC CREW GALEN WALSH] Almost there …\n\n16:55:58 [SCANS PICK UP SUDDEN INCREASED HEAT SIGNATURE FROM STARFARER WITH ‘FREUND FAMILY FUEL’ REG-TAG]\n\n16:55:59 [PILOT KEYON TYLER] Woah … anyone else catch that sig spike? What the … incoming fire! \n\n16:56:00 [GUNNER CHRISTINA CLARK] I knew this was a trap. Giving ‘em everything I got. \n\n16:56:02 [CAPTAIN PATRICIA SARAFIAN] Walsh … \n\n16:56:03 [PILOT KEYON TYLER] We’re too close --\n\n16:56:04 [FRONT SHIELD DEPLETED] \n\n //**TRANSCRIPTION_END**//
JournalEntry_Starfarer2_Blackbox_SubTitle=Ship RegTag #ST3L-309T0U / Aviar
JournalEntry_Starfarer2_Blackbox_Title=Emergency Flight Data (EDR-163F3)
JournalText=WIP -\nPrisoner 1: ID: ~mission(AIIntegerSave1) - Name: ~mission(NameSave1)\nPrisoner 2: ID: ~mission(AIIntegerSave2) - Name: ~mission(NameSave2)
Journal_General_ContractManagerTutorial_Content=Welcome to the new Contract Manager!\n\nWith your mobiGlas’ 2.5 network software update, you may have noticed some improvements made to the Contract Manager application. It’s now easier to search through available jobs, accept contracts, and keep all your ongoing work organized. Happy Job Hunting!\n_______________________________________\n\nKEEPING TABS\n\nThe first thing you may notice when you open the Contract Manager from the mG Homespace is that there are now four tabs located along the top of your holo-display.\n\nGeneral - This tab gathers and displays available local contracts which have been Business and Labor Administration (BLA) certified to meet UEE and local law requirements. \nPersonal - These are offers being sent to your account specifically. Users are encouraged to be cautious accepting unsolicited contracts from unknown sources.\nAccepted - Once you accept an offer, the contract is moved to this tab so that you can quickly access important information relating to it.\nHistory - When a contract comes to end, either through successful completion or by other means, the record of it is kept here for reference.\n\nNEW CONTRACT CATEGORIES\n\nWe have introduced new Contract Categories that automatically group offers by type to make it easier to find the type of job you’re interested in. \n\nAppointments - These are typically offers used to coordinate and schedule in person meetings.\nBounty Hunter - Contracts to pursue and track down specific, possibly dangerous individuals.\nECN - Contracts received through the Emergency Communication Network system.\nDelivery - Transport-related contracts to move cargo and goods between locations.\nInvestigation - Used by insurance companies and individuals to acquire information. (This update also improves the data submission tool to allow users to submit applicable information to the client from the Accepted tab*.)\nMaintenance - Jobs that require manual labor and trade skills such as repair work or hazardous material handling. \nMercenary - Offers in which the contractor is expected to have combat training, such as escort and security work.\n\nACCEPTING CONTRACTS\n\nWith the Contract Manager, after carefully reading all the information, you can apply for and accept job offers** directly from your mobiGlas. Once you have accepted a contract, from the Accepted tab you will be able to see a detailed list of objectives, and can now also track and untrack contracts to have it sync with your StarMap app, as well as cancel contracts already in progress***.\n_______________________________________\n\n* Users may choose to submit their data to the client at any point, whether the matter has been fully investigated or not. Any complications to arise from this are the solely the responsibility of the user.\n** microTech and mobiGlas do not endorse or guarantee any contracts listed in the Contract Manager and are not responsible for any risks associated with accepting uncertified contracts. \n*** microTech and mobiGlas are not accountable for any and all repercussions related to abandoning contracts.
Journal_General_ContractManagerTutorial_From=mobiGlas
Journal_General_ContractManagerTutorial_Title=Updated Contract Manager
Journal_General_CriminalRecord_Content=Crimes Committed:\n\n~law(committedCrimes)\n\nNote that fines may be paid through the Fines & Citations Payment System terminals located at many rest stops and landing zones.
Journal_General_CriminalRecord_Title=犯罪記錄
Journal_General_CrusaderBountyCongrats_Content=Congratulations!\n\nYour name has been added to Crusader Security's Authorized Operator list, a prime hiring resource for the numerous security firms operating in this sector. Inclusion on this list confirms your status as a skilled operator and your ability to handle bounty collection and other security related contracts.\n\nSafe Travels & Good Hunting,\n\nSasha Rust\nSecurity Director, Crusader Industries\n
Journal_General_CrusaderBountyCongrats_From=十字軍維安部門 [Crusader Security]
Journal_General_CrusaderBountyCongrats_Title=賞金獵人認證
Journal_General_CrusaderBountyRevoke_Content=Due to recent criminal activity, Crusader Security has revoked your status as an Authorized Operator effective immediately.
Journal_General_CrusaderBountyRevoke_From=十字軍維安部門 [Crusader Security]
Journal_General_CrusaderBountyRevoke_Title=賞金獵人認證 - 已失效
Journal_General_CrusaderCrimeTutorial_Content=Like many who travel to the Stanton System, you may be wondering how the laws and regulations of the four megacorps compare to the laws in the rest of the UEE. While our status as an independent planet allows us latitude to govern as we see fit, you may be surprised to learn that Crusader Industries adheres to many of the legal guidelines set forth by the Empire in order to provide a safe and secure environment for all. \n\nHere are few tips to remember while visiting Crusader and its surrounding sectors:\n\n* While the level of crime here is typically no higher than many places in the Empire, visitors should be cautious traveling to more remote areas such as the asteroid belt around the moon Yela since outlaw attacks have been known to occur.\n\n* Even though you are in Crusader Security patrolled space, damaging another individual’s ship or interfering with public landing areas are still considered misdemeanors. Note that repeated offenses will be taken very seriously. \n\n* Beware of contract offers that involve the disabling of comm arrays. Unsavory individuals often try to lure unsuspecting victims to do this illegal task for them under false pretenses, and many travellers have fallen for this scam. Know that TAMPERING WITH COMM ARRAYS IS AGAINST THE LAW and endangers other people’s lives. Anyone caught disabling a comm array will be prosecuted to the fullest extent of the law.\n\n* The moons of Crusader are home to many beautiful sights, and touring them is a must while visiting the area. Just be sure to avoid unmarked outposts, bring plenty of fuel and oxygen, and always locate your closest emergency shelter before setting out an expedition.\n\n* Crusader Security encourages individuals to join us in helping promote a safe environment. Whether you help track down a wanted criminal, assist in patrolling nearby sectors, or respond to ECN alerts to help ships in distress, any contributions you make to the community’s overall security will be noted in your records and may go a long way in making up for any previous minor infractions. By working together we can all make Crusader a better place to visit.
Journal_General_CrusaderCrimeTutorial_From=十字軍維安團隊
Journal_General_CrusaderCrimeTutorial_Title=A Visitor’s Guide to Crusader Security
Journal_General_Healing_Content=Since its recent introduction, there’s no denying that regeneration technology has changed modern medicine for the better. Across the Empire, patients can now recover from injuries that would have been fatal in the past. However, as impressive as regeneration is, it is not a replacement for traditional care and treatments.\n\nBelow, we will outline a few important tips on regeneration along with some basic medical practices to help safeguard your health.\n\n--REGENERATION--\n\nRegeneration is the medical process in which a holistic bioscan known as an ‘imprint’ is used to recreate a near perfect copy of someone down to their memories. Because of the unique properties of the imprint, it maintains a remote connection to its source at all times and ensures that it can only regenerate someone after they experience a fatal event. \n\nThis connection, known as an ‘echo’, also means that traumatic experiences lower an Imprint’s Viability Score (IVS). Repeated regeneration may produce irregularities during the regeneration process and eventually render the imprint unusable. \n\nTo create your very own imprint, visit a Tier 1 or Tier 2 medical facility and register on a kiosk. Once complete, that site will then be where you next regenerate. You can also store an imprint aboard a properly equipped vehicle. If the location or vehicle where your imprint is stored becomes unavailable, a back-up will always be available at your primary residence and you will regenerate there. Please note that having an active CrimeStat may have an impact on your regeneration site.\n\nHowever, because of the effect of imprint echoes on the regeneration process, it is important to remember that receiving first aid and medical treatment is always preferable to being regenerated. The following breakdown outlines basic first aid to deal with a variety of injuries to help avoid needing to regenerate.\n\n--FIRST AID--\n\nThe first step when dealing with an injury is to identify how serious it is using a visor HUD, a self-evaluation (i.e. PIT), or if assisting someone else, a medical device. All injuries can be divided into three severity categories:\n\n- Minor injuries can be treated by Tier 3 (T3) medical facilities and are highlighted purple.\n\n- Moderate injuries can be treated by Tier 2 (T2) medical facilities and are highlighted mauve.\n\n- Severe injuries can be treated by Tier 1 (T1) medical facilities and are highlighted pink.\n\nTo fully treat an injury, seek out an appropriately tiered facility at a rest stop, landing zone, or medically equipped vehicle. Attempting treatment at an incorrectly tiered facility can temporarily relieve symptoms, but the injury itself will remain. If you are alone and in need of transportation to a medical facility, you should contact a trusted acquaintance or use your mobiGlas to create a rescue service beacon.\n\nWhile injuries can only be treated at an appropriate medical facility, medication can be administered on site to temporarily alleviate associated symptoms. Before heading out on a trip, it’s smart to bring along single dose pens, medical attachments, or full healing devices with you.\n\nInjection pens are easy to carry and administer, but you will need to bring multiple pens to cover various symptoms and they can only be used once.\n\nSmaller medical attachments, like the LifeGuard for the Pyro Multi-Tool, allow for diagnostic scans and can administer a healing agent like Hemozal, but cannot treat other symptoms. They are typically used in conjunction with injection pens. \n\nFull medical devices like the ParaMed from CureLife provide detailed diagnostic scans and allows for the administration of multiple medicines along with full control of the dosage. However, it can be bulkier and more expensive than other options.\n\nFor ease of reference, here is an alphabetical list of common symptoms and the recommended medicines to relieve them.\n\n--COMMON SYMPTOMS--\n\n- Concussion – Caused by an impact to the head, individuals with a concussion will experience slower reaction times and have a harder time maintaining their balance. Can be relieved with an adrenaline like Demexatrine. \n\n- Health Loss – As displayed on your mobiGlas or bioscan, your ‘health’ is a simplified diagnostic number derived by combining information from several important monitored vitals. Sustaining injuries will cause you to lose health. Health can be restored by administering a healing agent like Hemozal.\n\n- Impaired Mobility – Caused by injuries to the limbs, torso or head, impaired mobility will make getting around difficult. Can be relieved with an opioid like Roxaphen.\n\n- Incapacitation – Individuals who are incapacitated have had their health levels reduced to zero and will be unable to move. This is a potentially fatal condition and a healing agent like Hemozal must be applied must be applied in order to restore mobility. The amount of time until the condition is irreversible will be displayed on your mobiGlas. Note that factors like sustaining additional injures or having other confounding medical issues may impact how long you have. \n\n- Muscle Fatigue – Caused by injuries to the limbs, those suffering from muscle fatigue will move slower and have their refined motor skills affected. Can be relieved with an adrenaline like Demexatrine. \n\n- Muscle Weakness – Caused by injuries to the arms, muscle weakness makes it difficult to do activities that require strength. Can be relieved with a corticosteroid like Sterogen.\n\n- Ocular Inflammation – Caused by injuries to the head and results in vision obscured by inflamed blood vessels. Can be relieved by a corticosteroid like Sterogen.\n\n- Partial Paralysis – Caused by injures to the limbs, partial paralysis makes it so the affected area is severely impaired resulting in the loss of the ability to do activities like running, climbing, and interacting with objects. Can be relieved with an opioid like Roxaphen.\n\n- Respiratory Damage – Caused by injuries to the torso, this affects lung capacity and makes breathing or prolonged physical exertion very difficult. Can be relieved with a corticosteroid like Sterogen.\n\n- Stunned – A temporary loss of consciousness that leaves the individual unable to move for the duration. Will relieve itself after enough time passes and consciousness is regained.\n\n- Radiation Sickness – Caused by exposure to unsafe levels of high-energy radiation, this condition is often fatal if left untreated. Can be relieved with a decontamination drug like Canoiodide. \n\n--BLOOD DRUG LEVEL AND OVERDOSE RISK—\n\nWhile giving first aid is vital, know that it comes with its own risks. Administering medication will increase an individual’s Blood Drug Level (BDL) as will imbibing recreational drugs or alcohol. \n\nA high BDL can create a feeling of intoxication and may result in difficulty moving, blurred vision, and loss of refined motor skills. For your safety and other, it is strongly recommended that you avoid operating a vehicle while intoxicated.\n\nOnce your BDL reaches a dangerous level it is called an overdose. Individuals experiencing an overdose will be stunned and will gradually lose health until they become incapacitated.\n\nFortunately, BDL will reduce naturally over time. Administering a detoxicant like Resurgera will speed the process and make it so you are no longer stunned. \n
Journal_General_Healing_From=帝國健康服務
Journal_General_Healing_Title=Regeneration and Basic First Aid
Journal_General_Medical_Content=Whether you haven’t been sleeping well, experienced a traumatic injury, or have , most modern digital assistants like mobiGlas include a wide variety of health monitoring capabilities to make staying healthy simpler than ever.\n\nBy constantly monitoring your key vitals, the software is able to make preliminary diagnoses and alert you about dozens of afflictions you may be experiencing. These alerts, when used properly, can offer guidance and help you know when to make lifestyle adjustments, administer self-treatment options, or seek assistance from a medical professional. \n\nBelow we have highlighted a few of the more common medical alerts that you may see:\n\nConcussed -\nA mild brain injury that results in temporary loss of cognitive function. Early warning signs of a concussion can include double vision, loss of balance, and ringing in the ears.\n\nDehydrated - \nWhen the body does not have enough water to function normally. Symptoms can include thirst, dry mouth, headaches, deteriorating health, exhaustion, and blurred vision.\n\nHemorrhage - \nInternal or external bleeding. It is recommended that you try to stem the loss of blood as soon as possible to minimize deterioration of health.\n\nHyperthermia - \nThe body’s core temperature has risen above safe levels and can no longer compensate leading towards fatigue, severe headaches and migraines, difficulty breathing, deteriorating health, and increased thirst. \n\nHypothermia - \nThe body’s core temperature has fallen below safe levels and can no longer compensate leading towards severe fatigue, shivering, weakness of the limbs, deteriorating health, increased appetite, light sensitivity, hearing impairment and a risk of paradoxical undressing.\n\nMalnourished - \nWhen the body does not have enough nutrients to function normally. Symptoms can include weakness, deteriorating health, irritability, hearing and vision impairment. \n\nSevere Injury - \nA general term used to describe when very serious trauma has been inflicted to the body. Often accompanied by vision loss. Requires immediate medical attention.\n\nUnconscious -\nWhen trauma is severe enough, an individual may experience a syncope, lose consciousness and become unable to respond to stimuli. \n\nIrradiated - \nIf exposed to unsafe levels of high-energy radiation without protection, cells inside the body will begin to die. Early symptoms can include nausea, headache, fatigue, disorientation, and a metallic taste in the back of the throat. Requires immediate medical attention.
Journal_General_Medical_From=帝國衛生服務局
Journal_General_Medical_Title=關注您的健康
Journal_General_Nutrition_Content=We all lead busy lives, and sometimes making good nutrition choices can be a daunting challenge to say the least! \n\nThankfully, by using the NDR and HEI ratings assigned to most commercially available food and drinks, taking better care of yourself has never been easier. Just remember, the *higher* the score, the better the nutrition, and the better you'll feel. \n\nNutritional Density Rating (NDR)\nDevised by Empire Health Services to help people eat healthier, the Nutritional Density Rating (NDR) takes into consideration the food’s concentration of nutrients per 100kcal, the breadth and diversity of nutrients contained, and the nutritional bioavailability. The higher an NDR score, the better a food item is for your overall health. However, it is important to remember that no single food contains all the nutrients a single person needs, so along with eating high-scoring food, the second most important thing an individual can do is consume a wide variety of foods. Here’s to good eating and good health! \n\nHydration Efficacy Index (HEI)\nOriginally created by a team of nutritionists at the University of Jalan to compare the effects of beverage choice on hydration levels during long haul space flights, the Hydration Efficacy Index (HEI) has since been adapted by Empire Health Services as the standard measure by which various drink selections can be compared. By considering such factors as moisture retention, absorbency rates, osmolality, caloric count, and electrolyte levels (specifically sodium and potassium), a beverage can be graded using one standardized index. The higher the score, the more effective the beverage is at keeping the consumer hydrated for longer. Substances like caffeine and alcohol have the potential to decrease the index score by increasing the rate of water loss from the body. Standard filtration system water has a baseline score of 80. \n\nDietary Effects\nIn addition to the baseline scores, many foods and drinks have been additionally labeled with keywords to provide extra information about the potential effects that item will have on your health. Take a look at the list below for some of the most common effects and what they mean.\n\nHypertrophic - Provides additional blood flow and nutrients to key muscle groups to make them perform optimally.\n\nAtrophic - Restricts blood flow, negatively affecting the muscles, making tasks seem harder.\n\nEnergizing - Provides a boost to your energy levels, allowing you to be active for longer.\n\nFatiguing - Has a draining effect, causing lethargy and general sense of exhaustion.\n\nCognitive Boosting - Encourages brain function by allowing additional focus while performing complicated tasks.\n\nCognitive Impairing - Stymies brain activity making it difficult to focus for long durations. \n\nHypometabolic - Digests slowly, making you feel satisfied for longer.\n\nHypermetabolic - Digests quickly, increasing the likelihood you'll be hungry sooner.\n\nHydrating - Helps your body to better absorb water, allowing you to satisfy your thirst for longer.\n\nDehydrating - Causes your body to lose water, making you thirstier.\n\nHealing - Provides vital nutrients to help your body naturally repair itself. \n\nToxic - Contains elements that are detrimental to your health and can cause damage if consumed in large quantities. \n\nImmune Boosting - Helps your body stay healthy when exposed to harmful elements.\n\nImmune Suppressing - Weakens your body's ability to fight off harmful elements.\n\n\n
Journal_General_Nutrition_From=Empire Health Services
Journal_General_Nutrition_Title=Better Nutrition, Better You
Journal_General_StarmapQuantumTutorial_Content=Now that your mobiGlas has installed to the new 2.5 network update, you are ready to use the StarMap app to travel the stars in a whole new way. For the past year, the engineers at microTech have been working with industry-leading quantum drive manufacturers to allow our award winning StarMap app to seamlessly integrate with most consumer navigation software. This means you can now set quantum travel routes directly from inside the Starmap you are ready to use the StarMap to set quantum travel routes directly. \n\nTo get started using these new features, follow the quickstart guide below.\n\nSafe Travels!\n\nThe StarMap App Dev Team\n\n_______________________________________\n\n\nSTARMAP QUANTUM TRAVEL QUICKSTART GUIDE\n\n1. From your cockpit chair, open up the StarMap app either by accessing it through your mobiGlas or your ship’s holo-display.\n\n2. Use the StarMap’s controls to pan and zoom around the map, till you see the destination you wish to travel to. (Remember, you may have to zoom in or out to locate a particular destination.)\n\n3. Click on the destination to see a route from your current location highlighted with a green scrolling dashed line. (If the route is inaccessible by a single quantum, it will appear a red static dashed line. If this is the case, you may have to travel to an accessible location first before traveling to your ultimate destination or refill your quantum fuel tank. For any additional issues, contact your quantum drive manufacturer.) \n\n4. Once you have your route selected, you can use the button on the lower left labeled “Set As Destination” to transfer these coordinates to your quantum drive’s navigational computer. The route will now be highlighted by green scrolling arrows.\n\n5. Close the StarMap and you are now set to begin quantum travel. After spooling your quantum drive in preparation, rotate your ship so that your prow is aimed at the diamond-shaped destination marker on your AR display to calibrate the navigational computer. Once spooled and calibrated, you will be able to initiate quantum to your set location. (Remember, you will not be able to quantum travel again till your drive’s cooldown period ends.)
Journal_General_StarmapQuantumTutorial_From=mobiGlas
Journal_General_StarmapQuantumTutorial_Title=Improved StarMap Quantum Integration
Journal_System_Stanton_Stanton2_Covalex_EngineerMelDoor_Author=Covalex Investigation - Door Codes
Journal_System_Stanton_Stanton2_Covalex_EngineerMelDoor_Body=To: Genevieve Miko\nFrom: Dennis Gethart\nRe: Door Codes\n2945.09.22 14:31SET\n \n \nHey Gen,\n \nNo, haven’t touched it. I checked with Ava though. She said to just leave it, Ososky isn’t a person of interest in the investigation. Clean-up teams will reset the code when they sweep the station.\n \nDennis\n \n>To: Dennis Gethart\n>From: Genevieve Miko\n>Re: Door Codes\n>2945.09.22 14:27SET\n>\n>Melanie Ososky.\n>\n>To: Genevieve Miko\n>From: Dennis Gethart\n>Re: Door Codes\n>2945.09.22 14:26SET\n>\n>Hey Gen,\n>\n>Who’s hab is this?\n>\n>Dennis\n>\n>To: Dennis Gethart\n>From: Genevieve Miko\n>Subject: Door Codes\n2945.09.22 14:22SET\n>\n>\n>Hey, Dennis\n>\n>I’m supposed to be packing up these habs, but can’t seem to access one of the doors. The code on file isn’t working. Did you change it?\n>\n>Gen\n>
Journal_System_Stanton_Stanton2_Covalex_EngineerMelDoor_Title=D.Gethart - Recovered Data
Journal_System_Stanton_Stanton2_Covalex_InvestigatorDarnellDoor_Author=Covalex Investigation - Security Seal
Journal_System_Stanton_Stanton2_Covalex_InvestigatorDarnellDoor_Body=HAB: WARD, DARNELL\n \n** SECURITY SEAL **\n DO NOT TAMPER\nThis room has been sealed as a crime scene. All persons are forbidden to enter without express permission from lead Investigator.
Journal_System_Stanton_Stanton2_Covalex_InvestigatorDarnellDoor_Title=DO NOT TAMPER
Journal_System_Stanton_Stanton2_Covalex_InvestigatorPreliminaryReport_Author=Covalex Investigation - Preliminary Findings
Journal_System_Stanton_Stanton2_Covalex_InvestigatorPreliminaryReport_Body=To: Ava Skenning\nFrom: Ava Skenning\nSub: Preliminary Findings\n2945.09.23 15:46SET\n \n<<< EXECUTIVES ONLY: NOT FOR DISTRIBUTION >>>\n \nIncident Report #GJC-99091\n \nTo members of the Executive Team,\n \nI am in the process of preparing a complete summary, but wanted to give you a high level overview of our findings. \n \nOn 2945-08-27, Covalex Station Gundo suffered a catastrophic system overload which triggered an explosion that resulted in the deaths of sixteen employees and millions in structural damage.\n \nInitial investigation into the station’s server logs found that one of the Maintenance workers (WARD, DARNELL File#438956) had been running stress tests throughout the day to address a power runoff issue. System login indicates that Ward attempted another stress test at 1400 SET on day of accident, but didn’t ever turn the system off. Station systems went critical without the local failsafes and an explosion was inevitable.\n \nReviewing Ward’s personnel file indicated that he’d had addiction issues in the past and had even been suspended previously for negligence. Though supervisor reviews indicated he’d cleaned up since his return, our teams found evidence that he slipped back into bad habits shortly before the accident.\n \nTo perform our due diligence, we’ve exhausted other potential causes, but this one seems to be the most likely. As I mentioned, I’m still compiling my final report, which you will have when I make my presentation to the board.\n \n \nAva Skenning\nInvestigator\nCorporate Security - Covalex\n \nThe information contained in this message is confidential and only intended for the recipients. If you have received this message in error, please notify Covalex Corporate Security team and they will guide you through proper deletion protocol. Distributing, releasing or holding this private company communication is strictly prohibited.
Journal_System_Stanton_Stanton2_Covalex_InvestigatorPreliminaryReport_Title=A.Skenning - Recovered Data
Journal_System_Stanton_Stanton2_Covalex_TechnicianDoorCodes_Author=Covalex Investigation - Hab Code List
Journal_System_Stanton_Stanton2_Covalex_TechnicianDoorCodes_Body=To: Ava Skenning\nFrom: Dennis Gethart\nSubject: Hab Codes\n2945.09.21 16:53SET\n \nAva,\n \nPulled the Hab door codes from the SysAdmin’s terminal and tested them out. Here’s the list:\n \nHab 1: Hammell, Scott = 1170\nHab 2: Biollo, Ross = 3633\nHab 3: Ososky, Mel = 1352 (*** Note: This code seems to be outdated. Didn’t work on the door)\nHab 4: Santos, Kyomi = 9898\nHab 5: Theolone, Nico = 1318\nHab 7: Besser, Claudia = 7871\nHab 8: Temp Housing = 2231\n\nAnd here’s the specific one you wanted:\n \nHab 6: Ward, Darnell = 6682\n\n \nLet me know if you need anything else,\n \nDennis
Journal_System_Stanton_Stanton2_Covalex_TechnicianDoorCodes_Title=D. Gethart - Recovered Data
Journal_System_Stanton_Stanton2_Covalex_TechnicianServerFindings_Author=Covalex Investigation - Server Assessment
Journal_System_Stanton_Stanton2_Covalex_TechnicianServerFindings_Body=To: Ava Skenning\nFrom: Dennis Gethart\nSubject: Server Assessment\n2945.09.23 14:11SET\n \n \nHi Ava,\n \nI went through the data logs from the server and managed to put together a rough timeline of events that led up to the crash. I know the initial speculation was criminal sabotage, but based on this, it looked like worker negligence. Sad as it is to say.\n \nAnyway, I’ve attached a series of files to help illustrate my points and so you don’t have to sift through three million lines of data text.\n \n**/Excerpt_1 ATTACHED/**\n \nI’ve pulled together some sample readings from the Power Distribution logs. As you can see, over the past year, the station has been suffering from sporadic power drains. Maintenance reports theorized that there was a power drain somewhere, but to me, it looks like faulty switchers. These 2920’s were notorious for power flow issues.\n \n**/Excerpt_2 ATTACHED/**\n \nSo here is the initial stress test that Darnell Ward ran the day of the incident. Everything after RUNPROTOCOL stresstest_v3.dnn is the test taking effect. Everything looks good, right? Then, and I haven’t figured out why yet, but a few hours later (and in the middle of the stress test) he runs this all_monitor_silence.dnn protocol. Maybe he was trying to bring monitoring systems offline to see if they were causing the drain. I don’t really know. Anyway, it was a stupid move, because he basically removed his only way to see that the power plant was about to go critical. \n \nI’ll keep digging and keep you apprised.\n \nDennis
Journal_System_Stanton_Stanton2_Covalex_TechnicianServerFindings_Title=D. Gethart - Recovered Data
Journal_System_Stanton_Stanton2_Covalex_UnfinishedLetter_Author=Personal Datapad - Darnell Ward
Journal_System_Stanton_Stanton2_Covalex_UnfinishedLetter_Body=From: Darnell Ward\nTo: Elaine Ward\nSubject: I messed up\n2945.08.27 05:13SET\n>> UNSENT DRAFT\n \nSo… I don’t know why this is so tough... Dr. Colby said that I shouldn’t get too down on myself if I stumbled in my treatment, but I can’t bring myself to believe him. I know I could probably just sleep it off, wake up tomorrow and commit myself to starting fresh, but I don’t know… something just feels wrong about that. Wrong not telling you. Then it feels like it’d be sweeping it under the rug. Like it never happened. I think about all the things I put you, put the kids through, and I just don’t know why I can’t figure this out. \n \nI guess you know where this is going. There was a birthday party tonight and somebody had been saving a bottle of Esquire. It was easy to say yes. I almost didn’t even think about it. What that word would mean. I guess… I think I went back ten years ago, like when we were at school. When having a few drinks didn’t lead to waking up in a medstation or with blood on my clothes. But in that moment, I was the me back then. Just a guy celebrating a birthday with some coworkers…\n \nBut I’m not that guy. And it kills me.\n \nI don’t know who I am anymore. It’s late now. I’m drunk. Drunk and ashamed that I keep letting you down.\n \nI guess all I want is
Journal_System_Stanton_Stanton2_Covalex_UnfinishedLetter_Title=D.Ward - Recovered Data
Jumptown2_Criminal_MBroker_desc=Got some good news for you. As we speak, there’s an automated facility that is churning out package after package of primo product that’s pretty much ripe for the taking.\n\nAll you have to do is swoop down there, deal with a thug or two, grab whatever you can, and sell it for a huge profit. Shouldn’t be a problem at all. And there are plenty of people around who would pay good creds to take product like that off your hands.\n\nSpeaking of credits, I’m not gonna just give out the coordinates of this facility out of the kindness of my heart. I think it’s only fair to ask a finder’s fee for info this good.\n\nI wouldn’t wait too long. Not sure how long the site will be left running.\n\n-Ruto\n
Jumptown2_Criminal_MBroker_name=Ripe for the Taking
Jumptown2_Criminal_obj_long=Steal from the production facility at ~mission(Location|Address).
Jumptown2_Criminal_obj_marker=Recommended Buyer
Jumptown2_Criminal_obj_short=Steal Product
Jumptown2_DrugLabLocation_obj_marker=Production Facility
Jumptown2_Lawful_MBroker_desc_BlacJac=ATTN: Verified Mercenary Operators\n\nWe’ve been able to trace a recent surge of contraband to an automated production facility at ~mission(Location|Address). We can’t be sure how much longer the site will be up and running, so BlacJac needs someone on site to sweep through, secure the contraband, and transport it to us at ~mission(Destination|Address). Once there, you can use the administrative commodity terminal to transfer the contraband to us and collect your reward.\n\nWe haven’t been able to determine what kind of hostile force will be present, but whatever you encounter, you’re authorized to use lethal force as necessary. \n\nThe more contraband you manage to bring to us, the more credits you’ll earn.\n\nThanks,\nLt. Aaron Riegert\n\nPrivate Contract Supervisor\nBlacJac Security, "Protection Provided"\n
Jumptown2_Lawful_MBroker_desc_CruSec=Crusader Security has learned that an illegal production facility at ~mission(Location|Address) is currently being used to manufacture contraband. \n\nWe are seeking a contractor to secure the site, confiscate any contraband, and deliver it to us at ~mission(Destination|Address). The administrative commodity terminal will allow you to submit the contraband into our evidence hold and collect your payment.\n\nNow, this is an automated facility so it’s not clear how long they’ll be manufacturing for, or even how many people may be on site. To be safe, I would go in expecting to meet heavy resistance.\n\nYour total compensation will be based on how packages are safely delivered into evidence.\n\nCONTRACT AUTHORIZED BY:\nLiaison Officer Vanzant\nID# 712L921P\n
Jumptown2_Lawful_MBroker_desc_Hurston=HURSTON DYNAMICS\nOUTSOURCING DEPARTMENT\n\nCONTRACT: Confiscate Contraband\nCONTRACTOR AFFILIATION: Independent\nOUTSOURCE MANAGER: T. Odington\nRISK ASSESSMENT: High\nRUSH CONTRACT: No\n\nHurston Security has learned of an active, illegal automated production facility at ~mission(Location|Address) and is seeking a contractor to secure the site and confiscate as many packages of contraband as possible for delivery to a Hurston Security facility ~mission(Destination|Address) for immediate disposal. Transfer of the contraband and attribution of your reward payment should be done through the administrative commodity terminal there.\n\nYou are authorized to use any force necessary to complete your objective. Payment will be based on the amount of contraband secured. \n\n\n\n\n** The information transmitted may contain confidential and/or privileged material. Any review, retransmission, dissemination, or other use of or taking action in reliance upon this information by persons or entities other than the intended recipient is prohibited. **\n
Jumptown2_Lawful_MBroker_desc_MicroTech=ABOUT THE JOB\nmicroTech Protection Services is looking for a detail-oriented security professional who can assist us in securing contraband from an illegal automated production site at ~mission(Location|Address). The packages will then need to be taken to ~mission(Destination|Address) and transferred into our possession for destruction via the administrative commodity terminal. \n\nRESPONSIBILITIES\n• Provide own transportation to ~mission(Location|Address).\n• Manage any hostiles found within the site; using force as necessary.\n• Secure contraband and deliver it the commodity terminals at ~mission(Destination|Address)\n\nMINIMUM QUALIFICATIONS\n• 2 years of combined mercenary and/or security experience.\n• Access to combat equipment and mode of transport.\n• Available for immediate deployment.\n\nPREFERRED QUALIFICATIONS\n• Experience with rapid hostility de-escalation techniques.\n
Jumptown2_Lawful_MBroker_name_BlacJac=Confiscate Contraband
Jumptown2_Lawful_MBroker_name_CruSec=Confiscate Contraband
Jumptown2_Lawful_MBroker_name_Hurston=Confiscate Contraband
Jumptown2_Lawful_MBroker_name_MicroTech=Confiscate Contraband
Jumptown2_Lawful_obj_long=Confiscate and secure packages of contraband from ~mission(Location|Address) and deliver them to ~mission(Destination|Address) using the administrative commodity terminal.
Jumptown2_Lawful_obj_marker=Contraband Drop Off
Jumptown2_Lawful_obj_short=Secure Contraband Packages
JurisdictionJournals_ArcCorp_BodyText=UEE JURISDICTION NOTIFICATION\n** ARCCORP **\n\nWhile traveling within ARCCORP governed space, be mindful that you are subject to not only UEE laws but to the local jurisdictional laws as well. If you violate local laws, even unknowingly, you may be expelled, fined, arrested, or imprisoned.\n\nJust like UEE Military and Advocacy Agents, local security personal can require you to submit to identification scans to establish your identity, conduct searches of your person and vessel, and detain you with due cause. Always obey the directives of authorized security personnel.\n\nBe sure to familiarize yourself with the following criminal activities and comport yourself accordingly. For additional details, consult the appendix below.\n\n** FELONIES **\n\n~law(felonies)\n\n** MISDEMEANORS **\n\n~law(misdemeanors)\n\n** PROHIBITED GOODS **\n\n~law(prohibitedGoods)\n\n** CLASS A CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|A)\n\n** CLASS B CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|B)\n\n** CLASS C CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|C)\n\n\n-----------------\n* Appendix *\n-----------------\n\n* Felonies *\n\nFelonies are arrestable actions that are considered crimes any where with in the UEE.\n\n~law(felonies|details)\n\n* Misdemeanors *\n\nMisdemeanors are finable actions and can vary by jurisdictions.\n\n~law(misdemeanors|details)\n\n* Prohibited Goods *\n\nItems and materials that have been declared illegal. This list can vary by jurisdiction.\n\n* Class A Controlled Substances *\n\nClass A Controlled Substances are illegal to traffick and possess anywhere within the UEE.\n\n* Class B Controlled Substances *\n\nClass B Controlled Substances have been declared by the local jurisdiction as illegal to traffick and possess.\n\n* Class C Controlled Substances *\n\nClass C Controlled Substances have been declared by the local jurisdiction as illegal to traffick, but legal to possess.
JurisdictionJournals_ArcCorp_SubHeading=弧光集團
JurisdictionJournals_ArcCorp_Title=管轄區:弧光集團
JurisdictionJournals_CrusaderIndustries_SubHeading=十字軍工業
JurisdictionJournals_CrusaderIndustries_Title=管轄區:十字軍工業
JurisdictionJournals_CrusadrIndustries_BodyText=UEE JURISDICTION NOTIFICATION\n** CRUSADER INDUSTRIES **\n\nWhile traveling within CRUSADER INDUSTRIES governed space, be mindful that you are subject to not only UEE laws but to the local jurisdictional laws as well. If you violate local laws, even unknowingly, you may be expelled, fined, arrested, or imprisoned.\n\nJust like UEE Military and Advocacy Agents, local security personal can require you to submit to identification scans to establish your identity, conduct searches of your person and vessel, and detain you with due cause. Always obey the directives of authorized security personnel.\n\nBe sure to familiarize yourself with the following criminal activities and comport yourself accordingly. For additional details, consult the appendix below.\n\n** FELONIES **\n\n~law(felonies)\n\n** MISDEMEANORS **\n\n~law(misdemeanors)\n\n** PROHIBITED GOODS **\n\n~law(prohibitedGoods)\n\n** CLASS A CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|A)\n\n** CLASS B CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|B)\n\n** CLASS C CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|C)\n\n\n-----------------\n* Appendix *\n-----------------\n\n* Felonies *\n\nFelonies are arrestable actions that are considered crimes any where with in the UEE.\n\n~law(felonies|details)\n\n* Misdemeanors *\n\nMisdemeanors are fineable actions and can vary by jurisdictions.\n\n~law(misdemeanors|details)\n\n* Prohibited Goods *\n\nItems and materials that have been declared illegal. This list can vary by jurisdiction.\n\n* Class A Controlled Substances *\n\nClass A Controlled Substances are illegal to traffick and possess anywhere within the UEE.\n\n* Class B Controlled Substances *\n\nClass B Controlled Substances have been declared by the local jurisdiction as illegal to traffick and possess.\n\n* Class C Controlled Substances *\n\nClass C Controlled Substances have been declared by the local jurisdiction as illegal to traffick, but legal to possess.
JurisdictionJournals_GrimHex_BodyText=Welcome to Green Imperial HEX.\n\n** NO JURISDICTIONAL INFORMATION AVAILABLE **\n\n** MONITORING OFFLINE **\n\n** ENTER AT OWN RISK **
JurisdictionJournals_GrimHex_SubHeading=六角灣 [Grim HEX]
JurisdictionJournals_GrimHex_Title=管轄區:格林皇家
JurisdictionJournals_HurstonDynamics_BodyText=UEE JURISDICTION NOTIFICATION\n** HURSTON DYNAMICS **\n\nWhile traveling within HURSTON DYNAMICS governed space, be mindful that you are subject to not only UEE laws but to the local jurisdictional laws as well. If you violate local laws, even unknowingly, you may be expelled, fined, arrested, or imprisoned.\n\nJust like UEE Military and Advocacy Agents, local security personal can require you to submit to identification scans to establish your identity, conduct searches of your person and vessel, and detain you with due cause. Always obey the directives of authorized security personnel.\n\nBe sure to familiarize yourself with the following criminal activities and comport yourself accordingly. For additional details, consult the appendix below.\n\n** FELONIES **\n\n~law(felonies)\n\n** MISDEMEANORS **\n\n~law(misdemeanors)\n\n** PROHIBITED GOODS **\n\n~law(prohibitedGoods)\n\n** CLASS A CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|A)\n\n** CLASS B CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|B)\n\n** CLASS C CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|C)\n\n\n-----------------\n* Appendix *\n-----------------\n\n* Felonies *\n\nFelonies are arrestable actions that are considered crimes any where with in the UEE.\n\n~law(felonies|details)\n\n* Misdemeanors *\n\nMisdemeanors are finable actions and can vary by jurisdictions.\n\n~law(misdemeanors|details)\n\n* Prohibited Goods *\n\nItems and materials that have been declared illegal. This list can vary by jurisdiction.\n\n* Class A Controlled Substances *\n\nClass A Controlled Substances are illegal to traffick and possess anywhere within the UEE.\n\n* Class B Controlled Substances *\n\nClass B Controlled Substances have been declared by the local jurisdiction as illegal to traffick and possess.\n\n* Class C Controlled Substances *\n\nClass C Controlled Substances have been declared by the local jurisdiction as illegal to traffick, but legal to possess.
JurisdictionJournals_HurstonDynamics_SubHeading=赫斯頓動力
JurisdictionJournals_HurstonDynamics_Title=管轄區:赫斯頓動力
JurisdictionJournals_Klescher_BodyText=UEE JURISDICTION NOTIFICATION\n** Klescher Rehabilitation Facilities **\n\n Klescher Rehabilitation Facilities is a private corrections provider who's committed to providing safe, secure rehabilitation facilities for local planets. Our fully automated correction sites include housing, security, and work release opportunities to allow our guests to be productive while paying their debt to society. Be sure to familiarize yourself with the following criminal activities and comport yourself accordingly. For additional details, consult the appendix below.\n\n** FELONIES **\n\n~law(felonies)\n\n** MISDEMEANORS **\n\n~law(misdemeanors)\n\n** PROHIBITED GOODS **\n\n~law(prohibitedGoods)\n\n** CLASS A CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|A)\n\n** CLASS B CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|B)\n\n** CLASS C CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|C)\n\n\n-----------------\n* Appendix *\n-----------------\n\n* Felonies *\n\nFelonies are arrestable actions that are considered crimes any where with in the UEE.\n\n~law(felonies|details)\n\n* Misdemeanors *\n\nMisdemeanors are finable actions and can vary by jurisdictions.\n\n~law(misdemeanors|details)\n\n* Prohibited Goods *\n\nItems and materials that have been declared illegal. This list can vary by jurisdiction.\n\n* Class A Controlled Substances *\n\nClass A Controlled Substances are illegal to traffick and possess anywhere within the UEE.\n\n* Class B Controlled Substances *\n\nClass B Controlled Substances have been declared by the local jurisdiction as illegal to traffick and possess.\n\n* Class C Controlled Substances *\n\nClass C Controlled Substances have been declared by the local jurisdiction as illegal to traffick, but legal to possess.
JurisdictionJournals_Klescher_SubHeading=克萊舍爾矯正設施
JurisdictionJournals_Klescher_Title=管轄區:克萊舍爾矯正設施
JurisdictionJournals_Microtech_BodyText=UEE JURISDICTION NOTIFICATION\n** MICROTECH **\n\nWhile traveling within MICROTECH governed space, be mindful that you are subject to not only UEE laws but to the local jurisdictional laws as well. If you violate local laws, even unknowingly, you may be expelled, fined, arrested, or imprisoned.\n\nJust like UEE Military and Advocacy Agents, local security personal can require you to submit to identification scans to establish your identity, conduct searches of your person and vessel, and detain you with due cause. Always obey the directives of authorized security personnel.\n\nBe sure to familiarize yourself with the following criminal activities and comport yourself accordingly. For additional details, consult the appendix below.\n\n** FELONIES **\n\n~law(felonies)\n\n** MISDEMEANORS **\n\n~law(misdemeanors)\n\n** PROHIBITED GOODS **\n\n~law(prohibitedGoods)\n\n** CLASS A CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|A)\n\n** CLASS B CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|B)\n\n** CLASS C CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|C)\n\n\n-----------------\n* Appendix *\n-----------------\n\n* Felonies *\n\nFelonies are arrestable actions that are considered crimes any where with in the UEE.\n\n~law(felonies|details)\n\n* Misdemeanors *\n\nMisdemeanors are finable actions and can vary by jurisdictions.\n\n~law(misdemeanors|details)\n\n* Prohibited Goods *\n\nItems and materials that have been declared illegal. This list can vary by jurisdiction.\n\n* Class A Controlled Substances *\n\nClass A Controlled Substances are illegal to traffick and possess anywhere within the UEE.\n\n* Class B Controlled Substances *\n\nClass B Controlled Substances have been declared by the local jurisdiction as illegal to traffick and possess.\n\n* Class C Controlled Substances *\n\nClass C Controlled Substances have been declared by the local jurisdiction as illegal to traffick, but legal to possess.
JurisdictionJournals_Microtech_SubHeading=微科公司
JurisdictionJournals_Microtech_Title=管轄區:微科公司
JurisdictionJournals_PeoplesAlliance_BodyText=JURISDICTION NOTIFICATION\n** PEOPLE'S ALLIANCE **\n\nWe, the People’s Alliance of Levski, are dedicated to the creation and continual development of a truly egalitarian community, where all sentients may feel safe and free to express ideas while supporting each other towards the communal goal of enlightened self-sufficiency.\n\nVisitors are expected to respect our beliefs and are encouraged to adopt them into their own life after they’ve gone.\n\nAll visitors should:\n- Never denigrate another’s views or ideas. We are all entitled to our own beliefs.\n- Not attempt to profit from, exploit or instigate plans to deprive anyone of their goods or health.\n- Not pursue a UEE agenda while within our community.\n- Agree to resolve conflicts in a nonviolent manner.\n- Agree to spend time (no matter how little) thinking about what you have done today to make the universe a better place.\n- Even if you disagree with us, you will respect our right to life.\n\nAdditionally, any person found engaging in the following infractions will be met with fair but swift justice. If you seek further understanding and guidance, we have included an appendix below for your enlightenment.\n\n** FELONIES **\n\n~law(felonies)\n\n** MISDEMEANORS **\n\n~law(misdemeanors)\n\n\n-----------------\n* Appendix *\n-----------------\n\n* Felonies *\n\nFelonies are arrestable actions that are considered to be the most serious of crimes.\n\n~law(felonies|details)\n\n* Misdemeanors *\n\nMisdemeanors are finable actions that require monetary restitution.\n\n~law(misdemeanors|details)
JurisdictionJournals_PeoplesAlliance_SubHeading=人民聯盟
JurisdictionJournals_PeoplesAlliance_Title=管轄區:人民聯盟
JurisdictionJournals_UEE_BodyText=JURISDICTION NOTIFICATION\n** UNITED EMPIRE OF EARTH **\n\nWhile traveling within UNITED EMPIRE OF EARTH (UEE) governed space, be mindful that you are subject to all UEE laws and if you violate them, even unknowingly, you may be expelled, fined, arrested, or imprisoned.\n\nUEE Military and Advocacy Agents can require you to submit to identification scans to establish your identity, conduct searches of your person and vessel, and detain you with due cause. Always obey the directives of authorized security personnel.\n\nBe sure to familiarize yourself with the following criminal activities and comport yourself accordingly. For additional details, consult the appendix below.\n\n** FELONIES **\n\n~law(felonies)\n\n** MISDEMEANORS **\n\n~law(misdemeanors)\n\n** PROHIBITED GOODS **\n\n~law(prohibitedGoods)\n\n** CLASS A CONTROLLED SUBSTANCES **\n\n~law(controlledSubstances|A)\n\n\n-----------------\n* Appendix *\n-----------------\n\n* Felonies *\n\nFelonies are arrestable actions that are considered crimes any where with in the UEE.\n\n~law(felonies|details)\n\n* Misdemeanors *\n\nMisdemeanors are finable actions and can vary by jurisdictions.\n\n~law(misdemeanors|details)\n\n* Prohibited Goods *\n\nItems and materials that have been declared illegal. This list can vary by jurisdiction.\n\n* Class A Controlled Substances *\n\nClass A Controlled Substances are illegal to traffick and possess anywhere within the UEE.\n
JurisdictionJournals_UEE_SubHeading=UEE
JurisdictionJournals_UEE_Title=管轄區:UEE
Jurisdictions_Name_001=UEE
Jurisdictions_Name_002=Crusader Industries
Jurisdictions_Name_003=Hurston Dynamics
Jurisdictions_Name_004=ArcCorp
Jurisdictions_Name_005=microTech
Jurisdictions_Name_006=Green Imperial
Jurisdictions_Name_007=People's Alliance
Jurisdictions_Name_008=Klescher Rehabilitation
Kareah_EnterCode=Enter Code
Kareah_ItemLoading=Loading evidence in elevator...
Kareah_ItemRetrievalAborted=Evidence Retrieval Cancelled by User
Kareah_ItemRetrievalComplete=Evidence Retrieval Complete
Kareah_RecallItems=Retrieve Evidence
Kareah_TimedItemDispenser_Activator=Activate Evidence Inventory System
Kareah_TimedItemDispenser_Case=Case # -
Kareah_TimedItemDispenser_InProgress=Evidence retrieval in progress...
Kareah_TimedItemDispenser_InfoScreen=The Evidence Inventory System secures our station’s evidence in a de-oxygenated vault which can only be accessed through this terminal. \n\nTo verify evidence, use the access code you have been provided. The system will proceed to retrieve random pieces of evidence from the vault at short intervals for you to verify against existing records. Use this process to ensure the Evidence Inventory System is functioning properly. \n\nSpecific evidence pertaining to a particular case can only be retrieved with the proper legal authorization code. \n\nThe terminal’s Security Override can be used to end the verification process at any time. \n\nOnce a code has been used to begin the verification process it will become invalid. The system will generate a new code which will be sent to all authorized security personnel. To begin the verification process again, enter the new code.
Kareah_TimedItemDispenser_LogOut=退出
Kareah_TimedItemDispenser_NextItem=Resetting Retrieval System
Kareah_TimedItemDispenser_ShutDown=Cancel Retrieval
Kareah_TimedItemDispenser_TimeOut=Session Timeout
Kareah_TimedItemDispenser_Title=Evidence Inventory System
KeypadButton_000=0
KeypadButton_001=1
KeypadButton_002=2
KeypadButton_003=3
KeypadButton_004=4
KeypadButton_005=5
KeypadButton_006=6
KeypadButton_007=7
KeypadButton_008=8
KeypadButton_009=9
KeypadDisplay_000=*
KeypadDisplay_001=0000
KeypadDisplay_002=----
KeypadDisplay_003=---
KeypadDisplay_004=--
KeypadDisplay_Unlocked=Unlocked
Kill_Civ_Desc_001,P=Kill the drug dealer who has been taking more than his cut on the profits
Kill_Civ_Desc_Long_001,P=Go an collect weapon from Loot Container
Kill_Civ_Desc_Long_002,P=Go to the last know location of Drug Dealer
Kill_Civ_Desc_Long_003,P=Assassinate Drug Dealer
Kill_Civ_Desc_Marker_001,P=Get Weapon
Kill_Civ_Desc_Marker_002,P=Kill Target
Kill_Civ_Desc_Marker_003,P=Last Known Location
Kill_Civ_Desc_Short_001,P=Collect Weapon
Kill_Civ_Desc_Short_002,P=Go to Location
Kill_Civ_Desc_Short_003,P=Kill Drug Dealer
Kill_Civ_Title_001,P=Kill Drug Dealer
Klim_Allies=Eddie Par, Michael Shaw, Nine Tails
Klim_Rivals=Tecia Pacheco
LOC_BADSTRING=<= BAD STRING =>
LOC_BADTOKEN=<= BAD TOKEN =>
LOC_DEBUG=<= DEBUG =>
LOC_EMPTY=
LOC_FONTAUDITLETTERS,P=The quick brown fox jumps over the lazy dog
LOC_FONTAUDITNUMBERS,P=0123456789
LOC_FORWARDSLASH=/
LOC_INVALID=
LOC_NOINNERTHOUGHT=<= INTENTIONALLY DO NOT SHOW INNER THOUGHT FOR THIS INTERACTION =>
LOC_PLACEHOLDER=<= PLACEHOLDER =>
LOC_TESTJOURNALPARSING=Your name is [~playername()], your bedroom is [~bedroom()], and a landing pad number is [~padnumber()], test extended manager: [~action(spaceship_view|v_view_freelook_mode)]
LOC_UNINITIALIZED=<= UNINITIALIZED =>
LandingPad_A00=A00
LandingPad_A01=A01
LandingPad_A02=A02
LandingPad_A03=A03
LandingPad_A04=A04
LandingPad_A05=A05
LandingPad_A06=A06
LandingPad_A07=A07
LandingPad_A08=A08
LandingPad_A09=A09
LandingPad_A10=A10
LandingPad_B00=B00
LandingPad_B01=B01
LandingPad_B02=B02
LandingPad_B03=B03
LandingPad_B04=B04
LandingPad_B05=B05
LandingPad_B06=B06
LandingPad_B07=B07
LandingPad_B08=B08
LandingPad_B09=B09
LandingPad_B10=B10
LandingPad_C00=C00
LandingPad_C01=C01
LandingPad_C02=C02
LandingPad_C03=C03
LandingPad_C04=C04
LandingPad_C05=C05
LandingPad_C06=C06
LandingPad_C07=C07
LandingPad_C08=C08
LandingPad_C09=C09
LandingPad_C10=C10
LandingPad_D00=D00
LandingPad_D01=D01
LandingPad_D02=D02
LandingPad_D03=D03
LandingPad_D04=D04
LandingPad_D05=D05
LandingPad_D06=D06
LandingPad_D07=D07
LandingPad_D08=D08
LandingPad_D09=D09
LandingPad_D10=D10
LandingPad_Generic=停機坪
Levski_Shop_Teach=Teach's Ship Shop
LingFamily_Danger_001=Also, some of the family has run into trouble doing similar contracts recently. I would be extra careful. You know it's dangerous when cousin Maggi even says it.
LingFamily_Danger_002=Also, a word of caution. I've got several reports highlighting this particular stretch as potentially dangerous. I don't think anything will happen, but just be ready in case trouble shows up.
LingFamily_Danger_003=One more thing. I don't want to raise a false alarm, but there's a small chance that this contract may wind up being riskier than usual. Nothing concrete, but I've got a contact in Crusader Security who gave me a heads up. Should be fine, but be careful.
LingFamily_Danger_004=And I probably don't have to say this, but Crusader's been having some security issues lately. It's not as safe as it once was, especially where you'll be going for this job. Be smart out there and stay safe.
LingFamily_Family_001=My brother, Ricki, was supposed to handle this job but unfortunately his cooler blew. He's getting it fixed, but in the meanwhile we're hoping you can step in.
LingFamily_Family_002=My brother, Ricki, was supposed to handle this job but his power plant's been having issues. He's getting it fixed, it'd be great if you can take this one.
LingFamily_Family_003=My brother, Ricki, was scheduled to handle this, but the quantum drive on his Lancer decided to stop working today. It's being repaired, but in the meanwhile we're hoping you can handle it.
LingFamily_Family_004=My brother, Ricki, is down for the count today owing to his life support system being on its last breath. He's getting it fixed, but in the meanwhile we're hoping you can fill in.
LingFamily_Family_005=Ricki got caught up on the opposite side of Stanton doing a long haul, so we need someone else to handle this job.
LingFamily_Family_006=I originally had Ricki slated for this, but a leaky fuel line means he's not going to get back in time. Hopefully, you're available.
LingFamily_Family_007=Fabian, my cousin, commed in sick again. Guess his suit actuator failed while he was doing a drop on Yela and he caught a cold. So we need someone to pick up the slack today.
LingFamily_Family_008=Got a last minute comm from my cousin Fabian that he isn't feeling well again. Seems he picked up a stomach bug from a bad burrito and can't fly. Would be great if you could cover for him.
LingFamily_Family_009=Hoping that you'll be able to fill in for my cousin Fabian. Not sure exactly what happened, but seems like his arm is on the fritz and he can't fly till he sees a cybernetician. You'll definitely be helping us out if you're available.
LingFamily_Family_010=You ever hear of Dolphin Tongue? Well, my cousin Fabian woke up with it. Half his face is swollen to the size of burstmelon. Would you be free to take over for him today?
LingFamily_Family_011=My cousin Maggi had some trouble with the Nine Tails and is filing a report with Crusader right now. Of course, that could wind up taking all afternoon so I need someone to handle this job for her.
LingFamily_Family_012=I thought that my cousin Maggi was going to be able to do this one, but she has to chase down a missing order. Hoping that it wasn't stolen. Either way, she's going to be tied up for a while.
LingFamily_Family_013=Fabian caught a stomach bug and now the rest of the family seems to have got it. To be honest, I'm not feeling so great, but I'm hanging in for now. Since they're all busy making their own "deliveries" until the medicine kicks in, I was thinking you might be able to take care of this job.
LingFamily_Family_014=A bunch of the family headed over to New Babbage for the day to celebrate another cousin's birthday. And guess who didn't get to go? Anyway, still plenty of work around here that needs doing.
LingFamily_LocalDelivery_desc_01=Hi,\n\nI hope you're available to do a delivery. ~mission(Contractor|Family)\n\nPACKAGE FOR PICK UP\n · Package #~mission(Item1|SerialNumber) from ~mission(Pickup1|Address)\n\nDROP OFF LOCATION\n · Package #~mission(Item1|SerialNumber) to ~mission(Dropoff1|Address)\n\nLet me know if you can do it. \n\nLast thing, it'd probably be a good idea to bring a handheld tractor beam with. \n\nThanks, \nConni Ling\nShipment Coordinator\nLing Family Hauling
LingFamily_LocalDelivery_desc_02=Hi,\n\nWe need someone to do a delivery run. ~mission(Contractor|Family)\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) from the ~mission(Pickup1|Address)\n · Package #~mission(Item2|SerialNumber) from the ~mission(Pickup2|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) to the ~mission(Dropoff1|Address)\n · Package #~mission(Item2|SerialNumber) to the ~mission(Dropoff2|Address)\n\nHope you're available.\n\nLast thing, it'd probably be a good idea to bring a handheld tractor beam with. \n\nThanks, \nConni Ling\nShipment Coordinator\nLing Family Hauling
LingFamily_LocalDelivery_desc_03=Hey,\n\nWe need you to run a shipment for us. ~mission(Contractor|Family). Here's a breakdown:\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) from the ~mission(Pickup1|Address)\n · Package #~mission(Item2|SerialNumber) from the ~mission(Pickup2|Address)\n · Package #~mission(Item3|SerialNumber) from the ~mission(Pickup3|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) to the ~mission(Dropoff1|Address)\n · Package #~mission(Item2|SerialNumber) to the ~mission(Dropoff2|Address)\n · Package #~mission(Item3|SerialNumber) to the ~mission(Dropoff3|Address)\n\nLast thing, it'd probably be a good idea to bring a handheld tractor beam with. \n\nThanks, \nConni Ling\nShipment Coordinator\nLing Family Hauling
LingFamily_LocalDelivery_desc_04=Got a delivery request that could use you.\n~mission(Contractor|Family)\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) from the ~mission(Pickup1|Address)\n · Package #~mission(Item2|SerialNumber) from the ~mission(Pickup2|Address)\n · Package #~mission(Item3|SerialNumber) from the ~mission(Pickup3|Address)\n · Package #~mission(Item4|SerialNumber) from the ~mission(Pickup4|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) to the ~mission(Dropoff1|Address)\n · Package #~mission(Item2|SerialNumber) to the ~mission(Dropoff2|Address)\n · Package #~mission(Item3|SerialNumber) to the ~mission(Dropoff3|Address)\n · Package #~mission(Item4|SerialNumber) to the ~mission(Dropoff4|Address)\n\nLast thing, it'd probably be a good idea to bring a handheld tractor beam with. \n\nThanks,\nConni Ling\nShipment Coordinator\nLing Family Hauling
LingFamily_LocalDelivery_desc_05=Hello,\n\nI know Conni usually handles this stuff, but she's away for the afternoon. Anyway, got a descent sized run for you.\n\nAnyway, if I'm reading the invoice correctly, the shipment is - \n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) from the ~mission(Pickup1|Address)\n · Package #~mission(Item2|SerialNumber) from the ~mission(Pickup2|Address)\n · Package #~mission(Item3|SerialNumber) from the ~mission(Pickup3|Address)\n · Package #~mission(Item4|SerialNumber) from the ~mission(Pickup4|Address)\n · Package #~mission(Item5|SerialNumber) from the ~mission(Pickup5|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) to the ~mission(Dropoff1|Address)\n · Package #~mission(Item2|SerialNumber) to the ~mission(Dropoff2|Address)\n · Package #~mission(Item3|SerialNumber) to the ~mission(Dropoff3|Address)\n · Package #~mission(Item4|SerialNumber) to the ~mission(Dropoff4|Address)\n · Package #~mission(Item5|SerialNumber) to the ~mission(Dropoff5|Address) \n\nGood luck out there.\n\n-Davi Ling\nProprietor \nLing Family Hauling
LingFamily_LocalDelivery_desc_intro=Hi,\n\nWe're a small family owned and operated delivery company that's currently seeking new contractors in the Crusader area. \n\nIf you're interested in working with us, the following delivery would be a great trial to see if you're a good match for the company.\n\nPACKAGE FOR PICK UP\n · Package #~mission(Item1|SerialNumber) from ~mission(Pickup1|Address)\n\nDROP OFF LOCATION\n · Package #~mission(Item1|SerialNumber) to ~mission(Dropoff1|Address)\n\nIf all goes well, you'll become the newest member of Ling Family Hauling.\n\nLast thing, it'd probably be a good idea to bring a handheld tractor beam with. \n\nThanks, \nConni Ling\nShipment Coordinator\nLing Family Hauling
LingFamily_LocalDelivery_desc_rehire=Hello,\n\nI'm not thrilled to have to do this, but we have a shortage of contractors and more deliveries than ever. I'm willing to give you another shot, but you need to complete the following delivery. \n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) from the ~mission(Pickup1|Address)\n · Package #~mission(Item2|SerialNumber) from the ~mission(Pickup2|Address)\n · Package #~mission(Item3|SerialNumber) from the ~mission(Pickup3|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Package #~mission(Item1|SerialNumber) to the ~mission(Dropoff1|Address)\n · Package #~mission(Item2|SerialNumber) to the ~mission(Dropoff2|Address)\n · Package #~mission(Item3|SerialNumber) to the ~mission(Dropoff3|Address)\n\nLast thing, it'd probably be a good idea to bring a handheld tractor beam with. \n\nThanks, \nConni Ling\nShipment Coordinator\nLing Family Hauling
LingFamily_LocalDelivery_header_01=Ling Family Local Delivery Route
LingFamily_LocalDelivery_title_01=Ling Family Local Delivery Route
LingFamily_LocalDelivery_title_intro=Ling Family Seeking New Contractors
LingFamily_LocalDelivery_title_rehire=Ling Contractor Re-evaluation
LingFamily_Reaction_BadStreak_001=After that last contract, how many screw ups was that? You know what? I don't want to scold you like you're some kid. I'm just gonna say do better and leave it at that.
LingFamily_Reaction_BadStreak_002=Seems like you've been having a really hard time getting through these contracts. Last few jobs we've thrown you're way haven't exactly gone as planned. We're not a big company so these setbacks really hurt our bottom line. You're just going to have to do better, okay? Having said that...
LingFamily_Reaction_BadToGood_001=Guess you're a diamond in the rough, after all. Had a bet going with my sister Linda that you would screw up that last contract. Now I have to make her dinner, but hey, it's better than having to clean up your mess again. Anyway...
LingFamily_Reaction_BadToGood_002=Way to turn it around. I was getting worried about you, but that last contract showed you got potential. We'll have to see if you can keep it up...
LingFamily_Reaction_Bad_001=Rough time on that last contract, huh? It happens. Important thing is not focus on it too much, and get back out there -
LingFamily_Reaction_Bad_002=Hard to say exactly where you went wrong on that last contract, but it wasn't pretty. Let's do better this time, Okay?
LingFamily_Reaction_GoodStreak_001=Got to say, you've really been killing it out there. Even Davi's been impressed and he's been doing this for decades. Anyway...
LingFamily_Reaction_GoodStreak_002=I'm starting to think we got pretty lucky finding you. You've been giving Ling Family Hauling a good name out there with all the recent work you've been doing for us. Speaking of...
LingFamily_Reaction_GoodToBad_001=That last contract got away from you or what? Don't worry though. Screwing up every once in a while is what being part of the Ling Family is all about. (Don't tell them I said that.)
LingFamily_Reaction_GoodToBad_002=Tough break on that last job. Can't be perfect all the time, I guess. Unless your my sister Linda. But let's not talk about her right now...
LingFamily_Reaction_Good_001=You did good on that last contract. Nice stuff.
LingFamily_Reaction_Good_002=Real quick, wanted to mention the last contract you did. Saw that it went well. Good work. That said...
LingFamily_Reaction_LastWarning_001=So far, I think as a whole, Ling Family Hauling has been more than fair with you. But this contract is the end. Either you get it right, or we're done working with you. That simple. That said...
LingFamily_Reaction_LastWarning_002=Listen, this contract here? This is your last chance. We can't afford to risk any more business on you unless you find a way to turn things around. That said...
LingFamily_Reaction_Renew_001=Okay. So, I'm gonna tell you straight. If it had been up to me, we would have burned your contact, but dad seems to think you deserve another chance, so here we are...
LingFamily_Reaction_Renew_002=Here's what's happening. We had a family meeting and decided that maybe you deserve another chance. I hope you make the most of it. That said...
LingFamily_Timed_001=Unfortunately, we're on a bit of a tight schedule with this one. Need it taken care of ASAP.
LingFamily_Timed_002=Be sure to keep in mind that this job has a firm deadline. Not much wiggle room.
LingFamily_Timed_003=Make sure to keep an eye on clock when you're out there. Don't want you missing the deadline.
LingFamily_Timed_004=Make sure to be mindful of the time while you're working. Our business depends on us being punctual.
LingFamily_UGF_collect_desc_001=Hey,\n\nWe need you to grab a delivery for us over at ~mission(Location|Address) and then take it to ~mission(Destination|Address).\n\nI was originally going to send my brother Ricki to handle this, but he said the area’s too dangerous. Guess there’s been a bunch of security warnings around there, but as long as you’re careful and bring some guns or whatever, I’m sure you’ll be fine. You probably won’t even run into anything. \n\nThanks, \nConni Ling\nShipment Coordinator\nLing Family Hauling\n
LingFamily_UGF_collect_title_001=Package Delivery for Ling
LingFamily_delivery_desc_0001=Hi,\n\n~mission(Contractor|Reaction)Got another delivery for you. ~mission(Contractor|Family)\n\nThe shipment is waiting for pick up at ~mission(Location|Address) to be dropped off at ~mission(Destination|Address). ~mission(Contractor|Timed)~mission(Contractor|Danger)\n\nThanks, \nConni Ling\nShipment Coordinator\nLing Family Hauling
LingFamily_delivery_desc_0002=Hey,\n\n~mission(Contractor|Reaction)We need you to run a shipment for us. \n\n~mission(Contractor|Family)The delivery is over at ~mission(Location|Address) and is scheduled to be taken to ~mission(Destination|Address). ~mission(Contractor|Timed)~mission(Contractor|Danger) \n\nThanks, \nConni Ling\nShipment Coordinator\nLing Family Hauling
LingFamily_delivery_desc_0003=~mission(Contractor|Reaction)Got an upcoming delivery scheduled that could use you.\n\n~mission(Contractor|Family)The shipment is heading from ~mission(Location|Address) over to ~mission(Destination|Address). ~mission(Contractor|Timed)~mission(Contractor|Danger)\n\nThanks,\nConni Ling\nShipment Coordinator\nLing Family Hauling
LingFamily_delivery_desc_0004=Hello,\n\nConni normally does these so you'll have to bear with me. Still trying to wrap my head around the system she set up. Believe it or not, I used to handle all of this myself! Thank heavens for Conni though. She's so good at all this stuff. \n\nAnyway, if I'm reading the invoice correctly, the shipment is at ~mission(Location|Address) and needs to be hauled over to ~mission(Destination|Address). Simple enough. \n\nGood luck out there. Make the Ling family proud!\n\n-Davi Ling\nProprietor \nLing Family Hauling
LingFamily_delivery_desc_intro=Have you always been interested in trying your hand at being a delivery pilot but didn't know where to start? \nAre you sick of being taken advantage of by the large faceless shipping conglomerates? \nDo you want to further your career by gaining on-the-job experience with a top-reviewed family own company? \n\nIf you answered yes to any of these questions, then Ling Family Hauling may be right for you. \n\n----------------------------------\n\nHi,\n\nI'm Davi Ling, proud owner and proprietor of Ling Family Hauling. For the past three years, my family has been making a name for ourselves delivering packages and hauling shipments in the greater Crusader area. But now we need your help. \n\nTo keep up with our growing list of clients, we've been seeking additional pilots to help our family to keep expanding. Right now, we have a shipment waiting at ~mission(Location|Address) to be taken to ~mission(Destination|Address). The perfect opportunity for a new pilot. No prior experience necessary. Whether this is your first time flying a route, or your thousandth, all we ask is that you work hard and try your best. That's the Ling Family way.\n\nSincerely,\nDavi Ling\nProprietor\nLing Family Hauling
LingFamily_delivery_title_001=Ling Shipment Delivery
LingFamily_delivery_title_intro=Job Opportunity with Ling Hauling
Ling_Allies=N/A
Ling_Courier=[COURIER] Ling Shipment Delivery
Ling_Data=[DATA] Ling Shipment Delivery
Ling_Haulage=[HAULAGE] Ling Shipment Delivery
Ling_LightGoods=[LIGHT GOODS] Ling Shipment Delivery
Ling_RepUI_Area=史坦頓 Ⅱ
Ling_RepUI_Description=Founded by Davi Ling, Ling Family Hauling has been making a name for itself delivering packages and hauling shipments in the greater Crusader area. An experienced hauling pilot with over 30 years of experience, Davi decided to start his own shipping company in Crusader in order to spend more time with his family and less time flying.
Ling_RepUI_Focus=Delivery, Hauling, Courier Services
Ling_RepUI_Founded=2945
Ling_RepUI_Headquarters=Daymar (Stanton 2b), Crusader, Stanton System
Ling_RepUI_Leadership=Davi Ling, Proprietor
Ling_RepUI_Name=Ling Family Hauling
Ling_Rivals=N/A
LocalDelivery_DrugProd_desc_01=~mission(Contractor|LocalDeliveryDrugProdDesc)
LocalDelivery_DrugProd_dropoff_obj_long_01=把原料送到~mission(Pickup2|Address)。
LocalDelivery_DrugProd_dropoff_obj_long_02=把精煉後的產品送到~mission(Pickup3|Address)。
LocalDelivery_DrugProd_dropoff_obj_long_03=把成品送到~mission(Dropoff1|Address)。
LocalDelivery_DrugProd_dropoff_obj_marker_00=遞送地點
LocalDelivery_DrugProd_dropoff_obj_short_01=運送原料
LocalDelivery_DrugProd_dropoff_obj_short_02=運送精煉產品
LocalDelivery_DrugProd_dropoff_obj_short_03=運送成品
LocalDelivery_DrugProd_from_01=~mission(Contractor|LocalDeliveryDrugProdFrom)
LocalDelivery_DrugProd_header_01=目前合約:~mission(Contractor|LocalDeliveryDrugProdTitle)
LocalDelivery_DrugProd_mgtitle_01=~mission(Contractor|LocalDeliveryDrugProdTitle) - ~mission(Reward)
LocalDelivery_DrugProd_pickup_obj_long_01=Pick up raw material from ~mission(Pickup1|Address).
LocalDelivery_DrugProd_pickup_obj_long_02=Pick up refined product from ~mission(Pickup2|Address).
LocalDelivery_DrugProd_pickup_obj_long_03=Pick up finished goods from ~mission(Pickup3|Address).
LocalDelivery_DrugProd_pickup_obj_marker_00=Pick Up
LocalDelivery_DrugProd_pickup_obj_marker_01=Raw Material
LocalDelivery_DrugProd_pickup_obj_marker_02=Refined Product
LocalDelivery_DrugProd_pickup_obj_marker_03=Finished Goods
LocalDelivery_DrugProd_pickup_obj_short_01=Pick Up Raw Material
LocalDelivery_DrugProd_pickup_obj_short_02=Pick Up Refined Product
LocalDelivery_DrugProd_pickup_obj_short_03=Pick Up Finished Goods
LocalDelivery_DrugProd_title_01=~mission(Contractor|LocalDeliveryDrugProdTitle)
LocalDelivery_desc=~mission(Contractor|LocalDeliveryDesc)
LocalDelivery_dropoff_obj_long_01=把包裹 #~mission(item|serialnumber)送到~mission(Destination|Address)。
LocalDelivery_dropoff_obj_marker_01=遞送地點
LocalDelivery_dropoff_obj_short_01=遞送包裹 #~mission(Item)
LocalDelivery_from=~mission(Contractor|LocalDeliveryFrom)
LocalDelivery_header=目前合約:~mission(Contractor|LocalDeliveryTitle)
LocalDelivery_itinerary_drugproduction=* TO-DO LIST *\n\n1. PROCESSING - Take the raw material from ~mission(Pickup1|Address) to ~mission(Pickup2|Address)\n2. PACKAGING - Take the refined product from ~mission(Pickup2|Address) to ~mission(Pickup3|Address)\n3. DISTRIBUTION - Take the finished goods from ~mission(Pickup3|Address) to ~mission(DropOff1|Address)\n
LocalDelivery_itinerary_multidropoff=DELIVERY ITINERARY\n\nPACKAGE PICK UP\n · Collect all packages from ~mission(Pickup1|Address)\n\nDROP OFF LOCATIONS (ANY ORDER)\n · Deliver package #~mission(item1|serialnumber) to ~mission(DropOff1|Address)\n · Deliver package #~mission(item2|serialnumber) to ~mission(DropOff2|Address)\n · Deliver package #~mission(item3|serialnumber) to ~mission(DropOff3|Address)\n
LocalDelivery_itinerary_multipickup=DELIVERY ITINERARY\n\nPACKAGES FOR PICK UP (ANY ORDER)\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n · Package #~mission(item2|serialnumber) from ~mission(Pickup2|Address)\n · Package #~mission(item3|serialnumber) from ~mission(Pickup3|Address)\n\nDROP OFF LOCATION\n · Deliver ALL packages to ~mission(Dropoff1|Address)
LocalDelivery_itinerary_singlepackage=DELIVERY ITINERARY\n\nPACKAGE PICK UP\n · Package #~mission(item1|serialnumber) from ~mission(Pickup1|Address)\n\nDROP OFF LOCATION\n · Deliver packages to ~mission(Dropoff1|Address)
LocalDelivery_pickup_obj_long_01=拿取位於~mission(Location|Address)的包裹 #~mission(item|serialnumber)。
LocalDelivery_pickup_obj_marker_01=取貨
LocalDelivery_pickup_obj_short_01=拿取包裹#~mission(Item)
LocalDelivery_title=~mission(Contractor|LocalDeliveryTitle) - ~mission(Reward)
Local_Delivery_DrugProduction_Description,P=Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. \n\n* ~mission(Item1|Capitalized)\n * Collect from ~mission(Pickup1)\n * Deliver to ~mission(Pickup2)\n* ~mission(Item2|Capitalized)\n * Collect from ~mission(Pickup2)\n * Deliver to ~mission(Pickup3)\n* ~mission(Item3|Capitalized)\n * Collect from ~mission(Pickup3)\n * Deliver to ~mission(DropOff1)\n\nUt enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. \n
Local_Delivery_DrugProduction_Title,P=Full Production Run (Drug Delivery) - ~mission(Reward)
Local_Delivery_Multiple_Dropoff,P=Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. \n\n* ~mission(Item1|Capitalized)\n * Collect from ~mission(Pickup1)\n * Deliver to ~mission(DropOff1)\n* ~mission(Item2|Capitalized)\n * Collect from ~mission(Pickup1)\n * Deliver to ~mission(DropOff2)\n* ~mission(Item3|Capitalized)\n * Collect from ~mission(Pickup1)\n * Deliver to ~mission(DropOff3)\n\nUt enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat.
Local_Delivery_Multiple_Pickup,P=Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. \n\n* ~mission(Item1|Capitalized)\n * Collect from ~mission(Pickup1)\n * Deliver to ~mission(DropOff1)\n* ~mission(Item2|Capitalized)\n * Collect from ~mission(Pickup2)\n * Deliver to ~mission(DropOff1)\n* ~mission(Item3|Capitalized)\n * Collect from ~mission(Pickup3)\n * Deliver to ~mission(DropOff1)\n\nUt enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat.
Local_Delivery_Title,P=Courier\nLocal Multi-Stop Delivery\nReward
Lorville_Destination_Central_Business_District=中央商務區
Lorville_Destination_City_Gates_01=一號城市大門
Lorville_Destination_City_Gates_02=二號城市大門
Lorville_Destination_City_Gates_03=三號城市大門
Lorville_Destination_City_Gates_04=四號城市大門
Lorville_Destination_City_Gates_05=五號城市大門
Lorville_Destination_City_Gates_06=六號城市大門
Lorville_Destination_Floor01=1F
Lorville_Destination_Floor02=2F
Lorville_Destination_Floor03=3F
Lorville_Destination_Floor04=4F
Lorville_Destination_Floor05=5F
Lorville_Destination_Floor06=6F
Lorville_Destination_Floor07=7F
Lorville_Destination_Floor08=8F
Lorville_Destination_Floor09=9F
Lorville_Destination_Floor10=10F
Lorville_Destination_Ground_Floor=地面樓層
Lorville_Destination_Leavsden_Station=利夫斯登車站
Lorville_Destination_Metro_Center=地鐵中心
Lorville_Destination_Teasa_Spaceport=堤莎空港
MG_Debug_has_done_missions_false=I have never accepted a mission from this MG
MG_Debug_has_done_missions_true=I have previously won or lost a mission for this MG
MG_Debug_has_met_false=I have not met this MG (warning: sets false for ALL MGs)
MG_Debug_has_met_true=I have met this MG (warning: sets true for ALL MGs)
MG_Debug_last_mission_failed=I failed my last mission
MG_Debug_last_mission_succeeded=I succeeded at my last mission
MG_Debug_mission_count_0=Mission giver has no missions
MG_Debug_mission_count_1=Mission giver has one mission
MG_Debug_mission_count_2=Mission giver has multiple missions
MG_Debug_mission_is_lawful_false=The available mission is unlawful
MG_Debug_mission_is_lawful_true=The available mission is lawful
MG_Debug_on_mission_false=I am not currently on a mission for MG
MG_Debug_on_mission_true=I am already on a mission for MG
MG_Debug_qualify_false=I do not have an invitation to meet this MG
MG_Debug_qualify_true=I have an invitation to meet this MR
MG_Debug_start_options=Choose history and mission details
MG_Debug_start_random=Randomize history and mission details
MG_Hurston_from=Constantine Hurston
MG_hurston_invite_desc=PLACEHOLDER
MG_hurston_invite_from=Hurston - PLACEHOLDER
MG_hurston_invite_marker=Constantine - PLACEHOLDER
MG_hurston_invite_obj_long=PLACEHOLDER
MG_hurston_invite_obj_short=PLACEHOLDER
MG_hurston_invite_title=Hurston Invite - PLACEHOLDER
MKTG_CUSTOMS1_CV_Access_Allow_IG_003_YoureClearMove=You're clear. Move along.
MTProtection_RepUI_Area=Stanton IV
MTProtection_RepUI_Description=When the city of New Babbage was first designed, microTech had hoped that they would be able to use advanced monitoring systems combined with automatic response units to handle most security issues that would arise. Unfortunately, as the city flourished so to did criminal elements looking to take advantage of the growing wealth and affluence there. To more efficiently deal with this growing criminal trend, in 2891 MT Protection Services was formed. While they still rely heavily on tech and remote monitoring, MT Protection Services employs a small force of security professionals who are able to deal with matters requiring a more hands on approach.
MTProtection_RepUI_Focus=Police Force
MTProtection_RepUI_Founded=2891
MTProtection_RepUI_Headquarters=新巴貝奇,微科星,史坦頓星系 [New Babbage, microTech, Stanton System]
MTProtection_RepUI_Leadership=Yann Bostrom, Lead Administrator
MTProtection_RepUI_Name=MT Protection Services
MTProtectiveServices_Allies=Advocacy, microTech
MTProtectiveServices_Rivals=Ruto
Magnus=Magnus System
Magnus1=Magnus I
Magnus1_Desc=A small rocky planet with no atmosphere. Some astrogeologists speculate that Magnus I was formerly a Hot Jupiter that migrated to this orbit before having its atmosphere stripped away by the star.
Magnus2=Borea
Magnus2_Desc=The former home to the UEE's shipbuilding facilities until they moved to Kilian, Borea suffered an economic depression for decades. Things have recently begun to improve with ship manufacturer Drake Interplanetary's decision to be headquartered on the planet.
Magnus3=Magnus III
Magnus3_Desc=Classified as a Super Jupiter, Magnus III is a large multi-colored gas giant situated on the outskirts of the system.
Magnus4=Triggerfish
Magnus4_Desc=The fourth planet of the Magnus system, Triggerfish is rumored to be home to a secret, lost UEE Navy vault that has yet to be re-discovered. Landing on the planet is difficult due to its lush jungle cover.
Magnus_Desc=The shipyards of Magnus system used to be one of the iconic locations of the Empire. When the Navy moved operations to Kilian System, the system's economy was unable to recover. The resulting decades of economic downturn and criminal activity is only now being slowly reversed in large part due to the ship manufacturer Drake Interplanetary establishing their corporate headquarters here.
Magnus_JumpPoint_Ellis=馬格努斯 - 埃利斯 躍遷點 [Magnus - Ellis Jump Point]
Magnus_JumpPoint_Ellis_Desc=該躍遷點連接著馬格努斯[Magnus]星系和埃利斯[Ellis]星系。
Magnus_JumpPoint_Stanton=馬格努斯 - 史坦頓 躍遷點 [Magnus - Stanton Jump Point]
Magnus_JumpPoint_Stanton_Desc=該躍遷點連接著馬格努斯[Magnus]星系和史坦頓[Stanton]星系。
Magnus_JumpPoint_Terra=馬格努斯 - 泰拉 躍遷點 [Magnus - Terra Jump Point]
Magnus_JumpPoint_Terra_Desc=該躍遷點連接著馬格努斯[Magnus]星系和泰拉[Terra]星系。
Magnus_Star=Magnus
Magnus_Star_Desc=A class-K main sequence star.
Maps_ClearRoute=取消航路
Maps_Drag,P=拖動
Maps_Filter_View=篩選檢視
Maps_Focus_Parent=聚焦至主體
Maps_Focus_Player=我的位置
Maps_Focus_Selection=聚焦至所選目標
Maps_Move_Down=向下移動
Maps_Move_Up=向上移動
Maps_Orbit,P=軌道
Maps_SetRoute=規劃航路
Maps_Zoom,P=縮放
Maps_Zoom_In=放大
Maps_Zoom_Out=縮小
Maps_Zoom_Selection=縮放到選擇的地點
Marker_Hail=Hail
Marker_Mark=Mark
Marker_Navigate=Navigate
Marker_Pin=Pin
Marker_Target=目標
Markers_Subtext_Anomaly=Anomaly
Markers_Subtext_Asteroid=小行星
Markers_Subtext_Manmade=人造物
Markers_Subtext_Moon=Moon
Markers_Subtext_Planet=行星
Markers_Subtext_Star=恆星
MercenaryGuild_Allies=Advocacy, Crusader Security, BlacJac, Bounty Hunter Guild, Northrock Service Group
MercenaryGuild_RepUI_Area=UEE, Unaffiliated Systems
MercenaryGuild_RepUI_Description=As Humanity entered its first interspecies war against the Tevarin in 2541, space travel became a lot more dangerous and private security firms found themselves providing services that had formally be regulated to more official channels. In order to navigate these uncharted waters, and better establish the role of modern mercenaries, some of the largest firms banded together to form the first iteration of the Mercenary Guild. Since then, the Guild has helped ensure the rights of mercenary and security forces to operate with the UEE by protecting their members from fraudulent companies, offering advanced training, providing access to specialist supplies, and lobbying for members who run into legal complications.
MercenaryGuild_RepUI_Focus=Private Security
MercenaryGuild_RepUI_Founded=2542
MercenaryGuild_RepUI_Headquarters=Tanys, Locke, Idris System
MercenaryGuild_RepUI_Leadership=Carey Sun, President
MercenaryGuild_RepUI_Name=Mercenary Guild
MercenaryGuild_Rivals=Nine Tails, XenoThreat
MicroTech_JumpPoint_Hurston,P=微科星 - 赫斯頓 躍遷點 [MicroTech - Hurston Jump Point]
MicroTech_JumpPoint_Hurston_Desc,P=該躍遷點連接著史坦頓[Stanton]星系內的微科星[MicroTech]和赫斯頓[Hurston]。
MilesEckhart_IntroCommLawful_1,P=Hey, how are you? Miles Eckhart, Eckhart Security. A friend over at Crusader Security said you've building quite a rep. I run a modest security outfit and am always on the lookout for capable people who don't rattle. If you're interested in picking up some extra work, we should talk. I'll send my details.
MilesEckhart_IntroInPersonLawful_1,P=Hey there, sport. Grab a seat. Sorry for the locale, don't look like much but the homemade stuff has some kick. Anyway, I've been hearing good things about you. Real stand-up sort. Just the type of people I like to know. As I mentioned, I run a small security outfit, we handle all sorts of ops, so I'm always on the lookout for people who know how to handle themselves in a scrap.
MilesEckhart_LawfulKillCaptorsattackersWhilstKeepingHostagesattackedAlive_2,P=We've just been hired to retrieve another poor bastard who's been abducted. Same drill as before, keep the hostage alive, whatever happens to the captors happens.
MilesEckhart_LawfulKillCriminal_2,P=Another bounty came over the spec if you're interested. Have a look.
MilesEckhart_LawfulKillCriminal_4,P=This one came straight from the Guild. It's a high value, high risk target. Watch yourself with this one.
MilesEckhart_LawfulPlayersAreGivenTheLocationOfSeveralWrecksSurroundedByPirates_1,P=A contract just came through to go look into several ship wrecks in the area. One problem. The people responsible for making the wrecks are still in the area and they might take issue with you, so expect a fight.
MilesEckhart_LawfulPlayersAreGivenTheLocationOfSeveralWrecksSurroundedByPirates_3,P=High risk retrieval just came in. Check out out the details and see if you're interested, otherwise I'll pass it along.
MilesEckhart_LawfulPlayersAreGivenTheLocationOfSeveralWrecksToInvestigate_1,P=Been getting a lot of requests to chase down ship wrecks. Usually they're a sleepwalk, but they can get dicey real quick depending on which area they're sending you to. I'll send you the request from the insurance company, just follow their instructions and collect your creds.
MilesEckhart_LawfulPlayersAreGivenTheLocationOfSeveralWrecksToInvestigate_3,P=Guess some idiot pilot went and got themself killed, so we've got another contract to find the wreck.
MilesEckhart_LawfulPlayersMustDeliverOnemultiplePackageInAGivenTime_2,P=Just got pinged from another delivery. It's time sensitive so don't take the gig if you can't make the deadline.
MilesEckhart_LawfulPlayersMustDeliverOnemultiplePackages_2,P=Need another delivery if you got the time.
MilesEckhart_LawfulPlayersMustDropOffAndPickUpItems_1,P=This one's gonna be a hand-off. Client's a bit worried about the folks on the other side of the deal, so figured a little muscle to handle the trade would be smart. It'll be on you to make sure the transfer runs smooth as ice.
MilesEckhart_LawfulPlayersMustEscortAShipFromAToB_1,P=An escort job just tumbled free and wondered if you might be available. Should be easy money, but keep your eyes open.
MilesEckhart_LawfulPlayersMustEscortAShipFromAToB_2,P=Need a babysitter for a ship run. Take a look and see if you're interested.
MilesEckhart_LawfulPlayersMustEscortAShipOnASeriesOfLocations_1,P=It's a basic escort mission, the client's got a handful of stops they need to make. You follow and keep them out of trouble. Not too tough, right?
MilesEckhart_LawfulPlayersMustGoToALocationAndPrepareForAssaultLocationsMustBeVagueStationCommArrayServiceStationOutpost_1,P=We've gotten word that an assault's building against some honest-to-god law-abiding folks and they need some help. Pay's not great, but hey, it's not always about the money, right? I'm kidding.
MilesEckhart_LawfulPlayersMustGoToALocationAndPrepareToAttackLocationsMustBeVagueStationServiceStationAsteroidField_1,P=We've got a target that we need to take down. I've coordinated with local law and bounty hunters so it's totally above board. Anyway, you aren't going to be able to take them in a stand up fight, so you'll need to trap them.
MilesEckhart_LawfulPlayersMustGoToALocationAndPrepareToAttackLocationsMustBeVagueStationServiceStationAsteroidField_2,P=Got another scumbag who's ready for the swift hand of justice... and worth a sizeable bounty. Up for another ambush?
MilesEckhart_LawfulPlayersMustHelpAShipKillOtherShipsWhilstKeepingTheEscortedShipAlive_1,P=Here's the deal, I've managed to secure a retainer for local law enforcement agencies. I just got word that they're moving on some criminal elements and want some backup.
MilesEckhart_LawfulPlayersMustTakeAnNpcAboardAndDeliverHimToALocationSafely_2,P=Another chaffeur job just came across the spec. Have a look and see if you're interested.
MilesEckhart_LawfulRecoverStolenCargoGuardedByCriminals_2,P=Law enforcement and Advocacy have been cracking down on cargo theft across the systems and are paying operators for the safe retrieval of stolen cargo. Anyway, I put the squeeze on a couple local scumbags and got a line on some hot merch in the area.
MilesEckhart_LawfulSearchAWreckForCorpseOrEvidence_1,P=This job's a retrieval op. Need to collect a special bit of- let's say "salvage." I'm gonna give you the honor of going to the wreck, and finding it.
MilesEckhart_MissionFail_6,P=The whole thing's gone div and I'm left holding the stick. Hope you're proud of yourself.
MilesEckhart_OncePlayerSits_1,P=So... don't look like much, do ya? Just kidding. So here's my boilerplate pitch, Eckhart Security handles escorts, VIP protection, hostile extractions and even some militia work when they can afford us. Anyway, a job came in late last night. Some idiot hauler thought it'd be a good idea to shave some flight time by cutting through low-sec space and got his crew vented. Company needs to retrieve the ship's blackbox to claim insurance on the lost cargo. Should be a romper job: get in, get out, but all my people are tied up with bigger ops, so I figured I could use this as a chance to make a new friend. I'll send the details, look them over on your own time and if you're interested, hit me back.
MilesEckhart_RepUI_Association=Eckhart Security
MilesEckhart_RepUI_Biography=After leaving the Army, Miles Eckhart missed the excitement of his former life and decided to try mercenary work. He took to it so well that before long he started his own company, Eckhart Security. Specializing in operations in unclaimed and hostile systems like Nyx, Miles remains fully independent and unaffiliated with the Mercenary Guild.
MilesEckhart_RepUI_Location=Lorville, Hurston, Stanton System
MilesEckhart_RepUI_Occupation=CEO, Security Consultant
MilesEckhart_RevisitYoureCurrentlyOnAMission_2,P=You got the details, so get moving.
MilesEckhart_SitsInTheCornerOfTheDarkBarHePerksUpWhenHeSeesYou_1,P=Hey! Over here. How you been? Grab a seat. Come on. Get in here....
MilesEckhart_UnlawfulAtPrisonHard_2,P=Got a dangerous one for you. Probably the less I talk about it the better.
MilesEckhart_UnlawfulAtSecurityPost_1,P=Seems one of our clients has been picked up by some two-bit security outfit who fancy themselves real do-gooders. Anyway, our enterprise doesn't benefit with this client incarcerated, so I need you to get them out.
MilesEckhart_UnlawfulAtSecurityPost_3,P=I swear, I don't know how some of these idiots have stayed alive long enough to make enough money to keep us on retainer. Anyway, we've got another client cooling their heels in a low-sec clink. You free to boost them?
MilesEckhart_UnlawfulKillInnocentOrRivalCriminal_3,P=Hey killer, feel like earning some extra creds? Got another target that's living on borrowed breath.
MilesEckhart_UnlawfulPlayersAreGivenTheLocationOfSeveralWrecksSurroundedByPirates_2,P=Since they're in the stealing mood, I figure no one will mind if we help ourselves. If they do, I trust you'll handle them.
MilesEckhart_UnlawfulPlayersAreGivenTheLocationOfSeveralWrecksToInvestigate_1,P=Clients are looking for someone to track down some ships they lost. I don't know if they're trying to retrieve evidence before the law does or what. To be honest, I didn't ask.
MilesEckhart_UnlawfulPlayersMustDeliverOnemultiplePackageInAGivenTime_1,P=Contact of mine just hit me up. He's got some product he needs moved quick and quiet. I'm talking invisible here, no scans, no checkpoints. You get pinched with this, you're on your own.
MilesEckhart_UnlawfulPlayersMustDeliverOnemultiplePackages_2,P=Need some low profile product that needs to be moved. I'd skirt any heavy security scans if you get my meaning.
MilesEckhart_UnlawfulPlayersMustDropOffABomb_2,P=Exciting news, slick. Something needs blowing up, and you get to be the lucky one to do it.
MilesEckhart_UnlawfulPlayersMustDropOffAndPickUpItems_2,P=So one of my shakier clients is a little nervous and wants us to handle a hand-off. You give 'em ours. We take theirs. And if they try anything... well, you take care of it.
MilesEckhart_UnlawfulPlayersMustEscortAShipFromAToB_2,P=You free for another protection op? Got a client who needs a heavy hitter on their wing.
MilesEckhart_UnlawfulPlayersMustEscortAShipOnASeriesOfLocations_2,P=You got time for an escort op? It's another staggered one so you'll hit multiple spots. Have a look.
MilesEckhart_UnlawfulPlayersMustFindOnemultipleItemsByScavengingOrKillingAndLootingNoHelpIsGivenFindingTheItems_1,P=Got a retrieval op for you. Now, you should know that the owners of the items in question are going to be resistent to the idea of giving up their cargo. I trust you'll be able to change their mind.
MilesEckhart_UnlawfulPlayersMustGoToALocationAndPrepareForAssaultLocationsMustBeVagueStationCommArrayServiceStationOutpost_2,P=So one of my more - lets say verbal - clients has apparently pissed off the wrong people. Needs some protection and defenses laid down to help in case they retaliate. Hoping you could handle it.
MilesEckhart_UnlawfulPlayersMustGoToALocationAndPrepareToAttackLocationsMustBeVagueStationServiceStationAsteroidField_2,P=Got another name that needs to be marked off. I've worked out the time and place for the ambush, just need a trigger to do the deed.
MilesEckhart_UnlawfulPlayersMustHelpAShipKillOtherShipsWhilstKeepingTheEscortedShipAlive_2,P=It's another muscle job, back up the client and shoot up whoever they want shot up.
MilesEckhart_UnlawfulPlayersMustTakeAnNpcAboardAndDeliverHimToALocationSafely_2,P=Got another passenger that's looking for low profile transport.
Miners_RepUI_Area,P=[PH] Area
Miners_RepUI_Description,P=[PH] Miners Description
Miners_RepUI_Focus,P=[PH] Miners Focus
Miners_RepUI_Founded,P=[PH] N/A
Miners_RepUI_Headquarters,P=[PH] Miners Headquarters
Miners_RepUI_Leadership,P=[PH] Miners Leadership
Miners_RepUI_Name,P=[PH] Miners
MiningClaimLawful_Description_001=**WIP** Lawful Description
MiningClaimLawful_From_001=**WIP** Lawful From
MiningClaimLawful_ObjectiveMarker_001=**WIP** Go to ~mission(Location)
MiningClaimLawful_ObjectiveMarker_002=**WIP** Search this area
MiningClaimLawful_ObjectiveMarker_003=**WIP** Return to search area
MiningClaimLawful_Objective_Long_001=**WIP** Investigate some mining activity that has been taking place at ~mission(Location)
MiningClaimLawful_Objective_Long_002=**WIP** Search for the sentries and destroy them
MiningClaimLawful_Objective_Long_003=**WIP** Return to ~mission(location)
MiningClaimLawful_Objective_Short_001=**WIP** Go to ~mission(Location)
MiningClaimLawful_Objective_Short_002=**WIP** Destroy sentries
MiningClaimLawful_Objective_Short_003=**WIP** Return to ~mission(Location)
MiningClaimLawful_Title_001=**WIP** Lawful Title
MiningClaimUnlawful_Description_001=**WIP** Unlawful Description
MiningClaimUnlawful_From_001=**WIP** Unlawful From
MiningClaimUnlawful_ObjectiveMarker_001=**WIP** Go to ~mission(Location)
MiningClaimUnlawful_ObjectiveMarker_002=**WIP** Search this area
MiningClaimUnlawful_ObjectiveMarker_003=**WIP** Return to search area
MiningClaimUnlawful_Objective_Long_001=**WIP** Free up some space for our boys to come and mine some good resources at ~mission(Location)
MiningClaimUnlawful_Objective_Long_002=**WIP** Search for the sentries and destroy them
MiningClaimUnlawful_Objective_Long_003=**WIP** Return to ~mission(Location)
MiningClaimUnlawful_Objective_Short_001=**WIP** Go and investigate private mining area
MiningClaimUnlawful_Objective_Short_002=**WIP** Destroy sentries
MiningClaimUnlawful_Objective_Short_003=**WIP** Return to ~mission(Location)
MiningClaimUnlawful_Title_001=**WIP** Unlawful Title
MiningClaim_NB1_001=Mining Claim #JK7-L0L
MiningClaim_NB1_002=Mining Claim #TWU-19T
MiningClaim_NB1_003=Mining Claim #N4I-FN8
MiningClaim_NB1_004=Mining Claim #Y55-06R
MiningClaim_NB1_005=Mining Claim #8PB-H2A
MiningClaim_NB1_006=Mining Claim #A2J-2LQ
MiningClaim_NB1_007=Mining Claim #N0S-4R2
MiningClaim_NB1_008=Mining Claim #R2D-C3P
MiningClaim_S1L1_001=Mining Claim #5GU-TMT
MiningClaim_S1L1_002=Mining Claim #252-RDC
MiningClaim_S1L1_003=Mining Claim #SA0-62G
MiningClaim_S1L1_004=Mining Claim #LW2-QQA
MiningClaim_S1L1_005=Mining Claim #89K-011
MiningClaim_S1L1_006=Mining Claim #W80-8T2
MiningClaim_S1L1_007=Mining Claim #PCV-664
MiningClaim_S1L1_008=Mining Claim #564-AT7
MiningClaim_S1L2_001=Mining Claim #L7X-O1Z
MiningClaim_S1L2_002=Mining Claim #46K-104
MiningClaim_S1L2_003=Mining Claim #117-P8P
MiningClaim_S1L2_004=Mining Claim #407-4F2
MiningClaim_S1L2_005=Mining Claim #26X-9QI
MiningClaim_S1L2_006=Mining Claim #117-6KR
MiningClaim_S1L2_007=Mining Claim #17D-NF2
MiningClaim_S1L2_008=Mining Claim #1P2-O6W
MiningClaim_S1L3_001=Mining Claim #MHP-7R3
MiningClaim_S1L3_002=Mining Claim #7Y5-2BL
MiningClaim_S1L3_003=Mining Claim #3EH-MR5
MiningClaim_S1L3_004=Mining Claim #286-T23
MiningClaim_S1L3_005=Mining Claim #M9Q-1JW
MiningClaim_S1L3_006=Mining Claim #H29-61U
MiningClaim_S1L3_007=Mining Claim #X79-361
MiningClaim_S1L3_008=Mining Claim #T9P-B90
MiningClaim_S1L4_001=Mining Claim #P0C-84M
MiningClaim_S1L4_002=Mining Claim #OXK-LWP
MiningClaim_S1L4_003=Mining Claim #IG2-PUS
MiningClaim_S1L4_004=Mining Claim #5P7-CB5
MiningClaim_S1L4_005=Mining Claim #5TP-9LV
MiningClaim_S1L4_006=Mining Claim #K16-4PN
MiningClaim_S1L4_007=Mining Claim #U7S-YF2
MiningClaim_S1L4_008=Mining Claim #0A3-EB6
MiningClaim_S1L5_001=Mining Claim #62W-6FF
MiningClaim_S1L5_002=Mining Claim #031-L6W
MiningClaim_S1L5_003=Mining Claim #H08-C6Q
MiningClaim_S1L5_004=Mining Claim #P4S-50Z
MiningClaim_S1L5_005=Mining Claim #69H-T0M
MiningClaim_S1L5_006=Mining Claim #9R4-US2
MiningClaim_S1L5_007=Mining Claim #PY9-010
MiningClaim_S1L5_008=Mining Claim #2ZK-92P
MiningClaim_S2L1_001=Mining Claim #LOW-9SW
MiningClaim_S2L1_002=Mining Claim #M77-B9R
MiningClaim_S2L1_003=Mining Claim #RDM-570
MiningClaim_S2L1_004=Mining Claim #U3Z-O5M
MiningClaim_S2L1_005=Mining Claim #Q02-658
MiningClaim_S2L1_006=Mining Claim #6QU-VLF
MiningClaim_S2L1_007=Mining Claim #187-EK3
MiningClaim_S2L1_008=Mining Claim #2JR-IH4
MiningClaim_S2L2_001=Mining Claim #A28-8FL
MiningClaim_S2L2_002=Mining Claim #35D-O40
MiningClaim_S2L2_003=Mining Claim #JMH-ZE9
MiningClaim_S2L2_004=Mining Claim #MEY-8X6
MiningClaim_S2L2_005=Mining Claim #B60-06N
MiningClaim_S2L2_006=Mining Claim #1EM-8KZ
MiningClaim_S2L2_007=Mining Claim #659-7F9
MiningClaim_S2L2_008=Mining Claim #0ND-1C6
MiningClaim_S2L3_001=Mining Claim #SNS-133
MiningClaim_S2L3_002=Mining Claim #7BH-6IB
MiningClaim_S2L3_003=Mining Claim #B93-ECE
MiningClaim_S2L3_004=Mining Claim #1WF-8Q2
MiningClaim_S2L3_005=Mining Claim #233-0BG
MiningClaim_S2L3_006=Mining Claim #5QZ-EVL
MiningClaim_S2L3_007=Mining Claim #2AO-YXA
MiningClaim_S2L3_008=Mining Claim #6VQ-R0L
MiningClaim_S2L4_001=Mining Claim #PWG-V76
MiningClaim_S2L4_002=Mining Claim #MJF-18Z
MiningClaim_S2L4_003=Mining Claim #3S4-69I
MiningClaim_S2L4_004=Mining Claim #IF4-44E
MiningClaim_S2L4_005=Mining Claim #4QI-L3K
MiningClaim_S2L4_006=Mining Claim #YNV-4N2
MiningClaim_S2L4_007=Mining Claim #36Y-F4E
MiningClaim_S2L4_008=Mining Claim #BU8-982
MiningClaim_S2L5_001=Mining Claim #A83-1XB
MiningClaim_S2L5_002=Mining Claim #714-SK2
MiningClaim_S2L5_003=Mining Claim #Z8V-6O0
MiningClaim_S2L5_004=Mining Claim #J2P-9P8
MiningClaim_S2L5_005=Mining Claim #35F-7IY
MiningClaim_S2L5_006=Mining Claim #J5B-CJZ
MiningClaim_S2L5_007=Mining Claim #W70-48O
MiningClaim_S2L5_008=Mining Claim #UU1-PPU
MiningClaim_S3L1_001=Mining Claim #6G3-YNQ
MiningClaim_S3L1_002=Mining Claim #LH7-KP4
MiningClaim_S3L1_003=Mining Claim #10E-4EX
MiningClaim_S3L1_004=Mining Claim #0K8-HE1
MiningClaim_S3L1_005=Mining Claim #95S-AN6
MiningClaim_S3L1_006=Mining Claim #H20-5FY
MiningClaim_S3L1_007=Mining Claim #9WB-MTS
MiningClaim_S3L1_008=Mining Claim #X1A-79O
MiningClaim_S3L2_001=Mining Claim #489-YQ1
MiningClaim_S3L2_002=Mining Claim #Z4O-0M1
MiningClaim_S3L2_003=Mining Claim #2FC-DQ3
MiningClaim_S3L2_004=Mining Claim #19F-MUY
MiningClaim_S3L2_005=Mining Claim #05D-PZR
MiningClaim_S3L2_006=Mining Claim #FJ2-26X
MiningClaim_S3L2_007=Mining Claim #9OE-85E
MiningClaim_S3L2_008=Mining Claim #29N-704
MiningClaim_S3L3_001=Mining Claim #Q97-6C7
MiningClaim_S3L3_002=Mining Claim #581-679
MiningClaim_S3L3_003=Mining Claim #4V3-M95
MiningClaim_S3L3_004=Mining Claim #761-0K4
MiningClaim_S3L3_005=Mining Claim #T8B-OA8
MiningClaim_S3L3_006=Mining Claim #SR3-8DH
MiningClaim_S3L3_007=Mining Claim #6H0-FUN
MiningClaim_S3L3_008=Mining Claim #LD7-2A3
MiningClaim_S3L4_001=Mining Claim #FUR-603
MiningClaim_S3L4_002=Mining Claim #91Y-6R6
MiningClaim_S3L4_003=Mining Claim #A69-9BQ
MiningClaim_S3L4_004=Mining Claim #44L-158
MiningClaim_S3L4_005=Mining Claim #8Y9-8K5
MiningClaim_S3L4_006=Mining Claim #D00-PR7
MiningClaim_S3L4_007=Mining Claim #KY3-74D
MiningClaim_S3L4_008=Mining Claim #EOB-B9F
MiningClaim_S3L5_001=Mining Claim #H9G-ZHJ
MiningClaim_S3L5_002=Mining Claim #MY9-2O0
MiningClaim_S3L5_003=Mining Claim #1TM-U9Z
MiningClaim_S3L5_004=Mining Claim #L9N-MH5
MiningClaim_S3L5_005=Mining Claim #QR4-25Q
MiningClaim_S3L5_006=Mining Claim #09W-2GR
MiningClaim_S3L5_007=Mining Claim #9GW-F38
MiningClaim_S3L5_008=Mining Claim #287-UMO
MiningClaim_S4L1_001=Mining Claim #L7D-UG3
MiningClaim_S4L1_002=Mining Claim #57M-5RP
MiningClaim_S4L1_003=Mining Claim #36Z-097
MiningClaim_S4L1_004=Mining Claim #45C-BPM
MiningClaim_S4L1_005=Mining Claim #623-1V4
MiningClaim_S4L1_006=Mining Claim #960-5X4
MiningClaim_S4L1_007=Mining Claim #1A0-R16
MiningClaim_S4L1_008=Mining Claim #5O8-Q79
MiningClaim_S4L2_001=Mining Claim #4S4-27T
MiningClaim_S4L2_002=Mining Claim #GU2-7X3
MiningClaim_S4L2_003=Mining Claim #09F-C90
MiningClaim_S4L2_004=Mining Claim #18H-T53
MiningClaim_S4L2_005=Mining Claim #656-VXK
MiningClaim_S4L2_006=Mining Claim #O36-381
MiningClaim_S4L2_007=Mining Claim #UR6-090
MiningClaim_S4L2_008=Mining Claim #KA3-ON4
MiningClaim_S4L3_001=Mining Claim #6D4-4XP
MiningClaim_S4L3_002=Mining Claim #FR8-8XV
MiningClaim_S4L3_003=Mining Claim #2R5-806
MiningClaim_S4L3_004=Mining Claim #5Z4-1YV
MiningClaim_S4L3_005=Mining Claim #I13-200
MiningClaim_S4L3_006=Mining Claim #IUP-MT4
MiningClaim_S4L3_007=Mining Claim #X31-V3V
MiningClaim_S4L3_008=Mining Claim #D82-461
MiningClaim_S4L4_001=Mining Claim #ZGA-66M
MiningClaim_S4L4_002=Mining Claim #LX4-224
MiningClaim_S4L4_003=Mining Claim #L86-O64
MiningClaim_S4L4_004=Mining Claim #P15-YC2
MiningClaim_S4L4_005=Mining Claim #5NN-VVJ
MiningClaim_S4L4_006=Mining Claim #LCU-0CH
MiningClaim_S4L4_007=Mining Claim #DAV-F2K
MiningClaim_S4L4_008=Mining Claim #38L-OJB
MiningClaim_S4L5_001=Mining Claim #0O3-77D
MiningClaim_S4L5_002=Mining Claim #260-K0V
MiningClaim_S4L5_003=Mining Claim #94T-Y5T
MiningClaim_S4L5_004=Mining Claim #N03-CF2
MiningClaim_S4L5_005=Mining Claim #1OD-G13
MiningClaim_S4L5_006=Mining Claim #2NB-SH5
MiningClaim_S4L5_007=Mining Claim #3UB-W93
MiningClaim_S4L5_008=Mining Claim #2A5-7XY
MiningClaims_Desc_001=A privately owned mining claim that has been registered with the UEE Bureau of Resource Management. No unauthorized access allowed.
MissingPersons_Crew_01=Locate Captain
MissingPersons_Crew_010=Locate Co-pilot
MissingPersons_Crew_010a=Locate Co-pilot ~mission(TargetName)
MissingPersons_Crew_011=Locate Scan Tech
MissingPersons_Crew_011a=Locate Scan Tech ~mission(TargetName)
MissingPersons_Crew_012=Locate Chief Engineer
MissingPersons_Crew_012a=Locate Chief Engineer ~mission(TargetName)
MissingPersons_Crew_01a=Locate Captain ~mission(TargetName)
MissingPersons_Crew_02=Locate Pilot
MissingPersons_Crew_02a=Locate Pilot ~mission(TargetName)
MissingPersons_Crew_03=Locate Navigator
MissingPersons_Crew_03a=Locate Navigator ~mission(TargetName)
MissingPersons_Crew_04=Locate Engineer
MissingPersons_Crew_04a=Locate Engineer ~mission(TargetName)
MissingPersons_Crew_05=Locate Security Officer
MissingPersons_Crew_05a=Locate Security Officer ~mission(TargetName)
MissingPersons_Crew_06=Locate Cargo Officer
MissingPersons_Crew_06a=Locate Cargo Officer ~mission(TargetName)
MissingPersons_Crew_07=Locate Refinery Operator
MissingPersons_Crew_07a=Locate Refinery Operator ~mission(TargetName)
MissingPersons_Crew_08=Locate Gunner
MissingPersons_Crew_08a=Locate Gunner ~mission(TargetName)
MissingPersons_Crew_09=Locate Assistant Engineer
MissingPersons_Crew_09a=Locate Assistant Engineer ~mission(TargetName)
MissionGivers_ClovusDarneely=Clovus Darneely
MissionGivers_ConstantineHurston=Constantine Hurston
MissionGivers_MilesEckhart=Miles Eckhart
MissionGivers_ReccoBattaglia=Recco Battaglia
MissionGivers_Ruto=Ruto
MissionGivers_WallaceKlim=Wallace Klim
MissionManager_BennyNoodle_Description=Description
MissionManager_BennyNoodle_Objective01_Long=Objective 1 Long
MissionManager_BennyNoodle_Objective01_Short=Objective 1 Short
MissionManager_BennyNoodle_Objective02_Long=Objective 2 Long
MissionManager_BennyNoodle_Objective02_Short=Objective 2 Short
MissionManager_BennyNoodle_Objective03_Long=Objective03_Long
MissionManager_BennyNoodle_Objective03_Short=Objective03_Short
MissionManager_BennyNoodle_Title=Title
MissionManager_BennyNoodle_Title_Short=Title Short
MissionManager_BravoStation_Hackers_Markerer_Server=Server Terminal
MissionManager_BravoStation_Hackers_Objective00_Long=The servers are physically inside the station, you need to board the station first.
MissionManager_BravoStation_Hackers_Objective00_Short=Enter Kareah Station
MissionManager_BravoStation_Hackers_Objective01_Long=Hack the servers and defend them against security interception
MissionManager_BravoStation_Hackers_Objective01_Short=Hack the servers
MissionManager_BravoStation_Hackers_Objective02_Long=Prepare whilst the servers reset. (LONG)
MissionManager_BravoStation_Hackers_Objective02_Short=Prepare whilst the servers reset
MissionManager_BravoStation_Hackers_Title=Criminal Hacking Collective: Vulnerable Servers Terminals
MissionManager_BravoStation_Hackers_Title_Description=Will pay handsomely for any hacking of the server terminals located on Kareah station. Better pay the longer you can remain logged in. - CHC
MissionManager_BravoStation_Hackers_Title_Short=Hack Kareah Servers
MissionManager_BravoStation_Security_Marker_Server=Server Terminal
MissionManager_BravoStation_Security_Objective00_Long=You must physically enter the station to use the terminal and accept the security contract.
MissionManager_BravoStation_Security_Objective00_Short=Enter Kareah Station
MissionManager_BravoStation_Security_Objective01_Long=Login with the Security Terminal at security post Kareah.
MissionManager_BravoStation_Security_Objective01_Short=Report for Duty.
MissionManager_BravoStation_Security_Objective02_Long=Defend the Server terminals from unauthorized criminal hackers.
MissionManager_BravoStation_Security_Objective02_Short=Defend the Server Terminals
MissionManager_BravoStation_Security_Objective03_Long=Defend the station from trespassers.
MissionManager_BravoStation_Security_Objective03_Short=Defend the station
MissionManager_BravoStation_Security_Objective04_Long=To end your contract early, report back to the security terminal and sign out.
MissionManager_BravoStation_Security_Objective04_Short=End Contract
MissionManager_BravoStation_Security_Title=Crusader Security: Private Security Opportunity
MissionManager_BravoStation_Security_Title_Description=Private security contractors wanted. Kareah Station is in need of private security contractors to defend the server terminals integrity against criminal hackers. You will be rewarded for the accumulated up time of the servers and for eliminating criminal trespassers.
MissionManager_BravoStation_Security_Title_Short=卡利亞安保太空站 [Security Post Kareah]
MissionManager_CryAstroCrime_1_Description=Just heard from those friends of mine. They were super impressed with your work. Now, they’ve run into a problem on this job and could use an extra hand eliminating that problem. If you don’t mind getting a little messy, I think you’re the perfect person for the job. \n\nI’ve attached some details on the problem they need taken care of.\n\n-Ruto
MissionManager_CryAstroCrime_1_Objective01_Long=消滅目標。
MissionManager_CryAstroCrime_1_Objective01_Short=Eliminate
MissionManager_CryAstroCrime_1_Title=A Little Bit of WetWork
MissionManager_CryAstroCrime_1_Title_Short=Eliminate A Problem
MissionManager_CryAstroCrime_2_Description=Just heard from those friends of mine. They were super impressed with your work. Now, they’ve run into a problem on this job and could use an extra hand eliminating that problem. If you don’t mind getting a little messy, I think you’re the perfect person for the job. \n\nI’ve attached some details on the problem they need taken care of.\n\n-Ruto
MissionManager_CryAstroCrime_2_Objective01_Long=消滅目標。
MissionManager_CryAstroCrime_2_Objective01_Short=Eliminate
MissionManager_CryAstroCrime_2_Title=A Little Bit of WetWork
MissionManager_CryAstroCrime_2_Title_Short=Eliminate A Problem
MissionManager_CryAstroCrime_3_Description=Just heard from those friends of mine. They were super impressed with your work. Now, they’ve run into a problem on this job and could use an extra hand eliminating that problem. If you don’t mind getting a little messy, I think you’re the perfect person for the job. \n\nI’ve attached some details on the problem they need taken care of.\n\n-Ruto
MissionManager_CryAstroCrime_3_Objective01_Long=消滅目標。
MissionManager_CryAstroCrime_3_Objective01_Short=Eliminate
MissionManager_CryAstroCrime_3_Title=A Little Bit of WetWork
MissionManager_CryAstroCrime_3_Title_Short=Eliminate A Problem
MissionManager_DisableCommArrays_1_Objective01_Long=Disable uplink at Comm Array 126.
MissionManager_DisableCommArrays_1_Objective01_Short=Disable Uplink
MissionManager_DisableCommArrays_1_Objective02_Long=Disable uplink at Comm Array 275.
MissionManager_DisableCommArrays_1_Objective02_Short=Disable Uplink
MissionManager_DisableCommArrays_1_Objective03_Long=Destroy the delivery.
MissionManager_DisableCommArrays_1_Objective03_Short=Destroy
MissionManager_DisableCommArrays_1_Title=Help Some ‘Friends’ Find Privacy
MissionManager_DisableCommArrays_1_Title_Short=Silence the ECN
MissionManager_DisableCommArrays_2_Objective01_Long=Disable uplink at Comm Array 472.
MissionManager_DisableCommArrays_2_Objective01_Short=Disable Uplink
MissionManager_DisableCommArrays_2_Objective02_Long=Disable uplink at Comm Array 556.
MissionManager_DisableCommArrays_2_Objective02_Short=Disable Uplink
MissionManager_DisableCommArrays_2_Objective03_Long=
MissionManager_DisableCommArrays_2_Title=Help Some ‘Friends’ Find Privacy
MissionManager_DisableCommArrays_2_Title_Short=Silence the ECN
MissionManager_DisableCommArrays_3_Objective01_Long=Disable uplink at Comm Array 625.
MissionManager_DisableCommArrays_3_Objective01_Short=Disable Uplink
MissionManager_DisableCommArrays_3_Objective02_Long=Disable uplink at Comm Array 730.
MissionManager_DisableCommArrays_3_Objective02_Short=Disable Uplink
MissionManager_DisableCommArrays_3_Title=Help Some ‘Friends’ Find Privacy
MissionManager_DisableCommArrays_3_Title_Short=Silence the ECN
MissionManager_DisableCommArrays_Description=Hey,\n\nSo I may have heard from a friend of a friend, that this thing’s going down. They’re looking to keep it nice and quiet, so they’re willing to pay for their privacy. How about lending them a hand to make sure nobody’s listening?\n\n-Ruto
MissionManager_GrimHEX_Race_Description=Enter the Grim HEX Race and you could win some serious credits. Make your way to the Race Lobby now for entry.
MissionManager_GrimHEX_Race_Reach_The_Lobby_Long=Reach the Race Lobby. Registration closes in %ls
MissionManager_GrimHEX_Race_Reach_The_Lobby_Short=The Race Lobby
MissionManager_GrimHEX_Race_Title=Enter the Grim HEX Race
MissionManager_GrimHEX_Race_Title_Short=Grim HEX Race
MissionManager_GrimHEX_Registration_Wait_Long=Race entry terminals will activate soon. Registrations opens in %ls
MissionManager_GrimHEX_Registration_Wait_Short=Race entry opening soon!
MissionManager_GrimHEX_Use_Terminal_Long=Use a terminal to sign up for the next GrimHEX Race! Registration Closes in %ls
MissionManager_GrimHEX_Use_Terminal_Short=Press to enter the GrimHEX Race
MissionManager_GrimHex_Race_Checkpoint_Long=Reach the next checkpoint.
MissionManager_GrimHex_Race_Checkpoint_Short=Checkpoint
MissionManager_KillCommTechs_Description=So, it seems that Aciedo hasn’t really appreciated their comm arrays ‘mysteriously’ shutting off, and in a move I am sure they are going to come to regret, they’ve decided to start hiring technicians to reactivate the uplinks. That’s really not going to work for us. \n\nWe’ve really come to appreciate all the peace and quiet in the area, and want to keep it that way. \n\nWith your people skills being what they are, I was hoping that maybe you could convince these techs to leave well enough alone. In the permanent sort of way.\n\nAnd for all your trouble, there’ll be a small thank you gift for each Aciedo tech you put an end to.\n\nHave a great day,\n\n-Ruto
MissionManager_KillCommTechs_Objective01_Long=Eliminate Aciedo technicians at disabled comm arrays.
MissionManager_KillCommTechs_Objective01_Short=Eliminate
MissionManager_KillCommTechs_Title=Keep the Comm Arrays Offline
MissionManager_KillCommTechs_Title_Short=Stop Aciedo Techs
MissionModules_Rendezvous_obj_long=~mission(RendezvousObjLong)
MissionModules_Rendezvous_obj_marker=~mission(RendezvousObjMarker)
MissionModules_Rendezvous_obj_short=~mission(RendezvousObjShort)
Mission_Contractor_0057=Eckhart Security
Mission_Contractor_0058=Hurston Security
Mission_Item_0145=Shipment A
Mission_Item_0146=Shipment B
Mission_Item_0147=Shipment C
Mission_Item_0148=Uncut SLAM
Mission_Item_0149=Evidence
Mission_Item_0150=Basketball
Mission_Item_0151,P=family heirloom
Mission_Patrol_SurveyShip=Crusader Surveillance
Mission_TokenItem_01=~mission(Item)
Missions_Patrol_Description=Patrol Mission Description
Missions_Patrol_Objective_Long=Patrol Objective Long
Missions_Patrol_Objective_Short=Patrol Objective Short
Missions_Patrol_PatrolPoint1=Patrol Point 1
Missions_Patrol_PatrolPoint2=Patrol Point 2
Missions_Patrol_PatrolPoint3=Patrol Point 3
Missions_Patrol_PatrolPoint4=Patrol Point 4
Missions_Patrol_PatrolPoint5=Patrol Point 5
Missions_Patrol_PatrolPoint6=Patrol Point 6
Missions_Patrol_PatrolPoint7=Patrol Point 7
Missions_Patrol_PatrolPoint8=Patrol Point 8
Missions_Patrol_Title=Patrol Mission Title
Missions_Patrol_TitleShort=Patrol Mission Short Title
MurderSpree_KillTime_001=60 minutes
MurderSpree_amountreq_001=8
NB_FactoryLine_ARLens_desc=Approved by the EHS for extended wear, the innovative crystal flex material developed for the Reverie prevents user fatigue and eye irritation while its incorporated display constantly adjusts to your ocular needs throughout the day.
NB_FactoryLine_ARLens_name=Reverie AR Lens
NB_FactoryLine_VISpecs_desc=Information is only useful if you can access it when it's most needed. From hospitals to boardrooms, optiVis provides new ways to access the data you need most, when you need it with an embedded invisible liquid display.
NB_FactoryLine_VISpecs_name=optiVis VI Specs
NB_FactoryLine_avionics_desc=Featuring unlocked nexeron process-cores, the latest microTech avionic platforms push the boundaries of performance flight and can handle the advanced computational needs of the modern vehicles being manufactured today.
NB_FactoryLine_avionics_name=optiCore Avionics
NB_FactoryLine_boosterblade_desc=Dedicated mem-trace computation architecture supports concurrent returns across a wide range of active functions to allow the memVio to greatly increase your ship's moment to moment data output.
NB_FactoryLine_boosterblade_name=memVio Booster Blade
NB_FactoryLine_cryptokey_desc=There is no time for guesswork when it comes to getting your system back online and running. The cross-link 3-rep dateline with a pinpoint response TAC can not only provide faster access, it can do it without interrupting vital stackflows.
NB_FactoryLine_cryptokey_name=icePick Cryptokey
NB_FactoryLine_datapad_desc=Elevate your performance without sacrificing portability. The latest Glas features lightning fast 7th generation interlaced processors that scored 97 points on the prestigious Crowder test making it the current best-in-class in handheld computing.
NB_FactoryLine_datapad_name=Glas Datapad
NB_FactoryLine_diagnosticcart_desc=With more powerful simulation capabilities, the GW-9 can identify problems faster than ever before while locating potential issue with an improved margin of error, doing more than save time on costly repairs, it can save lives.
NB_FactoryLine_diagnosticcart_name=GW-9 Diagnostics Cart
NB_FactoryLine_glasOS_desc=The latest OS update allows developers more ways to harness and unlock the suite of powerful PX tools to improve app integration, allow for seamless security updates, and create dynamic notifications.
NB_FactoryLine_glasOS_name=GlasOS Blizzard
NB_FactoryLine_holoprojector_desc=Making holograms that look great in perfect conditions is easy. Designing a projection system with smoother motion and increased depth of view that could be visible in real world conditions with this kind of clarity was nothing short of a technological marvel.
NB_FactoryLine_holoprojector_name=Mirage Holo-Projector
NB_FactoryLine_holosphere_desc=You rely on accurate data to analyze situations and make critical decisions. That's why we overhauled the Strata to make interfacing with our holosphere as intuitive as possible under even the most severe conditions so you can keep your focus on what matters.
NB_FactoryLine_holosphere_name=Strata Holosphere
NB_FactoryLine_holotable_desc=Whether you're reviewing quarterly financials, analyzing a structural plan, or coordinating strategic movements, the Meran is about sharing information in real time in the real world. The latest model introduces a new level of interactivity thanks to its multi-user focus that provides your team the tools they need for productive discussions.
NB_FactoryLine_holotable_name=Meran Holotable
NB_FactoryLine_mobiGlas_desc=From a clearer and brighter holoscreen to improved gesture controls that are now more sensitive than ever, the next generation of mobiGlas features a host of hardware upgrades that keep you more connected than ever before.
NB_FactoryLine_mobiGlas_name=mobiGlas 2.0
NB_FactoryLine_simpod_desc=To faithfully recreate another world, we have revolutionized our projectors to create a color density more vibrant and images more detailed to create an immersive experience never before seen in a simpod.
NB_FactoryLine_simpod_name=Muse Simpod
NB_FactoryLine_wristmount_name=mobiGlas 錶帶
NB_FactoryLine_writstmount_desc=Why choose between comfort and style? With stay cool nano-breezeways woven throughout and and the introduction of our longWear latching system, your mobiGlas now feels as good as it looks.
NB_Holograms_Calliope_Desc=Remember to always strive for pure expression of thought.
NB_Holograms_Calliope_Name=Calliope
NB_Holograms_Clio_Desc=Remember that your work stands on those who came before you.
NB_Holograms_Clio_Name=Clio
NB_Holograms_Euterpe_Desc=Remember to be guided by the natural rhythm of the universe in your designs.
NB_Holograms_Euterpe_Name=Euterpe
NB_IceSculpture_Desc="Mistakes feed the furnace of innovation." - Magnus Tobin, microTech CEO\n\n\nCreated: 2891\nMaterial: Ice\nArtist: Fay Womak\nDescription: A reflection of the city around it, Sublimate evokes the interplay between cold and creativity that are the hallmarks of life in New Babbage.
NB_IceSculpture_Name=Sublimate
NB_Plant_Desc_001=Created to be able to survive in near no-light conditions. The resulting altered chlorophyll structure gives the plant its dark coloring and unique woven-like texture. It is hoped that this research will help populate worlds with long night cycles.
NB_Plant_Desc_002=Related to the colocasia, this plant features enormous broad leaves that are pliable and water resistant making it an ideal plastic substitute on remote worlds. Additionally, its sprawling root structure is an edible starch when cooked.
NB_Plant_Desc_003=Derived from a Xi'an desert plant, the many ridges along its trunk are ideal for capturing early morning dew in arid climates. The internal storage cells can collect up to a gallon of drinking water a day in the right conditions.
NB_Plant_Desc_004=The unique fractal structure of the violet curcuma's leaves help convert shorter light-waves into a frequency more suitable for photosynthesis. This allows it to flourish in systems where stars are in the later stages of their life and not producing ideal growth light. Its rhizomes also have culinary and medical uses.
NB_Plant_Desc_005=The unique leaves of this palm variant show a huge leap in bio-engineering possibilities thanks to their meticulously designed aerodynamic structure that allows the plant to endure hurricane strength winds.
NB_Plant_Desc_006=This carnivorous plant catches insects with the sticky resin it secretes, allowing it to not only act as an exterminator for unwanted pests, but also survive in severely nitrogen depleted soil.
NB_Plant_Desc_007=The closely woven structure of the Haldor lily provides it with extreme strength and durability. Suitable for planets plagued with torrential storms or swarming insects, this lily is one of the hardier plants ever fabricated.
NB_Plant_Desc_008=With a strong, thin trunk, the sky palm was designed to grow on worlds with thicker atmospheres where it would be able to collect more of the available sunlight at high elevations.
NB_Plant_Desc_009=The thick trunk of this barrel palm tree is able to hold considerable moisture drawn in from the soil offering a possible water conservation solution to settlers living in arid climates.
NB_Plant_Desc_010=The weaver palm was designed to produce a renewable, strong, lightweight, and flexible material that would serve a variety of purposes for settlers of a new world. Low maintenance and hardy, the plant can grow successfully in a variety of conditions.
NB_Plant_Desc_011=The designers of this plant wanted to protect it from as many herbivore tactics as possible to ensure that its harvest could reach full maturity undisturbed while leaving it non-toxic. The spikes along the trunk makes climbing difficult, the bark appears diseased and dead, and the leaves contain barbed alkaloids that cause extreme pain with skin contact. DO NOT TOUCH.
NB_Plant_Desc_012=Designed to be grown in wet soil and marshland, the dracaena pura acts as a natural aquifer, cleaning water as it passes through its root system. The height of the plant helps it distribute the pollutants it collects to a lower toxicity level to which it can successfully cope.
NB_Plant_Desc_013=When worlds are first being settled, high winds can be a serious issue until enough plant life can take hold. The grand flabellum with its wide leaf structure and deep root system act as erosion breaks helping to protect more delicate plants and structures.
NB_Plant_Desc_014=The leaves of this plant were crafted by engineers to excrete an oil that serves as a natural insect repellent. It is hoped that by planting it in symbiosis with other more valuable crops that it can serve as a deterrent to harmful pests.
NB_Plant_Desc_015=Created to help alleviate symptoms caused by other airborne allergens, the pollen from the flight-of-fancy's bright flowers is a natural antihistamine and is capable of blocking histamine receptors. As a bonus, its large broad leaves provide ample shade making them ideal to plant near habitat areas.
NB_Plant_Desc_General=Genetically crafted by Rayari Inc., the species of plants on display throughout the city will serve to inspire a whole new generation of terraformational expansion.
NB_Plant_Name_001=Midnight Calathea
NB_Plant_Name_002=Sail Casia
NB_Plant_Name_003=Yellow Puglath
NB_Plant_Name_004=Violet Curcuma
NB_Plant_Name_005=Storm Rider Palm
NB_Plant_Name_006=Elysian Bloom
NB_Plant_Name_007=Haldor Lily
NB_Plant_Name_008=Sky Palm
NB_Plant_Name_009=Barrel Palm
NB_Plant_Name_010=Weaver Palm
NB_Plant_Name_011=Fortress Palm
NB_Plant_Name_012=Dracaena Pura
NB_Plant_Name_013=Grand Flabellum
NB_Plant_Name_014=Giboshi Bane
NB_Plant_Name_015=Flight-of-Fancy
NB_Plant_Name_General=Growing the Plants of Tomorrow
NB_Plants_Desc_Separator=Description
NB_Weather_001=極端低溫
NB_Weather_002=Wear Protective Clothing
NB_Weather_003=Minimize Exposure Time
NB_Weather_004=Hypothermia Risk High
NB_Weather_005=Snow Storms Possible
NB_Weather_Title=WEATHER CONDITIONS
NPC_Interact_Generic_Talk=Talk
NTLockdown_FleetDestroy_Antagonist_BlockadeTarget_obj_marker=Blockade Runner
NTLockdown_FleetDestroy_Antagonist_DestroyFlagship_obj_long=Protect the Nine Tails Flagship.
NTLockdown_FleetDestroy_Antagonist_DestroyFlagship_obj_marker=Nine Tails Flagship
NTLockdown_FleetDestroy_Antagonist_DestroyFlagship_obj_short=Protect Nine Tails Flagship
NTLockdown_FleetDestroy_Antagonist_GoToFleet_obj_long=Go to the location of the Nine Tails fleet.
NTLockdown_FleetDestroy_Antagonist_GoToFleet_obj_marker=Nine Tails Fleet
NTLockdown_FleetDestroy_Antagonist_GoToFleet_obj_short=Go To Nine Tails Fleet
NTLockdown_FleetDestroy_Antagonist_MBroker_desc=Now that Crusader’s found their fleet, it seems the Nine Tails finally realized just how useful a bit of extra help can be.\n\nLong story short, they’re looking for some hired muscle to keep Crusader at bay. You’ll and everyone else who volunteers get a payout for every security ship you take down. \n\nAnd on top of that, if all of you keep Crusader occupied long enough for the Nine Tails to finish up whatever the hell it is that they’re up to with this quantum blockade, you’ll get a big fat bonus.\n
NTLockdown_FleetDestroy_Antagonist_MBroker_name=Aid The Blockade
NTLockdown_FleetDestroy_Antagonist_Primary_display=Time Remaining: %ls
NTLockdown_FleetDestroy_Antagonist_Primary_obj_long=Collectively protect the Nine Tails fleet from Crusader Security forces.
NTLockdown_FleetDestroy_Antagonist_Primary_obj_short=[Collective] Protect Fleet
NTLockdown_FleetDestroy_DestroyFlagship_obj_long=Destroy the Nine Tails Flagship.
NTLockdown_FleetDestroy_DestroyFlagship_obj_marker=Nine Tails Flagship
NTLockdown_FleetDestroy_DestroyFlagship_obj_short=Destroy Nine Tails Flagship
NTLockdown_FleetDestroy_GoToFleet_obj_marker=Nine Tails Fleet
NTLockdown_FleetDestroy_MBroker_desc=Crusader Security has confirmed the location of the outlaw Nine Tails fleet responsible and is mobilizing now to end the quantum blockade of ~mission(Location).\n\nWe are again seeking trained security professionals to join with our emergency response efforts and assist in neutralizing this dangerous threat.\n\nBefore accepting, please be aware that the Nine Tails are fully expected to offer considerable resistance and that until the blockade is ended, quantum travel will not be possible in the sector.\n\nCONTRACT AUTHORIZED BY:\nDirector Sasha Rust\nID# 122L964G\n
NTLockdown_FleetDestroy_MBroker_name=Illegal Blockade - Neutralizing Nine Tails Fleet
NTLockdown_FleetDestroy_Primary_obj_long=Collectively neutralize the Nine Tails fleet and end the quantum blockade.
NTLockdown_FleetDestroy_Primary_obj_short=[Collective] Neutralize Fleet
NTLockdown_FleetFind_Antagonist_BlockadeTarget_obj_long=OPTIONAL: Destroy ships attempting to bring cargo to the blockaded station.
NTLockdown_FleetFind_Antagonist_BlockadeTarget_obj_short=OPTIONAL: Destroy Blockade Runners
NTLockdown_FleetFind_Antagonist_MBroker_desc=I told the Nine Tails that blocking quantum travel to hold a whole area hostage was gonna attract the wrong kind of attention, but do they listen to me? No. Now Crusader’s got dozens of scanning ships out there poking their noses into things I’d rather stay hidden. \n\nThat’s why I'm trying to hire as many people as I can to help me out. I wanna pay you for each Crusader scanning ship you take out. \n\nIn fact, I’ll even up your rate per-ship if all of you hit a certain number of kills. Call it a performance incentive.\n\nAnd if you're really feeling like an overachiever, take out any fools brave enough to try running cargo to the blockaded station. I've got some suppliers who'll be appreciative of the extra demand.\n
NTLockdown_FleetFind_Antagonist_MBroker_name=Away From Prying Eyes
NTLockdown_FleetFind_ClearScanPoint_obj_long=Clear the scan point of any hostiles in preperation for the scan ships arriving.
NTLockdown_FleetFind_ClearScanPoint_obj_short=Clear Scan Point of Hostiles
NTLockdown_FleetFind_DestroyScanShips_display=[Collective] Scan Ships Destroyed: ~mission(ScanShipsDestroyedCurrent)/~mission(ScanShipsDestroyedGoal)
NTLockdown_FleetFind_DestroyScanShips_obj_long=Collectively destroy Crusader scanning ships to prevent them from uncovering sensitive information.
NTLockdown_FleetFind_DestroyScanShips_obj_marker=Scanning Ship
NTLockdown_FleetFind_DestroyScanShips_obj_short=Destroy Scanning Ships
NTLockdown_FleetFind_GoToFleet_obj_long=Go to the area where the Crusader is scanning.
NTLockdown_FleetFind_GoToFleet_obj_short=Go To Scan Area
NTLockdown_FleetFind_GoToScanPoint_obj_long=Rendezvous at the assigned scan point and engage any hostiles.
NTLockdown_FleetFind_GoToScanPoint_obj_marker=Scan Point
NTLockdown_FleetFind_GoToScanPoint_obj_short=Rendezvous at Scan Point
NTLockdown_FleetFind_MBroker_desc=Crusader Security has learned that the criminal organization known as the Nine Tails have set an illegal blockade around ~mission(Location) and stopped all incoming and outgoing quantum traffic in the sector.\n\nThe outlaw fleet must be located, and the blockade terminated.\n\nWe are urgently requesting any trained security professionals in the system to join Crusader Security forces and protect our scanning ships as they seek out the location of the Nine Tails fleet causing this blockade.\n\nPlease bear in mind that with quantum travel disabled and numerous hostiles in the area, this should be considered a high-risk operation. Proper equipment and a full tank of fuel is strongly recommended for all pilots joining this emergency response effort. \n\nCONTRACT AUTHORIZED BY:\nDirector Sasha Rust\nID# 122L964G\n
NTLockdown_FleetFind_MBroker_name=Illegal Blockade - Seeking Nine Tails Fleet Responsible
NTLockdown_FleetFind_PotentialThreat_obj_marker=Potential Threat
NTLockdown_FleetFind_Primary_obj_long=Collectively assist Crusader Security in learning the location of the Nine Tails fleet.
NTLockdown_FleetFind_Primary_obj_short=[Collective] Locate Nine Tails
NTLockdown_FleetFind_ProtectScanShips_obj_long=Protect the scanning ships until they finish collecting data.
NTLockdown_FleetFind_ProtectScanShips_obj_marker=Scanning Ship
NTLockdown_FleetFind_ProtectScanShips_obj_short=Protect Scanning Ships
NTLockdown_FleetFind_ScanProgress_Display=Crusader Scan Progress
NTLockdown_FleetFind_WaitScanShips_obj_long=Wait for Crusader to deploy scanning ships.
NTLockdown_FleetFind_WaitScanShips_obj_short=Wait For Scanning Ships
NTLockdown_StarMapObject_name=ALERT: ILLEGAL BLOCKADE
NTLockdown_StarmMapObject_desc=This is a Crusader Security alert. The Nine Tails have illegally blockaded this sector preventing all quantum travel in or out. Security Forces are already working to address the issue, but all travelers are advised to avoid the area.
NTLockdown_StationSupply_MBroker_desc=The illegal quantum blockade of ~mission(Location) has interrupted normal trade routes and essentials are in short supply. \n\nCrusader Security is looking for traders and haulers to provide much needed medical supplies to the station. \n\nPrices offered by the station administration will be adjusted to reflect the situation with the Nine Tails, and in addition, Crusader will provide a hazard bonus upon successful transfer of the medical supplies because of the increased risk. \n\nThank you in advance for your support during these difficult times.\n\nCONTRACT AUTHORIZED BY:\nDirector Sasha Rust\nID# 122L964G\n
NTLockdown_StationSupply_MBroker_name=Illegal Blockade – Medical Supplies Needed
NTLockdown_StationSupply_marker=Medical Supplies Needed
NTLockdown_StationSupply_obj_long=Use the Trading and Shipping Console at the administration desk to provide medical supplies to ~mission(Location).
NTLockdown_StationSupply_obj_short=Provide Medical Supplies To Station
Name1=Jerry
Name2=Ed Boi
Name3=Jarek
Name_NT_ArtKelvin=Art "Stax" Kelvin
Name_NT_DevinMarcus=Devin "Scorch" Marcus
Name_NT_MendoRen=Mendo Ren
Name_NT_NolanAcker=Nolan Acker
Name_NT_RemyKettle=Remy "Phoenix" Kettle
Name_NavySupply=UEEN Supply Ship
Name_NesCalloway=Nes Calloway
Name_SAICDulli=SAIC Rowena Dulli
Name_SAICDulli_CDF=CDF - Rowena Dulli
Name_Security_Blacjac=BlacJac Security
Name_Security_Crusader=Crusader Security
Name_Security_Hurston=Hurston Security
Name_Security_MTProt=MT Protection Services
Name_ServiceBeacon_Requestor=Service Requester
NavBeacon_Delamar_LZ_01=列夫斯基 [Levski]
NavPoint_AsteroidNavigation=Asteroid Navigation Test
NavPoint_AsteroidTurret=Asteroid Turret Field
NavPoint_BomberVsCapship=Bomber vs CapShip
NavPoint_CapShipVsCapShip=CapShip vs CapShip
NavPoint_Escort=Escort Test
NavPoint_FighterVsCapship=Fighter vs CapShip
NavPoint_FighterVsFighter_Easy=Fighter vs Fighter Easy
NavPoint_FighterVsFighter_Hard=Fighter vs Fighter Hard
NavPoint_FighterVsFighter_Medium=Fighter vs Fighter Medium
NavPoint_GunShipVsFighter_Easya=GunShip vs Fighter Easy
NavPoint_GunShipVsFighter_Hard=GunShip vs Fighter Hard
NavPoint_GunShipVsFighter_Medium=GunShip vs Fighter Medium
NavPoint_PatrolArea=Patrol Area Test
NavPoint_QuantumTravel_01=Quantum Travel Test 01
NavPoint_QuantumTravel_02=Quantum Travel Test 02
Nav_1=1號軌道標記點 [OM-1]
Nav_2=2號軌道標記點 [OM-2]
Nav_3=3號軌道標記點 [OM-3]
Nav_4=4號軌道標記點 [OM-4]
Nav_5=5號軌道標記點 [OM-5]
Nav_6=6號軌道標記點 [OM-6]
Nav_Desc_Shared=軌道標記點 [Orbital markers] 用於在行星和衛星周邊進行量子航行導航。
Nav_Geodesic=GM
Nav_Geodesic_Desc_Shared=Geodesic markers for quantum travel navigation to the upper atmosphere of planets and moons.
Navpoint_FighterVsFighter=Fighter vs Fighter
Navpoint_UEEVsVanduul=UEE vs Vanduul
Neutral_RepUI_Area,P=[PH] Area
Neutral_RepUI_Description,P=[PH] Neutral Description
Neutral_RepUI_Focus,P=[PH] Neutral Focus
Neutral_RepUI_Founded,P=[PH] N/A
Neutral_RepUI_Headquarters,P=[PH] Neutral Headquarters
Neutral_RepUI_Leadership,P=[PH] Neutral Leadership
Neutral_RepUI_Name,P=[PH] Neutral
NewLoadout=New Loadout
NineTails_RepUI_Area,P=[PH] Area
NineTails_RepUI_Description,P=[PH] Nine Tails Description
NineTails_RepUI_Focus,P=[PH] Nine Tails Focus
NineTails_RepUI_Founded,P=[PH] N/A
NineTails_RepUI_Headquarters,P=[PH] Nine Tails Headquarters
NineTails_RepUI_Leadership,P=[PH] Nine Tails Leadership
NineTails_RepUI_Name=Nine Tails
NorthRock_Delivery_Local_DerelictOutpost_Desc_01=Here's the deal – a client of ours (who should have spent the extra credits for a Northrock escort) had one of their ships attacked and now they need us to run point on a retrieval op for an important package that was stolen.\n\nThankfully, we caught a break and were able to track down the people responsible to ~mission(Pickup1|Address). We need you to head there and recover the package. You'll be able to ID it by its serial number: #~mission(Item1|SerialNumber).\n\nI expect that the outlaws are going to put up a fight, but just remember that they aren't the priority.\n\nOnce you got the package, fly it back to the client at ~mission(Dropoff1|Address). \n\nOne last thing, make sure you bring a ship that has enough room for some cargo. Don't want you getting all the way there in your Gladius or whatever only to have to turn back.\n\nDo us proud,\n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group\n\n*RETRIEVAL OPERATION SUMMARY*\n* Recover Package #~mission(Item1|SerialNumber) from ~mission(Pickup1|Address)\n* Deliver to ~mission(Dropoff1|Address)\n
NorthRock_Delivery_Local_DerelictOutpost_Desc_02=Here's the deal – a client of ours (who should have spent the extra credits for a Northrock escort) had one of their ships attacked and now they need us to run point on a retrieval op for some important packages that were stolen.\n\nThankfully, we caught a break and were able to track down the people responsible to ~mission(Pickup1|Address). We need you to head there and recover the packages. You'll be able to ID them by their serial numbers: #~mission(Item1|SerialNumber),\n#~mission(Item2|SerialNumber) and\n#~mission(Item3|SerialNumber).\n\nI expect that the outlaws are going to put up a fight, but just remember that they aren't the priority.\n\nOnce you got the packages, deliver them to their respective destinations: ~mission(Dropoff1|Address), ~mission(Dropoff2|Address) and ~mission(Dropoff3|Address). \n\nOne last thing, make sure you bring a ship that has enough room for the cargo. Don't want you getting all the way there in your Gladius or whatever only to have to turn back.\n\nDo us proud,\n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group\n\n*RETRIEVAL OPERATION SUMMARY*\n* Recover Packages #~mission(Item1|SerialNumber), #~mission(Item2|SerialNumber) and #~mission(Item3|SerialNumber) from ~mission(Pickup1|Address)\n* Deliver to ~mission(Dropoff1|Address), ~mission(Dropoff2|Address) and ~mission(Dropoff3|Address)\n
NorthRock_Delivery_Local_DerelictOutpost_Desc_03=Here's the deal – a client of ours (who should have spent the extra credits for a Northrock escort) had one of their ships attacked and now they need us to run point on a retrieval op for some important packages that were stolen.\n\nThankfully, we caught a break and were able to track down the people responsible to different derelict outposts. We need you to head there and recover the packages. You'll be able to ID them by their serial numbers: #~mission(Item1|SerialNumber), #~mission(Item2|SerialNumber) and #~mission(Item3|SerialNumber).\n\nI expect that the outlaws are going to put up a fight, but just remember that they aren't the priority.\n\nOnce you got the packages, fly them back to the client at ~mission(Dropoff1|Address). \n\nOne last thing, make sure you bring a ship that has enough room for the cargo. Don't want you getting all the way there in your Gladius or whatever only to have to turn back.\n\nDo us proud,\n\nBraden Corchado\nLogistics Officer - Stanton Branch\nNorthrock Service Group\n\n*RETRIEVAL OPERATION SUMMARY*\n* Recover Packages #~mission(Item1|SerialNumber), #~mission(Item2|SerialNumber) and #~mission(Item3|SerialNumber) from ~mission(Pickup1|Address)\n* Deliver to ~mission(Dropoff1|Address)\n
NorthRock_Delivery_Local_DerelictOutpost_Title_01=Retrieval Op
NorthRock_Delivery_Local_DropOff=All Packages
NorthRock_RepUI_Area=Various
NorthRock_RepUI_Description=Dedicated to sourcing only the most qualified, trained personnel, Northrock has a proven track record of providing the highest level of protection to their exclusive clientele. Started primarily as bodyguard service, Northrock has expanded their operations to also offer bounty hunting and mercenary services. Many police forces and corporations have come to trust Northrock to handle more difficult cases that they might not otherwise have the resources to deal with.
NorthRock_RepUI_Focus=Private Security Firm
NorthRock_RepUI_Founded=2846
NorthRock_RepUI_Headquarters=New Austin, Terra, Terra System
NorthRock_RepUI_Leadership=Earl Chisum, CEO
NorthRock_RepUI_Name=Northrock Service Group
NorthRock_ReputationJournal_Agent_Demotion_BodyText=Logistics Officer Braden Corchado has recommended that your Northrock status be downgraded to ASSOCIATE.\n\nAt this employment tier you are entitled to the following benefits:\nN/A\n\nContinued negative performance reviews will result in your status and benefits being downgraded to a lower tier.
NorthRock_ReputationJournal_Agent_Demotion_Title=Northrock Employment Status: Associate
NorthRock_ReputationJournal_Agent_Promotion_BodyText=Logistics Officer Braden Corchado has recommended that your Northrock status be upgraded to SENIOR SECURITY AGENT.\n\nAt this employment tier you are entitled to the following benefits:\n10% Pay Bonus\n\nContinued positive performance reviews will result in your status and benefits being upgraded to the next tier.
NorthRock_ReputationJournal_Agent_Promotion_Title=Northrock Employment Status: Senior Security Agent
NorthRock_ReputationJournal_Applicant_Promotion_BodyText=Logistics Officer Braden Corchado has recommended that your Northrock status be upgraded to JUNIOR ASSOCIATE.\n\nAt this employment tier you are entitled to the following benefits:\nN/A\n\nContinued positive performance reviews will result in your status and benefits being upgraded to the next tier.
NorthRock_ReputationJournal_Applicant_Promotion_ShortTitle=Northrock Employment Status
NorthRock_ReputationJournal_Applicant_Promotion_Title=Northrock Employment Status: Junior Associate
NorthRock_ReputationJournal_Generic_Demotion_ShortTitle=Northrock Demotion
NorthRock_ReputationJournal_Generic_Promotion_ShortTitle=Northrock Promotion
NorthRock_ReputationJournal_JuniorAgent_Demotion_BodyText=Logistics Officer Braden Corchado has recommended that your Northrock status be downgraded to JUNIOR ASSOCIATE.\n\nAt this employment tier you are entitled to the following benefits:\nN/A\n\nContinued negative performance reviews will result in your employment status being terminated.
NorthRock_ReputationJournal_JuniorAgent_Demotion_Title=Northrock Employment Status: Junior Associate
NorthRock_ReputationJournal_JuniorAgent_Promotion_BodyText=Logistics Officer Braden Corchado has recommended that your Northrock status be upgraded to SECURITY AGENT.\n\nAt this employment tier you are entitled to the following benefits:\n5% Pay Bonus\n\nContinued positive performance reviews will result in your status and benefits being upgraded to the next tier.
NorthRock_ReputationJournal_JuniorAgent_Promotion_Title=Northrock Employment Status: Security Agent
NorthRock_ReputationJournal_MasterAgent_Demotion_BodyText=Logistics Officer Braden Corchado has recommended that your Northrock status be downgraded to SECURITY SPECIALIST.\n\nAt this employment tier you are entitled to the following benefits:\n15% Pay Bonus\n\nContinued negative performance reviews will result in your status and benefits being downgraded to a lower tier.
NorthRock_ReputationJournal_MasterAgent_Demotion_Title=Northrock Employment Status: Security Specialist
NorthRock_ReputationJournal_Probation_Demotion_BodyText=Logistics Officer Braden Corchado has recommended that your Northrock employment status be TERMINATED.\n\nYou are no longer eligible to perform contracts on behalf of Northrock Service Group and any attempt to do so will not be tolerated.
NorthRock_ReputationJournal_Probation_Demotion_ShortTitle=Northrock Employment Terminated
NorthRock_ReputationJournal_Probation_Demotion_Title=Northrock Employment Status: Terminated
NorthRock_ReputationJournal_Probation_Promotion_BodyText=Logistics Officer Braden Corchado has recommended that your Northrock status be upgraded to ASSOCIATE.\n\nAt this employment tier you are entitled to the following benefits:\nN/A\n\nContinued positive performance reviews will result in your status and benefits being upgraded to the next tier.
NorthRock_ReputationJournal_Probation_Promotion_Title=Northrock Employment Status: Associate
NorthRock_ReputationJournal_SeniorAgent_Demotion_BodyText=Logistics Officer Braden Corchado has recommended that your Northrock status be downgraded to SECURITY AGENT.\n\nAt this employment tier you are entitled to the following benefits:\n5% Pay Bonus\n\nContinued negative performance reviews will result in your status and benefits being downgraded to a lower tier.
NorthRock_ReputationJournal_SeniorAgent_Demotion_Title=Northrock Employment Status: Security Agent
NorthRock_ReputationJournal_SeniorAgent_Promotion_BodyText=Logistics Officer Braden Corchado has recommended that your Northrock status be upgraded to SECURITY SPECIALIST.\n\nAt this employment tier you are entitled to the following benefits:\n15% Pay Bonus\n\nContinued positive performance reviews will result in your status and benefits being upgraded to the next tier.
NorthRock_ReputationJournal_SeniorAgent_Promotion_Title=Northrock Employment Status: Security Specialist
NorthRock_ReputationJournal_VeteranAgent_Demotion_BodyText=Logistics Officer Braden Corchado has recommended that your Northrock status be downgraded to SENIOR SECURITY AGENT.\n\nAt this employment tier you are entitled to the following benefits:\n10% Pay Bonus\n\nContinued negative performance reviews will result in your status and benefits being downgraded to a lower tier.
NorthRock_ReputationJournal_VeteranAgent_Demotion_Title=Northrock Employment Status: Senior Security Agent
NorthRock_ReputationJournal_VeteranAgent_Promotion_BodyText=Logistics Officer Braden Corchado has recommended that your Northrock status be upgraded to LEAD SECURITY SPECIALIST.\n\nAt this employment tier you are entitled to the following benefits:\n20% Pay Bonus\n\nContinued positive performance reviews will result in your maintaining this current high tier and benefits.
NorthRock_ReputationJournal_VeteranAgent_Promotion_Title=Northrock Employment Status: Lead Security Specialist
Northrock_Allies=Advocacy, Bounty Hunters Guild, Mercenary's Guild
Northrock_Rivals=BlacJac, Eckhart Security
Nyx=Nyx
Nyx1=Nyx I
Nyx1_Desc=Nyx I is a coreless world that has been mined clean. \n
Nyx2=Nyx II
Nyx2_Desc=A high-pressure atmosphere and thick clouds of acid and carbon dioxide make Nyx II not worth terraforming. \n
Nyx3=Nyx III
Nyx3_Desc=Nyx III is an ice giant that lacks a breathable atmosphere or any valuable minerals. \n
Nyx_AsteroidBelt1=Glaciem Ring
Nyx_AsteroidBelt1_Desc=A dense asteroid belt that lacks resources but is full of places to hide. Delamar, a particularly large asteroid, houses both criminals and a large anti-UEE population. \n
Nyx_AsteroidBelt2=Keeger Belt
Nyx_AsteroidBelt2_Desc=A sparse belt located on the edge of the system depleted of resources. \n
Nyx_Desc=Discovered in 2582, the Nyx System was left unclaimed by the UEE after deciding its three planets were not terraforming candidates and an attempts to mine the dense Glaciem Ring were deemed too dangerous. In 2618, a group of political activists and refugees, fleeing the Messer regime, moved into a vacated mining facility located in Delamar, a moon-sized asteroid deep within the system's asteroid belt.\n
Nyx_JumpPoint_Bremen=尼克斯 - 布萊梅 躍遷點 [Nyx - Bremen Jump Point]
Nyx_JumpPoint_Bremen_Desc=該躍遷點連接著尼克斯[Nyx]星系和UEE控制的布萊梅[Bremen]星系。
Nyx_JumpPoint_Castra=尼克斯 - 卡斯塔 躍遷點 [Nyx - Castra Jump Point]
Nyx_JumpPoint_Castra_Desc=該躍遷點連接著尼克斯[Nyx]星系和UEE控制的卡斯塔[Castra]星系。
Nyx_JumpPoint_Odin=尼克斯 - 奧丁 躍遷點 [Nyx - Odin Jump Point]
Nyx_JumpPoint_Odin_Desc=該躍遷點連接著尼克斯[Nyx]星系和UEE控制的奧丁[Odin]星系。
Nyx_JumpPoint_Pyro=尼克斯 - 派羅 躍遷點 [Nyx - Pyro Jump Point]
Nyx_JumpPoint_Pyro_Desc=該躍遷點連接著尼克斯[Nyx]星系和派羅[Pyro]星系。
Nyx_JumpPoint_Tohil=尼克斯 - 托希爾 躍遷點 [Nyx - Tohil Jump Point]
Nyx_JumpPoint_Tohil_Desc=該躍遷點連接著尼克斯[Nyx]星系和UEE控制的托希爾[Tohil]星系。
Nyx_JumpPoint_Virgil=尼克斯 - 維吉爾 躍遷點 [Nyx - Virgil Jump Point]
Nyx_JumpPoint_Virgil_Desc=該躍遷點連接著尼克斯[Nyx]星系和剜度控制的維吉爾[Virgil]星系。
Nyx_Star=Nyx
Nyx_Star_Desc=
OlympusPrincipal_RepUI_Area=UEE
OlympusPrincipal_RepUI_Description=Headquartered in Terra, Olympus Principal provides all manner of insurance policies for everything from ships and vehicles to residence and business protections. Thanks to their broad portfolio of subsidiary corporations, Olympus Principal forged strong ties with the UEE and secured contracts to insure government employees, expanding its name recognition and securing its position as one of the leading insurance companies in the universe.
OlympusPrincipal_RepUI_Focus=Insurance, Investment
OlympusPrincipal_RepUI_Founded=2231
OlympusPrincipal_RepUI_Headquarters=Prime, Terra
OlympusPrincipal_RepUI_Leadership=Leona Zion, CEO
OlympusPrincipal_RepUI_Name=Olympus Principal
Orison_CRUShowroom_StarFighter_001_desc=Whether heading up a crew or hunting big ships solo, the Ares Star Fighter is a force to be reckoned with. Available in two distinct variants, the ballistic Gatling-equipped Ares Inferno tears through gunship armor and turns smaller fighters to dust in seconds, while the laser-equipped Ares Ion sparks fear in the most formidable foes by delivering extremely powerful shots to quickly disable the shields of even the biggest enemy vessels.
Orison_CRUShowroom_StarFighter_001_title=ARES STAR FIGHTER
Orison_CRUShowroom_StarRunner_001_desc=If you need it there fast and unscathed, the Mercury checks all the boxes expected of a dependable courier vessel and then some. Built with the same engineering and design principals that have made Crusader Industries the go-to manufacturer for galactic transport on any scale, the Mercury Star Runner will let you stay ahead of schedule, trouble, and the competition.
Orison_CRUShowroom_StarRunner_001_title=MERCURY STAR RUNNER
Orison_CRUShowroom_Starlifter_001_desc=Utilizing a patented military-grade spaceframe and expanded cargo capacity, without sacrificing any firepower, the Hercules has taken the private sector by storm. Starlifters have become the industry standard transport craft for racing teams, ship dealers and manufacturers, construction orgs, mining corporations, and even large-scale touring entertainment outfits.
Orison_CRUShowroom_Starlifter_001_title=HERCULES STARLIFTER
Orison_Destination_AugustDunlowConventionHangar=August Dunlow Exhibition Hall
Orison_Destination_AugustDunlowSpaceport=奧古斯特·鄧洛空港
Orison_Destination_CloudviewCenter=雲景中心
Orison_Destination_ConventionCenter=願景中心
Orison_Destination_ProvidencePlatform=神諭平臺
Orison_DiscoverySpot_001_desc=To achieve the perfect level of atmospheric comfort, the vibrant city of Orison carefully maintains its precise orbital height above the gas giant Crusader through controlled firing of the Seraph-class thrusters situated below each platform. Precisely timed to prevent shearing and destabilization of the connected network of struts, each thruster is activated for a short burst allowing Orison to stay firmly in place. Crusader locals often describe the gentle vibrations that accompany the periodic adjustments as "Orison’s free massage." Be sure to hold on and enjoy!
Orison_DiscoverySpot_001_title=How Does Orison Stay in the Clouds?
Orison_DiscoverySpot_002_desc=Though it’s common knowledge that Crusader Industries works with the Navy on a handful of contracts, it’s less well known that Providence Platform was originally constructed as a Naval drydock in 2855 to take advantage of the lower gravity and breathable atmosphere found here. It was these same reasons that made the world such a great choice to be Crusader’s new headquarters. When the company purchased Stanton II in 2865, Providence Platform underwent major renovations to transform it into the cutting edge manufacturing center that it is today. Of course, while it may not be an official Navy site any longer, Crusader is proud to carry on the tradition of working to help people across the empire.
Orison_DiscoverySpot_002_title=Was Providence Platform Built by the Navy?
Orison_DiscoverySpot_003_desc=While being a floating city may make for absolutely stunning vistas, it can be a bit tricky getting from platform to platform. No walking to work here! For Crusader employees and visitors alike the solution is Orison Skyway Shuttle Service. Providing connections to all major platforms, Crusader offers free and convenient transit shuttles made right here in Orison. These recently redesigned shuttles feature signature crystal canopies that provide amazing views of the city as you travel, helping to make getting there half the fun.
Orison_DiscoverySpot_003_title=What's the Best Way to Visit Other Platforms?
Orison_DiscoverySpot_004_desc=Cutting a stark contrast against the vibrant sky, the sweeping lines of Orison’s signature stormwal sculpture captures the grace and beauty of the gentle creatures it portrays. Formally titled "Until Again,"artist Bipasha Zhu says that she was inspired by the city’s harmony and weightless strength. To better understand her bashful subjects, Bipasha spent a week living in a cloud submersible studying the stormwals up close. Talk about taking your art to new depths! Art aficionados and visitors to Orison who want to get their own firsthand stormwal encounter should jump on board the next Orison Discovery Tour shuttle.
Orison_DiscoverySpot_004_title=What's the Story Behind Orison's Stormwal?
Orison_DiscoverySpot_005_desc=Orison is a city unlike any other and when it came to designing its gardens, only the perfect tree would do. Something that was well adapted to high winds and low humidity, that could self-pollinate, and most importantly, was beautiful. So which tree won? None of them. After a lot of searching, Crusader’s gardeners would have to create the perfect tree themselves. A cross-combination of flowering dogwoods and taverbark pines, the Hosanna tree features strong roots, flexible branches, delicately scented pink flowers, and the ability to make just about any walk in the park a memorable one.
Orison_DiscoverySpot_005_title=Why are Orison's Trees so Special?
Orison_DiscoverySpot_006_desc=The name Crusader Industries actually has two meanings. First, it represents a commitment to stay on the forefront of ship manufacturing ideas. Though the company got its start building reliable planetary shuttles. The teams of engineers constantly looked to push the commercial ship market. Whether it was by developing a new feature of engineering or simply looking to fulfill a new area of public demand. Secondly, the name references the company's commitment to vigorously advocate for what is morally right across the Empire. Company founder August Dunlow has made giving back a cornerstone of the company ever since its inception in 2799. That means when you support Crusader Industries, you're supporting a company dedicated to improving the empire for all.
Orison_DiscoverySpot_006_title=What's the Meaning Behind Crusaders' Name?
Orison_DiscoverySpot_007_desc=More than just the name of a spaceport, Crusader Industries founder August Dunlow led a memorable and incredible life. Born on Angeli in the Croshaw system, he was orphaned in the aftermath of the bloody Khanos Stadium coup that ousted Imperator Messer X. Saved from the streets by a local charity, Dunlow was able to pursue his academics while volunteering in his spare time. Upon graduating from University of Angeli, he became a prominent anti-Messer activist and civil rights advocate pushing for government reform. August founded Crusader Industries in 2799 on the principle that a business truly thrives when it gives back to society. Today you stand among these majestic clouds thanks to his incredible vision that a company can be both financially profitable and a force for good.
Orison_DiscoverySpot_007_title=Who was August Dunlow?
Orison_DiscoverySpot_008_desc=Keeping Orison supplied and the shipyards stocked is an incredible operation in and of itself. On a normal day, over a quarter of a million SCU worth of cargo is moved between manufacturing platforms, shipyards, and support facilities with the help of Crusader’s Atlas-class cargo ferries. Specifically designed with an open top to expedite the loading and unloading of cargo, these barges run all day long and are the lifeblood of production on Orison. Over 5,000 Crusader employees focus solely on the logistics that keep these barges full and flying to their next drop point. This beautiful ballet of people, ships, and cargo ensures that everything in Orison is running as effectively and efficiently as possible.
Orison_DiscoverySpot_008_title=Why does Orison have so many Transport Ships?
Orison_DiscoverySpot_009_desc=It takes a special kind of person to join the Crusader Industries family. Not only do employees have to be highly qualified and skilled, but most importantly, they have to be passionate about what they do. CEO Kelly Caplan always says "Crusader makes the best ships because we have the best employees"and it’s true! Just look at the 'Crusader Cares' charity initiative spearheaded by the generous workers here at Orison which has made a difference in the lives of people all over. Seems like they’re trying to make the rest of the empire as happy as they are!
Orison_DiscoverySpot_009_title=Who are the People Working for Crusader?
Orison_DiscoverySpot_010_desc=Believe it or not, building large spaceships is hard! If you attempted to build them in traditional factories on a planet with Earth-like gravity, you’d be faced with a massive amount of challenges just to arrange the ship’s pieces into place and keep them from collapsing during construction. Sometimes these larger ships can’t even leave the atmosphere after they’re done which is why most larger ships are finished in space. But space has its own set of issues, sure, you don’t have to worry about weight, but all your engineers and mechanics have to work in spacesuits which is potentially more dangerous. On Crusader, our employees get the best of both techniques. Lower gravity and they can work in-atmosphere. No wonder people love working here!
Orison_DiscoverySpot_010_title=Why Does Crusader Build Ships in Orison?
Oso=Oso System
Oso1=Oso I
Oso1_Desc=This tidally locked planet features a lightside that is a churning sea of lava while its darkside is a cold, stark iron-rich landscape.
Oso2=Oso II
Oso2_Desc=The planet has a lush biosphere and breathable atmosphere that would make it ideal for Human habitation if it weren't for the discovery of the Osonians. This multi-limbed, primitive creature is one of many unusual species found to inhabit the Fair Chance Act protected world.
Oso3=Oso III
Oso3_Desc=This gas giant is believed to have been a rogue Jupiter that was pulled into orbit around Oso's star. It is slightly green and white in color due to silicate clouds.
Oso4=Oso IV
Oso4_Desc=A planet lacking both a core and an atmosphere. While initial scans showed its surface was rich in minerals, recent scans show those reserves much depleted causing speculation that miners have found their way past the UEE patrols in the system.
Oso5=Oso V
Oso5_Desc=An ice giant with a highly lethal atmosphere of ammonia vapor.
Oso6=Oso VI
Oso6_Desc=A rocky dwarf planet completely lacking in resources.
Oso_Desc=The most advanced primitive species ever discovered by the UEE lives in the Oso System and is a source of endless fascination for scientists. Because the native species is so advanced, the UEE has built Observation Base Chimera to monitor traffic in the system. \n
Oso_JumpPoint_Castra=奧索 - 卡斯塔 躍遷點 [Oso - Castra Jump Point]
Oso_JumpPoint_Castra_Desc=該躍遷點連接著奧索[Oso]星系和卡斯塔[Castra]星系。
Oso_JumpPoint_Kallis=奧索 - 卡利斯 躍遷點 [Oso - Kallis Jump Point]
Oso_JumpPoint_Kallis_Desc=該躍遷點連接著奧索[Oso]星系和受到「公平機會法案」保護的卡利斯[Kallis]星系。
Oso_JumpPoint_Pyro=奧索 - 派羅 躍遷點 [Oso - Pyro Jump Point]
Oso_JumpPoint_Pyro_Desc=該躍遷點連接著奧索[Oso]星系和無主的派羅[Pyro]星系。
Oso_Star=Oso
Oso_Star_Desc=A class-F main sequence star.
Out_of_Quantum_fuel=Quantum Fuel Depleted
Outcasts_RepUI_Area,P=[PH] Area
Outcasts_RepUI_Description,P=[PH] Outcasts Description
Outcasts_RepUI_Focus,P=[PH] Outcasts Focus
Outcasts_RepUI_Founded,P=[PH] N/A
Outcasts_RepUI_Headquarters,P=[PH] Outcasts Headquarters
Outcasts_RepUI_Leadership,P=[PH] Outcasts Leadership
Outcasts_RepUI_Name,P=[PH] Outcasts
OutlawSweep_desc=~mission(Description)
OutlawSweep_from=~mission(Contractor)
OutlawSweep_title=~mission(Title)
Outpost_CleanUp_Marker_01=前哨站
Outpost_CleanUp_Objective_01=Get to the outpost
Outpost_CleanUp_Objective_02=Neutralize threats
Outpost_CleanUp_desc=We've got an outpost on Daymar that is currently occupied by some rather unsavory characters. We need someone to... "clean up" there if you catch my drift.
Outpost_CleanUp_from=A worried outpost owner
Outpost_CleanUp_title=Outpost "clean up" required
Oxygen_Screen_ ErrorButtonMessage=Vent
Oxygen_Screen_DispenseSub_001=click to use wip
Oxygen_Screen_Dispense_001=Transfer Oxygen
Oxygen_Screen_DispensingSub_001=Stop Transfer
Oxygen_Screen_Dispensing_001=Currently Transferring Oxygen
Oxygen_Screen_PercentSymbol=%
Oxygen_Screen_Refilling_001=Oxygen Supply Refilling
Oxygen_Screen_ScreenHeader_001=Oxygen
Oxygen_Screen_System_EmptySub_001=Please Wait
Oxygen_Screen_System_Empty_001=Oxygen Supply Empty
Oxygen_Screen_baseInfo_001=Oxygen Ready to Transfer
Oxygen_Screen_userTankSub_Filled=
Oxygen_Screen_userTank_Filled=Suit Storage Tank Full
Oxygen_Screen_userTank_Label=Suit Storage Tank Levels
PAUSE_OPTIONS_HIGH=High
PAUSE_OPTIONS_LOW=Low
PAUSE_OPTIONS_MEDIUM=Medium
PAUSE_OPTIONS_VERY_HIGH=Very High
PBay_01=PB_01
PBay_02=PB_02
PH_PU_ADMIN3_SK_PlaceDelivery_Encourage_IG_001=Let's go. Don't have all day.
PH_PU_ADMIN3_SK_PlaceDelivery_Encourage_IG_002=Put the delivery down.
PH_PU_ADMIN3_SK_PlaceDelivery_Encourage_IG_003=You gonna drop this off or what?
PH_PU_ADMIN3_SK_PlaceDelivery_IG_001=Alright. Place it here.
PH_PU_ADMIN3_SK_PlaceDelivery_IG_002=Set it down. Let's see what you got.
PH_PU_ADMIN3_SK_PlaceDelivery_IG_003=Go ahead and set it down.
PH_PU_ADMIN3_SK_PlaceDelivery_Timeout_IG_001=Fine. Nevermind.
PH_PU_ADMIN3_SK_PlaceDelivery_Timeout_IG_002=Hell with it.
PH_PU_ADMIN3_SK_PlaceDelivery_Timeout_IG_003=Screw it. Goddamn couriers ...
PH_PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_High_IG_001,P=On it.
PH_PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_High_IG_002,P=Yeah, fine.
PH_PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_High_IG_003,P=Goddammit, okay.
PH_PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_IG_001,P=Yeah.
PH_PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_IG_002,P=Okay.
PH_PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_IG_003,P=Sure.
PH_PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_IntoComms_IG_001,P=Got it.
PH_PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_IntoComms_IG_002,P=Fine.
PH_PU_GENOUTLAW1_M_BS_General_AffirmativeResponse_IntoComms_IG_003,P=Yeah.
PH_PU_GENOUTLAW1_M_BS_General_Celebration_High_IG_001,P=That's it!
PH_PU_GENOUTLAW1_M_BS_General_Celebration_High_IG_002,P=Nice one!
PH_PU_GENOUTLAW1_M_BS_General_Celebration_High_IG_003,P=That's what I like to see!
PH_PU_GENOUTLAW1_M_BS_General_Choking_Death_IG_EX_001,P=< choked to death >
PH_PU_GENOUTLAW1_M_BS_General_Choking_Death_IG_EX_002,P=< choked to death >
PH_PU_GENOUTLAW1_M_BS_General_Choking_Death_IG_EX_003,P=< choked to death >
PH_PU_GENOUTLAW1_M_BS_General_Choking_Struggle_IG_EX_001,P=< choking >
PH_PU_GENOUTLAW1_M_BS_General_Choking_Struggle_IG_EX_002,P=< choking >
PH_PU_GENOUTLAW1_M_BS_General_Choking_Struggle_IG_EX_003,P=< choking >
PH_PU_GENOUTLAW1_M_BS_General_DeathThroe_High_IG_EX_001,P=< death from explosion >
PH_PU_GENOUTLAW1_M_BS_General_DeathThroe_High_IG_EX_002,P=< death from explosion >
PH_PU_GENOUTLAW1_M_BS_General_DeathThroe_High_IG_EX_003,P=< death from explosion >
PH_PU_GENOUTLAW1_M_BS_General_DeathThroe_Low_IG_EX_001,P=< bleeding out death >
PH_PU_GENOUTLAW1_M_BS_General_DeathThroe_Low_IG_EX_002,P=< bleeding out death >
PH_PU_GENOUTLAW1_M_BS_General_DeathThroe_Low_IG_EX_003,P=< bleeding out death >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Angry_IG_EX_001,P=< angry sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Angry_IG_EX_002,P=< angry sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Angry_IG_EX_003,P=< angry sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Elation_IG_EX_001,P=< happy sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Elation_IG_EX_002,P=< happy sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Elation_IG_EX_003,P=< happy sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Frustrated_IG_EX_001,P=< frustrated sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Frustrated_IG_EX_002,P=< frustrated sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Frustrated_IG_EX_003,P=< frustrated sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_IdleFidget_IG_EX_001,P=< idling sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_IdleFidget_IG_EX_002,P=< cough >
PH_PU_GENOUTLAW1_M_BS_General_Emote_IdleFidget_IG_EX_003,P=< throat clear >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Mocking_IG_EX_001,P=< mocking sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Mocking_IG_EX_002,P=< mocking sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Mocking_IG_EX_003,P=< mocking sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Pain_IG_EX_001,P=< pain sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Pain_IG_EX_002,P=< pain sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Pain_IG_EX_003,P=< pain sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Puzzled_IG_EX_001,P=< puzzled sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Puzzled_IG_EX_002,P=< puzzled sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Puzzled_IG_EX_003,P=< puzzled sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Surprised_IG_EX_001,P=< surprised sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Surprised_IG_EX_002,P=< surprised sound >
PH_PU_GENOUTLAW1_M_BS_General_Emote_Surprised_IG_EX_003,P=< surprised sound >
PH_PU_GENOUTLAW1_M_BS_General_Expletives_High_IG_001,P=Oh you bastard!
PH_PU_GENOUTLAW1_M_BS_General_Expletives_High_IG_002,P=Shit!
PH_PU_GENOUTLAW1_M_BS_General_Expletives_High_IG_003,P=Dammit!
PH_PU_GENOUTLAW1_M_BS_General_Expletives_Low_IG_001,P=Dammit.
PH_PU_GENOUTLAW1_M_BS_General_Expletives_Low_IG_002,P=Shit...
PH_PU_GENOUTLAW1_M_BS_General_Expletives_Low_IG_003,P=Well, hell...
PH_PU_GENOUTLAW1_M_BS_General_Expletives_Surprised_IG_001,P=Shit!
PH_PU_GENOUTLAW1_M_BS_General_Expletives_Surprised_IG_002,P=What the hell?!
PH_PU_GENOUTLAW1_M_BS_General_Expletives_Surprised_IG_003,P=Jeez!
PH_PU_GENOUTLAW1_M_BS_General_GetHits_Pain_High_IG_EX_001,P=< hit by something big >
PH_PU_GENOUTLAW1_M_BS_General_GetHits_Pain_High_IG_EX_002,P=< hit by something big >
PH_PU_GENOUTLAW1_M_BS_General_GetHits_Pain_High_IG_EX_003,P=< hit by something big >
PH_PU_GENOUTLAW1_M_BS_General_GetHits_Pain_Low_IG_EX_001,P=< hit by something small >
PH_PU_GENOUTLAW1_M_BS_General_GetHits_Pain_Low_IG_EX_002,P=< hit by something small >
PH_PU_GENOUTLAW1_M_BS_General_GetHits_Pain_Low_IG_EX_003,P=< hit by something small >
PH_PU_GENOUTLAW1_M_BS_General_GiveMelee_High_IG_EX_001,P=< big punch exertion >
PH_PU_GENOUTLAW1_M_BS_General_GiveMelee_High_IG_EX_002,P=< big punch exertion >
PH_PU_GENOUTLAW1_M_BS_General_GiveMelee_High_IG_EX_003,P=< big punch exertion >
PH_PU_GENOUTLAW1_M_BS_General_GiveMelee_Low_IG_EX_001,P=< punch exertion >
PH_PU_GENOUTLAW1_M_BS_General_GiveMelee_Low_IG_EX_002,P=< punch exertion >
PH_PU_GENOUTLAW1_M_BS_General_GiveMelee_Low_IG_EX_003,P=< punch exertion >
PH_PU_GENOUTLAW1_M_BS_General_NegativeResponse_High_IG_001,P=What? No!
PH_PU_GENOUTLAW1_M_BS_General_NegativeResponse_High_IG_002,P=Hell no!
PH_PU_GENOUTLAW1_M_BS_General_NegativeResponse_High_IG_003,P=Piss off!
PH_PU_GENOUTLAW1_M_BS_General_NegativeResponse_IG_001,P=No.
PH_PU_GENOUTLAW1_M_BS_General_NegativeResponse_IG_002,P=Nope.
PH_PU_GENOUTLAW1_M_BS_General_NegativeResponse_IG_003,P=I don't think so.
PH_PU_GENOUTLAW1_M_BS_General_NegativeResponse_IntoComms_IG_001,P=No
PH_PU_GENOUTLAW1_M_BS_General_NegativeResponse_IntoComms_IG_002,P=Yeah, no.
PH_PU_GENOUTLAW1_M_BS_General_NegativeResponse_IntoComms_IG_003,P=Uh... no.
PH_PU_GENOUTLAW1_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_001,P=How do you like that shit!
PH_PU_GENOUTLAW1_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_002,P=Hahaha, rot in hell!
PH_PU_GENOUTLAW1_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_003,P=They died no problem.
PH_PU_GENOUTLAW1_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_001,P=Goddammit!
PH_PU_GENOUTLAW1_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_002,P=We lost one!
PH_PU_GENOUTLAW1_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_003,P=Oh shit! Lost one!
PH_PU_GENOUTLAW1_M_CB_Combat_AmmoDeny_IG_001,P=Can't spare it.
PH_PU_GENOUTLAW1_M_CB_Combat_AmmoDeny_IG_002,P=Can't. I'm low too.
PH_PU_GENOUTLAW1_M_CB_Combat_AmmoDeny_IG_003,P=No can do.
PH_PU_GENOUTLAW1_M_CB_Combat_AmmoProvide_IG_001,P=I'll put this on your tab.
PH_PU_GENOUTLAW1_M_CB_Combat_AmmoProvide_IG_002,P=Here!
PH_PU_GENOUTLAW1_M_CB_Combat_AmmoProvide_IG_003,P=Got you!
PH_PU_GENOUTLAW1_M_CB_Combat_AmmoRequest_High_IG_001,P=Anybody got some ammo?
PH_PU_GENOUTLAW1_M_CB_Combat_AmmoRequest_High_IG_002,P=I need some ammo?
PH_PU_GENOUTLAW1_M_CB_Combat_AmmoRequest_High_IG_003,P=Anybody got a mag?
PH_PU_GENOUTLAW1_M_CB_Combat_AmmoThanks_IG_001,P=Thanks.
PH_PU_GENOUTLAW1_M_CB_Combat_AmmoThanks_IG_002,P=All right. Here we go.
PH_PU_GENOUTLAW1_M_CB_Combat_AmmoThanks_IG_003,P=Hell yeah.
PH_PU_GENOUTLAW1_M_CB_Combat_BackupDeny_High_IG_001,P=Nope!
PH_PU_GENOUTLAW1_M_CB_Combat_BackupDeny_High_IG_002,P=Good luck!
PH_PU_GENOUTLAW1_M_CB_Combat_BackupDeny_High_IG_003,P=Got my own problems!
PH_PU_GENOUTLAW1_M_CB_Combat_BackupProvide_High_IG_001,P=Flying in!
PH_PU_GENOUTLAW1_M_CB_Combat_BackupProvide_High_IG_002,P=I got you!
PH_PU_GENOUTLAW1_M_CB_Combat_BackupProvide_High_IG_003,P=Yeah, I guess I could help
PH_PU_GENOUTLAW1_M_CB_Combat_CallBackup_High_IG_001,P=Hey, get some back up here!
PH_PU_GENOUTLAW1_M_CB_Combat_CallBackup_High_IG_002,P=Anybody got any friends they can call?
PH_PU_GENOUTLAW1_M_CB_Combat_CallBackup_High_IG_003,P=Somebody call somebody!
PH_PU_GENOUTLAW1_M_CB_Combat_CoverAdvanceFrom_High_IG_001,P=Moving forward!
PH_PU_GENOUTLAW1_M_CB_Combat_CoverAdvanceFrom_High_IG_002,P=Moving!
PH_PU_GENOUTLAW1_M_CB_Combat_CoverAdvanceFrom_High_IG_003,P=Pushing up!
PH_PU_GENOUTLAW1_M_CB_Combat_CoverFindBetter_High_IG_001,P=This cover sucks.
PH_PU_GENOUTLAW1_M_CB_Combat_CoverFindBetter_High_IG_002,P=Hell with this.
PH_PU_GENOUTLAW1_M_CB_Combat_CoverFindBetter_High_IG_003,P=Dammit, dammit, dammit
PH_PU_GENOUTLAW1_M_CB_Combat_CoverPinnedDown_High_IG_001,P=Goddammit, I'm pinned down!
PH_PU_GENOUTLAW1_M_CB_Combat_CoverPinnedDown_High_IG_002,P=I can't fuckin' move!
PH_PU_GENOUTLAW1_M_CB_Combat_CoverPinnedDown_High_IG_003,P=Bastard's got me boxed in.
PH_PU_GENOUTLAW1_M_CB_Combat_CoverProvide_IG_001,P=I got ya.
PH_PU_GENOUTLAW1_M_CB_Combat_CoverProvide_IG_002,P=Yeah, you owe me though.
PH_PU_GENOUTLAW1_M_CB_Combat_CoverProvide_IG_003,P=You got it.
PH_PU_GENOUTLAW1_M_CB_Combat_CoverRequest_High_IG_001,P=Need some cover!
PH_PU_GENOUTLAW1_M_CB_Combat_CoverRequest_High_IG_002,P=Can anybody cover me?
PH_PU_GENOUTLAW1_M_CB_Combat_CoverRequest_High_IG_003,P=Someone cover me!
PH_PU_GENOUTLAW1_M_CB_Combat_DefendTheArea_High_IG_001,P=I better not see a single one of you fall back!
PH_PU_GENOUTLAW1_M_CB_Combat_DefendTheArea_High_IG_002,P=We aren't giving up this ground. You hear?
PH_PU_GENOUTLAW1_M_CB_Combat_DefendTheArea_High_IG_003,P=Dig in! We aren't going anywhere.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_Advancing_High_IG_001,P=Why hello! Got some people inbound.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_Advancing_High_IG_002,P=Look alive, there are some real mean lookin' sombitches heading our way.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_Advancing_High_IG_003,P= Ready up! Trouble.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_EnemyClose_IG_001,P=Shit, they're right here!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_EnemyClose_IG_002,P=They're right on me!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_EnemyClose_IG_003,P=Right here!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_High_IG_001,P=Light 'em up!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_High_IG_002,P=Give 'em hell!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_High_IG_003,P=Eat this!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_Intruder_High_IG_001,P=How the hell did you get in here?
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_Intruder_High_IG_002,P=Intruder!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_Intruder_High_IG_003,P=Look out! We aren't alone.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_SearchFound_High_IG_001,P=Found 'em!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_SearchFound_High_IG_002,P=There you are!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_SearchFound_High_IG_003,P=I see 'em.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_001,P=They're up top!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_002,P=Up there!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_003,P=Up high! See 'em?
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBehind_High_IG_001,P=Dammit, they're behind us!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBehind_High_IG_002,P=Watch your back!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBehind_High_IG_003,P=Behind, behind!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBelow_High_IG_001,P=They're down there!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBelow_High_IG_002,P=There! Down below!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBelow_High_IG_003,P=They're under us!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyClose_High_IG_001,P=Up close.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyClose_High_IG_002,P=They're right on us.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyClose_High_IG_003,P=Oh shit, right here!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyFar_High_IG_001,P=Over there!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyFar_High_IG_002,P=Oh, I see 'em.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyFar_High_IG_003,P=There they are!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyLeft_High_IG_001,P=On the left.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyLeft_High_IG_002,P=There! Left!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyLeft_High_IG_003,P=Eyes left.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyRight_High_IG_001,P=On the right.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyRight_High_IG_002,P=There! Right!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyRight_High_IG_003,P=Right side!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_GenericHeavy_High_IG_001,P=They busted out the big guns!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_GenericHeavy_High_IG_002,P=Looks like someone loaded up to fight.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_GenericHeavy_High_IG_003,P=They got a... damn that gun's big.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_GenericShip_High_IG_001,P=Uh.... they got a ship!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_GenericShip_High_IG_002,P=We got problems!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_GenericShip_High_IG_003,P=Ship coming in!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_GenericVehicle_High_IG_001,P=Looks like they got a ride.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_GenericVehicle_High_IG_002,P=We got a vehicle problem.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_GenericVehicle_High_IG_003,P=Guess someone brought their ride.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_RocketLauncher_High_IG_001,P=Is that a rocket launcher?!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_RocketLauncher_High_IG_002,P=Um... I think they got a rocket launcher.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_RocketLauncher_High_IG_003,P=Careful. They got some big guns.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_001,P=They got a sniper.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_002,P=Uh oh, they got a marksman!
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_003,P=Careful. There's a sniper.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_Titan_High_IG_001,P=Oh damn... they got a Titan.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_Titan_High_IG_002,P=I think we got a problem.
PH_PU_GENOUTLAW1_M_CB_Combat_EngageEnemy_WeaponType_Titan_High_IG_003,P=Titan!
PH_PU_GENOUTLAW1_M_CB_Combat_Fallback_High_IG_001,P=Dammit, regroup!
PH_PU_GENOUTLAW1_M_CB_Combat_Fallback_High_IG_002,P=Fall back!
PH_PU_GENOUTLAW1_M_CB_Combat_Fallback_High_IG_003,P=Back, back, back!
PH_PU_GENOUTLAW1_M_CB_Combat_FlankThem_High_IG_001,P=Go around!
PH_PU_GENOUTLAW1_M_CB_Combat_FlankThem_High_IG_002,P=Hit 'em from the side.
PH_PU_GENOUTLAW1_M_CB_Combat_FlankThem_High_IG_003,P=Flank 'em.
PH_PU_GENOUTLAW1_M_CB_Combat_FollowMe_High_IG_001,P=Follow me.
PH_PU_GENOUTLAW1_M_CB_Combat_FollowMe_High_IG_002,P=You stay on me.
PH_PU_GENOUTLAW1_M_CB_Combat_FollowMe_High_IG_003,P=Let's go.
PH_PU_GENOUTLAW1_M_CB_Combat_GetHits_FriendlyFire_High_IG_001,P=What the hell are you doing?!
PH_PU_GENOUTLAW1_M_CB_Combat_GetHits_FriendlyFire_High_IG_002,P=I'm on your side!
PH_PU_GENOUTLAW1_M_CB_Combat_GetHits_FriendlyFire_High_IG_003,P=Hey! Stop shooting me!
PH_PU_GENOUTLAW1_M_CB_Combat_GetHits_ImHit_High_IG_001,P= Shit, that hurts.
PH_PU_GENOUTLAW1_M_CB_Combat_GetHits_ImHit_High_IG_002,P=I'm hit!
PH_PU_GENOUTLAW1_M_CB_Combat_GetHits_ImHit_High_IG_003,P=Ah dammit!
PH_PU_GENOUTLAW1_M_CB_Combat_GrenadeIncoming_High_IG_001,P=Grenade!
PH_PU_GENOUTLAW1_M_CB_Combat_GrenadeIncoming_High_IG_002,P=Shit, grenade!
PH_PU_GENOUTLAW1_M_CB_Combat_GrenadeIncoming_High_IG_003,P=Down! Grenade!
PH_PU_GENOUTLAW1_M_CB_Combat_GrenadeThrowing_High_IG_001,P=See how they like this!
PH_PU_GENOUTLAW1_M_CB_Combat_GrenadeThrowing_High_IG_002,P=Fire in the hole!
PH_PU_GENOUTLAW1_M_CB_Combat_GrenadeThrowing_High_IG_003,P=Grenade out!
PH_PU_GENOUTLAW1_M_CB_Combat_HealDeny_IG_001,P=I'm out.
PH_PU_GENOUTLAW1_M_CB_Combat_HealDeny_IG_002,P=Used my last one.
PH_PU_GENOUTLAW1_M_CB_Combat_HealDeny_IG_003,P=Don't got any meds.
PH_PU_GENOUTLAW1_M_CB_Combat_HealProvide_IG_001,P=Here you go.
PH_PU_GENOUTLAW1_M_CB_Combat_HealProvide_IG_002,P=Enjoy!
PH_PU_GENOUTLAW1_M_CB_Combat_HealProvide_IG_003,P=Be healed!
PH_PU_GENOUTLAW1_M_CB_Combat_HealRequest_High_IG_001,P=Anybody got some meds?
PH_PU_GENOUTLAW1_M_CB_Combat_HealRequest_High_IG_002,P=I need some drugs!
PH_PU_GENOUTLAW1_M_CB_Combat_HealRequest_High_IG_003,P=Meds... now...
PH_PU_GENOUTLAW1_M_CB_Combat_HealThanks_IG_001,P=Thanks for the juice.
PH_PU_GENOUTLAW1_M_CB_Combat_HealThanks_IG_002,P=Thanks for the meds.
PH_PU_GENOUTLAW1_M_CB_Combat_HealThanks_IG_003,P=Got it. Healing up.
PH_PU_GENOUTLAW1_M_CB_Combat_KeepFighting_High_IG_001,P=Give 'em all you got!
PH_PU_GENOUTLAW1_M_CB_Combat_KeepFighting_High_IG_002,P=Wreck 'em.
PH_PU_GENOUTLAW1_M_CB_Combat_KeepFighting_High_IG_003,P=It's us or them!
PH_PU_GENOUTLAW1_M_CB_Combat_LastManStanding_Cocky_High_IG_001,P=You think I'm scared? I'll show you scared.
PH_PU_GENOUTLAW1_M_CB_Combat_LastManStanding_Cocky_High_IG_002,P=Oh, it's really on now!
PH_PU_GENOUTLAW1_M_CB_Combat_LastManStanding_Cocky_High_IG_003,P=Screw it, I work better alone.
PH_PU_GENOUTLAW1_M_CB_Combat_LastManStanding_Panic_IG_001,P=So uh... maybe we can work something out?
PH_PU_GENOUTLAW1_M_CB_Combat_LastManStanding_Panic_IG_002,P=You know I was just kidding, right?
PH_PU_GENOUTLAW1_M_CB_Combat_LastManStanding_Panic_IG_003,P=How about we all just forget this thing happened...
PH_PU_GENOUTLAW1_M_CB_Combat_LastOfThem_IG_001,P=Was that it?
PH_PU_GENOUTLAW1_M_CB_Combat_LastOfThem_IG_002,P=Oh, we killed 'em all? It was just getting fun.
PH_PU_GENOUTLAW1_M_CB_Combat_LastOfThem_IG_003,P=Well, that was anticlimactic.
PH_PU_GENOUTLAW1_M_CB_Combat_NoticeNotLastKnown_IG_001,P=Dammit, I lost 'em!
PH_PU_GENOUTLAW1_M_CB_Combat_NoticeNotLastKnown_IG_002,P=Um... anyone know where they went?
PH_PU_GENOUTLAW1_M_CB_Combat_NoticeNotLastKnown_IG_003,P=So... yeah... they're gone.
PH_PU_GENOUTLAW1_M_CB_Combat_OutOfAmmo_High_IG_001,P=Out of ammo!
PH_PU_GENOUTLAW1_M_CB_Combat_OutOfAmmo_High_IG_002,P=I'm out!
PH_PU_GENOUTLAW1_M_CB_Combat_OutOfAmmo_High_IG_003,P=I'm dry!
PH_PU_GENOUTLAW1_M_CB_Combat_Overheating_High_IG_001,P=Dammit, gun ran hot.
PH_PU_GENOUTLAW1_M_CB_Combat_Overheating_High_IG_002,P=I'm overheating!
PH_PU_GENOUTLAW1_M_CB_Combat_Overheating_High_IG_003,P=Gun's down for a tick.
PH_PU_GENOUTLAW1_M_CB_Combat_ReinforcementsArrive_High_IG_001,P=Hey, there they are!
PH_PU_GENOUTLAW1_M_CB_Combat_ReinforcementsArrive_High_IG_002,P=What took you all so long?
PH_PU_GENOUTLAW1_M_CB_Combat_ReinforcementsArrive_High_IG_003,P=Backup's here!
PH_PU_GENOUTLAW1_M_CB_Combat_ReinforcementsInRoute_High_IG_001,P=Good news everybody. Help is on the way.
PH_PU_GENOUTLAW1_M_CB_Combat_ReinforcementsInRoute_High_IG_002,P=Guess what? Got some friends coming in.
PH_PU_GENOUTLAW1_M_CB_Combat_ReinforcementsInRoute_High_IG_003,P=Calvary's on the way!
PH_PU_GENOUTLAW1_M_CB_Combat_ReinforcementsRequest_IntoComms_High_IG_001,P=Hey, uh, anybody out there come help?
PH_PU_GENOUTLAW1_M_CB_Combat_ReinforcementsRequest_IntoComms_High_IG_002,P=Yeah, we need some backup here.
PH_PU_GENOUTLAW1_M_CB_Combat_ReinforcementsRequest_IntoComms_High_IG_003,P=Hey! Get your asses over here.
PH_PU_GENOUTLAW1_M_CB_Combat_Reloading_High_IG_001,P=Reloading!
PH_PU_GENOUTLAW1_M_CB_Combat_Reloading_High_IG_002,P=Come on, come on...
PH_PU_GENOUTLAW1_M_CB_Combat_Reloading_High_IG_003,P=Loaded!
PH_PU_GENOUTLAW1_M_CB_Combat_Retreat_High_IG_001,P=Screw this!
PH_PU_GENOUTLAW1_M_CB_Combat_Retreat_High_IG_002,P=Retreat!
PH_PU_GENOUTLAW1_M_CB_Combat_Retreat_High_IG_003,P=Let's get the hell out of here!
PH_PU_GENOUTLAW1_M_CB_Combat_SpreadOut_High_IG_001,P=Spread the hell out.
PH_PU_GENOUTLAW1_M_CB_Combat_SpreadOut_High_IG_002,P=You're bunching up.
PH_PU_GENOUTLAW1_M_CB_Combat_SpreadOut_High_IG_003,P=Let's have some room, yeah?
PH_PU_GENOUTLAW1_M_CB_Combat_StayClose_High_IG_001,P=Don't wander.
PH_PU_GENOUTLAW1_M_CB_Combat_StayClose_High_IG_002,P=Keep it close.
PH_PU_GENOUTLAW1_M_CB_Combat_StayClose_High_IG_003,P=Don't stray, all right?
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_Anger_High_IG_001,P=I'm gonna hurt you for so long you're gonna think it's a career.
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_Anger_High_IG_002,P=After I kill you, I'm gonna kill your family. Then your dog. Then burn your hab to the ground!
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_Anger_High_IG_003,P=You wanted this fight. Now you're gonna feel every second of it.
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_Hiding_High_IG_001,P=Seriously. Come on out. I'll make it quick.
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_Hiding_High_IG_002,P=We can work this out. Honest.
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_Hiding_High_IG_003,P=You can't hide out forever.
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_High_IG_001,P=You picked the wrong guy to screw with.
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_High_IG_002,P=I'm gonna slice you thin enough to fry.
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_High_IG_003,P=Let's see what you got!
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_MissesTarget_High_IG_001,P=What the hell? Are my sights off?
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_MissesTarget_High_IG_002,P=Hey, who messed with my gun!
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_MissesTarget_High_IG_003,P=Hold still, goddammit.
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_ShotsMiss_High_IG_001,P=Nice try, dumb ass.
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_ShotsMiss_High_IG_002,P=Missed me!
PH_PU_GENOUTLAW1_M_CB_Combat_Taunt_ShotsMiss_High_IG_003,P=You wanna try again?
PH_PU_GENOUTLAW1_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_001,P=We're all good.
PH_PU_GENOUTLAW1_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_002,P=Looked into it. Nothing.
PH_PU_GENOUTLAW1_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_003,P=Didn't find anything.
PH_PU_GENOUTLAW1_M_CB_Hunting_Deescalate_ThreatLow_IG_001,P=Nope. Nothing here.
PH_PU_GENOUTLAW1_M_CB_Hunting_Deescalate_ThreatLow_IG_002,P=Well, that was a waste of time.
PH_PU_GENOUTLAW1_M_CB_Hunting_Deescalate_ThreatLow_IG_003,P=Yeah, didn't see anything.
PH_PU_GENOUTLAW1_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_001,P=Something's not right here.
PH_PU_GENOUTLAW1_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_002,P=Look alive. I think we got something.
PH_PU_GENOUTLAW1_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_003,P=Hey, wake up. Get on the clock.
PH_PU_GENOUTLAW1_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_001,P=Think I might have something here.
PH_PU_GENOUTLAW1_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_002,P=Hey, yeah, something's definitely going on.
PH_PU_GENOUTLAW1_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_003,P=Yeah, gonna keep looking.
PH_PU_GENOUTLAW1_M_CB_Hunting_FalseAlarm_ThreatLow_IG_001,P=Nevermind. False alarm.
PH_PU_GENOUTLAW1_M_CB_Hunting_FalseAlarm_ThreatLow_IG_002,P=Don't sweat it. It wasn't anything worth worrying about.
PH_PU_GENOUTLAW1_M_CB_Hunting_FalseAlarm_ThreatLow_IG_003,P=Turned out to be nothing.
PH_PU_GENOUTLAW1_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_001,P=Never mind.
PH_PU_GENOUTLAW1_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_002,P=Yeah, we're clear here.
PH_PU_GENOUTLAW1_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_003,P=So that thing? Yeah, it wasn't a problem.
PH_PU_GENOUTLAW1_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_001,P=Go take a look.
PH_PU_GENOUTLAW1_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_002,P=Maybe you should go check it out.
PH_PU_GENOUTLAW1_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_003,P=It's all you. Go.
PH_PU_GENOUTLAW1_M_CB_Hunting_Investigate_ThreatLow_IG_001,P=Gonna go take a look.
PH_PU_GENOUTLAW1_M_CB_Hunting_Investigate_ThreatLow_IG_002,P=Be right back.
PH_PU_GENOUTLAW1_M_CB_Hunting_Investigate_ThreatLow_IG_003,P=Just gonna check this out.
PH_PU_GENOUTLAW1_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_001,P=Hey, I think I might'a heard something.
PH_PU_GENOUTLAW1_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_002,P=I'm gonna go check on something.
PH_PU_GENOUTLAW1_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_003,P=Hey, looking into something real quick.
PH_PU_GENOUTLAW1_M_CB_Hunting_KeepSearching_IG_001,P=Keep looking.
PH_PU_GENOUTLAW1_M_CB_Hunting_KeepSearching_IG_002,P=What are you on break? Find them.
PH_PU_GENOUTLAW1_M_CB_Hunting_KeepSearching_IG_003,P=We're aren't stopping until they're dead or we are.
PH_PU_GENOUTLAW1_M_CB_Hunting_SearchFail_KnownThreat_IG_001,P=Dammit! I don't see 'em.
PH_PU_GENOUTLAW1_M_CB_Hunting_SearchFail_KnownThreat_IG_002,P=Where the hell'd they go?
PH_PU_GENOUTLAW1_M_CB_Hunting_SearchFail_KnownThreat_IG_003,P=Are you kidding me? How'd we lose 'em?
PH_PU_GENOUTLAW1_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_001,P=Yeah, I don't know what happened, but they're gone.
PH_PU_GENOUTLAW1_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_002,P=Hey, totally lost them. Yeah, I don't know.
PH_PU_GENOUTLAW1_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_003,P=Yeah, we don't have them anymore. How the hell should I know?
PH_PU_GENOUTLAW1_M_CB_Hunting_SearchFail_ThreatMed_IG_001,P=That was weird.
PH_PU_GENOUTLAW1_M_CB_Hunting_SearchFail_ThreatMed_IG_002,P=You see anything? Me neither.
PH_PU_GENOUTLAW1_M_CB_Hunting_SearchFail_ThreatMed_IG_003,P=Yeah, I didn't see anything.
PH_PU_GENOUTLAW1_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_001,P=Yeah, hey, I didn't find anything.
PH_PU_GENOUTLAW1_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_002,P=Yeah, took a look and nothing.
PH_PU_GENOUTLAW1_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_003,P=Hey, whatever it was must be gone now.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearchCorpse_ThreatMed_IG_001,P=Spread out. The bastard might still be here.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearchCorpse_ThreatMed_IG_002,P=Goddammit. I want whoever did this found.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearchCorpse_ThreatMed_IG_003,P=Shit. Found 'em. Look alive. I want a net on this son of a bitch.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearchCorpse_ThreatMed_IntoComms_IG_001,P=Found a body. Gonna sweep the area.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearchCorpse_ThreatMed_IntoComms_IG_002,P=Hey, they didn't make it. Goddamn right I'm hunting down whoever did this.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearchCorpse_ThreatMed_IntoComms_IG_003,P=I got a friendly on ice. Gonna secure the area.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_NotLastKnown_IG_001,P=Dammit, we need find where they went.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_NotLastKnown_IG_002,P=Where ever they are, I want them found.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_NotLastKnown_IG_003,P=We need find them, now.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_001,P=Can't find 'em anymore. But don't worry. I'll get 'em.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_002,P=Yeah, they gave me the slip. But not for long.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_003,P=Goddammit. Hey, it's me. Whoever it was is gone now. Gonna see if I can pick up their trail.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatHigh_IG_001,P=Let's go, let's go.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatHigh_IG_002,P=Get on the clock, people.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatHigh_IG_003,P=Come on, let's do this.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_001,P=Yeah, we got something here. Heading in.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_002,P=On the hunt. I'll let you know what I catch.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_003,P=Hey, think I got some troublemakers here. Gonna find out.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatMed_IG_001,P=Let's take a look.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatMed_IG_002,P=Look alive.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatMed_IG_003,P=Let's head out.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_001,P=Gonna take a look around.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_002,P=Gonna see what I can find.
PH_PU_GENOUTLAW1_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_003,P=Got something. Looking into it.
PH_PU_GENOUTLAW1_M_CB_Hunting_Taunt_Lost_High_IG_001,P=Where'd you go? I thought you wanted to play.
PH_PU_GENOUTLAW1_M_CB_Hunting_Taunt_Lost_High_IG_002,P=Come back. We were having so much fun.
PH_PU_GENOUTLAW1_M_CB_Hunting_Taunt_Lost_High_IG_003,P=You know, I was just getting into this.
PH_PU_GENOUTLAW1_M_CB_Hunting_Taunt_Searching_Low_IG_001,P=Hello? You can come out. We're friends.
PH_PU_GENOUTLAW1_M_CB_Hunting_Taunt_Searching_Low_IG_002,P=Excuse me, I'm lost and looking for directions. Do you know how to get to Kel-To?
PH_PU_GENOUTLAW1_M_CB_Hunting_Taunt_Searching_Low_IG_003,P=Come on out. We're not gonna hurt you.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_001,P=Whoa, takin' fire!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_002,P=What the hell?!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_003,P=Look out! Someone's shootin'!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_001,P=Ooooooh shit.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_002,P=That's not good.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_003,P=I don't think I did that...
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_001,P=Oh damn!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_002,P=Got one down!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_003,P=Taking shots!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_001,P=Yo, yo, look out!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_002,P=Shit, grenade!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_003,P=Bomb!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_001,P=Oh hello, who's out there?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_002,P=Sounds like somebody's getting frisky.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_003,P=Who's shooting?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_001,P=Get down!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_002,P=What the... rocket!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_003,P=Rocket!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_001,P=Down! Down!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_002,P=Someone's shooting!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_003,P=Sniper!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_001,P=Oh come on.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_002,P=I said, who's there?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_003,P=You better come out.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_001,P=Yeah, what the hell was that?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_002,P=I got bad feeling about this.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_003,P=Yeah, something's not right.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_000,P=You're hallucinating.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_002,P=Come on, there's nothing there.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_003,P=Quit playing.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_001,P= It's on now.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_002,P=Guess we're fighting.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_003,P=Okay. Let's do this.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_001,P=Something's out there.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_002,P=What was that?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_003,P=I think we might have company.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_004,P=Huh?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_005,P=What?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_001,P=Oh shit!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_002,P=Hey!
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_003,P=Hey, what is that?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_001,P=Yeah, I heard that.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_002,P=Yeah... heard something.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_003,P=I heard it too.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_001,P=You're losing it.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_002,P=I didn't hear anything.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_003,P=What are you talking about?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSound_ThreatLow_IG_001,P=The hell?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSound_ThreatLow_IG_002,P=Hmm?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeSound_ThreatLow_IG_003,P=You hear something?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_001,P=Yeah, yeah, I saw it too.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_002,P=You saw something?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_003,P=Who's out there?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_001,P=Huh? No, I didn't see nothin.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_002,P=I don't see anything.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_003,P=You're tripping again.
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_001,P=Shit, you see that?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_002,P=Who's there?
PH_PU_GENOUTLAW1_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_003,P=You see that?
PH_PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_High_IG_001,P=Most def!
PH_PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_High_IG_002,P=Oh, yeah!
PH_PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_High_IG_003,P=Absolutely!
PH_PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_IG_001,P=Sure.
PH_PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_IG_002,P=All right.
PH_PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_IG_003,P=Yup.
PH_PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_IntoComms_IG_001,P=Got it.
PH_PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_IntoComms_IG_002,P=That's a yes.
PH_PU_GENOUTLAW2_M_BS_General_AffirmativeResponse_IntoComms_IG_003,P=Of course.
PH_PU_GENOUTLAW2_M_BS_General_Celebration_High_IG_001,P=Hell, yeah!
PH_PU_GENOUTLAW2_M_BS_General_Celebration_High_IG_002,P=Nice!
PH_PU_GENOUTLAW2_M_BS_General_Celebration_High_IG_003,P=There we go!
PH_PU_GENOUTLAW2_M_BS_General_Choking_Death_IG_EX_001,P=< choked to death >
PH_PU_GENOUTLAW2_M_BS_General_Choking_Death_IG_EX_002,P=< choked to death >
PH_PU_GENOUTLAW2_M_BS_General_Choking_Death_IG_EX_003,P=< choked to death >
PH_PU_GENOUTLAW2_M_BS_General_Choking_Struggle_IG_EX_001,P=< choking >
PH_PU_GENOUTLAW2_M_BS_General_Choking_Struggle_IG_EX_002,P=< choking >
PH_PU_GENOUTLAW2_M_BS_General_Choking_Struggle_IG_EX_003,P=< choking >
PH_PU_GENOUTLAW2_M_BS_General_DeathThroe_High_IG_EX_001,P=< death from explosion >
PH_PU_GENOUTLAW2_M_BS_General_DeathThroe_High_IG_EX_002,P=< death from explosion >
PH_PU_GENOUTLAW2_M_BS_General_DeathThroe_High_IG_EX_003,P=< death from explosion >
PH_PU_GENOUTLAW2_M_BS_General_DeathThroe_Low_IG_EX_001,P=< bleeding out death >
PH_PU_GENOUTLAW2_M_BS_General_DeathThroe_Low_IG_EX_002,P=< bleeding out death >
PH_PU_GENOUTLAW2_M_BS_General_DeathThroe_Low_IG_EX_003,P=< bleeding out death >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Angry_IG_EX_001,P=< angry sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Angry_IG_EX_002,P=< angry sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Angry_IG_EX_003,P=< angry sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Elation_IG_EX_001,P=< happy sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Elation_IG_EX_002,P=< happy sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Elation_IG_EX_003,P=< happy sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Frustrated_IG_EX_001,P=< frustrated sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Frustrated_IG_EX_002,P=< frustrated sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Frustrated_IG_EX_003,P=< frustrated sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_IdleFidget_IG_EX_001,P=< idling sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_IdleFidget_IG_EX_002,P=< cough >
PH_PU_GENOUTLAW2_M_BS_General_Emote_IdleFidget_IG_EX_003,P=< throat clear >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Mocking_IG_EX_001,P=< mocking sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Mocking_IG_EX_002,P=< mocking sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Mocking_IG_EX_003,P=< mocking sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Pain_IG_EX_001,P=< pain sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Pain_IG_EX_002,P=< pain sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Pain_IG_EX_003,P=< pain sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Puzzled_IG_EX_001,P=< puzzled sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Puzzled_IG_EX_002,P=< puzzled sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Puzzled_IG_EX_003,P=< puzzled sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Surprised_IG_EX_001,P=< surprised sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Surprised_IG_EX_002,P=< surprised sound >
PH_PU_GENOUTLAW2_M_BS_General_Emote_Surprised_IG_EX_003,P=< surprised sound >
PH_PU_GENOUTLAW2_M_BS_General_Expletives_High_IG_001,P=Shit!
PH_PU_GENOUTLAW2_M_BS_General_Expletives_High_IG_002,P=Bastard!
PH_PU_GENOUTLAW2_M_BS_General_Expletives_High_IG_003,P=Dammit!
PH_PU_GENOUTLAW2_M_BS_General_Expletives_Low_IG_001,P=Seriously?
PH_PU_GENOUTLAW2_M_BS_General_Expletives_Low_IG_002,P=What the hell?
PH_PU_GENOUTLAW2_M_BS_General_Expletives_Low_IG_003,P=Well... shit.
PH_PU_GENOUTLAW2_M_BS_General_Expletives_Surprised_IG_001,P=Damnit!
PH_PU_GENOUTLAW2_M_BS_General_Expletives_Surprised_IG_002,P=Oh, shit!
PH_PU_GENOUTLAW2_M_BS_General_Expletives_Surprised_IG_003,P=You gotta be shitting me.
PH_PU_GENOUTLAW2_M_BS_General_GetHits_Pain_High_IG_EX_001,P=< hit by something big >
PH_PU_GENOUTLAW2_M_BS_General_GetHits_Pain_High_IG_EX_002,P=< hit by something big >
PH_PU_GENOUTLAW2_M_BS_General_GetHits_Pain_High_IG_EX_003,P=< hit by something big >
PH_PU_GENOUTLAW2_M_BS_General_GetHits_Pain_Low_IG_EX_001,P=< hit by something small >
PH_PU_GENOUTLAW2_M_BS_General_GetHits_Pain_Low_IG_EX_002,P=< hit by something small >
PH_PU_GENOUTLAW2_M_BS_General_GetHits_Pain_Low_IG_EX_003,P=< hit by something small >
PH_PU_GENOUTLAW2_M_BS_General_GiveMelee_High_IG_EX_001,P=< big punch exertion >
PH_PU_GENOUTLAW2_M_BS_General_GiveMelee_High_IG_EX_002,P=< big punch exertion >
PH_PU_GENOUTLAW2_M_BS_General_GiveMelee_High_IG_EX_003,P=< big punch exertion >
PH_PU_GENOUTLAW2_M_BS_General_GiveMelee_Low_IG_EX_001,P=< punch exertion >
PH_PU_GENOUTLAW2_M_BS_General_GiveMelee_Low_IG_EX_002,P=< punch exertion >
PH_PU_GENOUTLAW2_M_BS_General_GiveMelee_Low_IG_EX_003,P=< punch exertion >
PH_PU_GENOUTLAW2_M_BS_General_NegativeResponse_High_IG_001,P=No way.
PH_PU_GENOUTLAW2_M_BS_General_NegativeResponse_High_IG_002,P=Over my dead body!
PH_PU_GENOUTLAW2_M_BS_General_NegativeResponse_High_IG_003,P=Not happening!
PH_PU_GENOUTLAW2_M_BS_General_NegativeResponse_IG_001,P=No way.
PH_PU_GENOUTLAW2_M_BS_General_NegativeResponse_IG_002,P=Naw.
PH_PU_GENOUTLAW2_M_BS_General_NegativeResponse_IG_003,P=Not happening.
PH_PU_GENOUTLAW2_M_BS_General_NegativeResponse_IntoComms_IG_001,P=Negative.
PH_PU_GENOUTLAW2_M_BS_General_NegativeResponse_IntoComms_IG_002,P=No.
PH_PU_GENOUTLAW2_M_BS_General_NegativeResponse_IntoComms_IG_003,P=Nope.
PH_PU_GENOUTLAW2_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_001,P=Did you see that? I killed one!
PH_PU_GENOUTLAW2_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_002,P=They're not getting back up.
PH_PU_GENOUTLAW2_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_003,P=Credit me with another kill.
PH_PU_GENOUTLAW2_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_001,P=They bastards bagged one.
PH_PU_GENOUTLAW2_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_002,P=Holy shit, they just killed 'em.
PH_PU_GENOUTLAW2_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_003,P=They got your cousin!
PH_PU_GENOUTLAW2_M_CB_Combat_AmmoDeny_IG_001,P=Fuck no.
PH_PU_GENOUTLAW2_M_CB_Combat_AmmoDeny_IG_002,P=None to spare.
PH_PU_GENOUTLAW2_M_CB_Combat_AmmoDeny_IG_003,P=Can't give any up.
PH_PU_GENOUTLAW2_M_CB_Combat_AmmoProvide_IG_001,P=Got you covered.
PH_PU_GENOUTLAW2_M_CB_Combat_AmmoProvide_IG_002,P=You owe me one.
PH_PU_GENOUTLAW2_M_CB_Combat_AmmoProvide_IG_003,P=Use it wisely.
PH_PU_GENOUTLAW2_M_CB_Combat_AmmoRequest_High_IG_001,P=Need ammo, now!
PH_PU_GENOUTLAW2_M_CB_Combat_AmmoRequest_High_IG_002,P=Who's got extra ammo?
PH_PU_GENOUTLAW2_M_CB_Combat_AmmoRequest_High_IG_003,P=Who can spare a mag?
PH_PU_GENOUTLAW2_M_CB_Combat_AmmoThanks_IG_001,P=Now I'm back in business.
PH_PU_GENOUTLAW2_M_CB_Combat_AmmoThanks_IG_002,P=Great!
PH_PU_GENOUTLAW2_M_CB_Combat_AmmoThanks_IG_003,P=Thanks!
PH_PU_GENOUTLAW2_M_CB_Combat_BackupDeny_High_IG_001,P=Sorry, can't make it to you.
PH_PU_GENOUTLAW2_M_CB_Combat_BackupDeny_High_IG_002,P=It's everyone for themselves, right now.
PH_PU_GENOUTLAW2_M_CB_Combat_BackupDeny_High_IG_003,P=You're on your own.
PH_PU_GENOUTLAW2_M_CB_Combat_BackupProvide_High_IG_001,P=On my way.
PH_PU_GENOUTLAW2_M_CB_Combat_BackupProvide_High_IG_002,P=I can help.
PH_PU_GENOUTLAW2_M_CB_Combat_BackupProvide_High_IG_003,P=I got your back.
PH_PU_GENOUTLAW2_M_CB_Combat_CallBackup_High_IG_001,P=I need backup!
PH_PU_GENOUTLAW2_M_CB_Combat_CallBackup_High_IG_002,P=How about some backup?
PH_PU_GENOUTLAW2_M_CB_Combat_CallBackup_High_IG_003,P=I need some help!
PH_PU_GENOUTLAW2_M_CB_Combat_CoverAdvanceFrom_High_IG_001,P=Moving up!
PH_PU_GENOUTLAW2_M_CB_Combat_CoverAdvanceFrom_High_IG_002,P=Advancing!
PH_PU_GENOUTLAW2_M_CB_Combat_CoverAdvanceFrom_High_IG_003,P=I'm pushing!
PH_PU_GENOUTLAW2_M_CB_Combat_CoverFindBetter_High_IG_001,P=Can't stay here!
PH_PU_GENOUTLAW2_M_CB_Combat_CoverFindBetter_High_IG_002,P=Gotta find new cover.
PH_PU_GENOUTLAW2_M_CB_Combat_CoverFindBetter_High_IG_003,P=Need some more cover!
PH_PU_GENOUTLAW2_M_CB_Combat_CoverPinnedDown_High_IG_001,P=Can't move!
PH_PU_GENOUTLAW2_M_CB_Combat_CoverPinnedDown_High_IG_002,P=Locked down!
PH_PU_GENOUTLAW2_M_CB_Combat_CoverPinnedDown_High_IG_003,P=Taking heavy fire.
PH_PU_GENOUTLAW2_M_CB_Combat_CoverProvide_IG_001,P=I got you. Go, go!
PH_PU_GENOUTLAW2_M_CB_Combat_CoverProvide_IG_002,P=Laying down covering fire.
PH_PU_GENOUTLAW2_M_CB_Combat_CoverProvide_IG_003,P=I've got you covered.
PH_PU_GENOUTLAW2_M_CB_Combat_CoverRequest_High_IG_001,P=Give me some cover.
PH_PU_GENOUTLAW2_M_CB_Combat_CoverRequest_High_IG_002,P=Need covering fire.
PH_PU_GENOUTLAW2_M_CB_Combat_CoverRequest_High_IG_003,P=Could use a distraction.
PH_PU_GENOUTLAW2_M_CB_Combat_DefendTheArea_High_IG_001,P=We stop them here and now. All right?
PH_PU_GENOUTLAW2_M_CB_Combat_DefendTheArea_High_IG_002,P=We gotta hold this ground or die trying.
PH_PU_GENOUTLAW2_M_CB_Combat_DefendTheArea_High_IG_003,P=Nothing gets past us, understand?
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_Advancing_High_IG_001,P=We've got trouble coming right for us!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_Advancing_High_IG_002,P=Let's help these bastards meet their maker.
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_Advancing_High_IG_003,P=Enemies advancing our way!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_EnemyClose_IG_001,P=What the hell!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_EnemyClose_IG_002,P=They're right here!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_EnemyClose_IG_003,P=Contact!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_High_IG_001,P=Fire away!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_High_IG_002,P=Attack!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_High_IG_003,P=Take 'em out!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_Intruder_High_IG_001,P=Intruders!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_Intruder_High_IG_002,P=We've been breached!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_Intruder_High_IG_003,P=Bastards got in!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_SearchFound_High_IG_001,P=Found us some target practice.
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_SearchFound_High_IG_002,P=Contact ahead.
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_SearchFound_High_IG_003,P=We've got company.
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_001,P=Shots from above!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_002,P=They got some high ground.
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_003,P=Above us, look out!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBehind_High_IG_001,P=They circled behind!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBehind_High_IG_002,P=On your six!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBehind_High_IG_003,P=Shit, behind!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBelow_High_IG_001,P=Below us, watch it!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBelow_High_IG_002,P=Below, below!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBelow_High_IG_003,P=Shots from below!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyClose_High_IG_001,P=They're crowding us!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyClose_High_IG_002,P=Bastards are closing in.
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyClose_High_IG_003,P=Damn, they're on top of us.
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyFar_High_IG_001,P=Got em! Over there!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyFar_High_IG_002,P=Look! There!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyFar_High_IG_003,P=Head's up. They're over there.
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyLeft_High_IG_001,P=Watch left!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyLeft_High_IG_002,P=Check left!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyLeft_High_IG_003,P=Left, dammit!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyRight_High_IG_001,P=Watch right!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyRight_High_IG_002,P=Check right!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyRight_High_IG_003,P=Right, dammit!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_GenericHeavy_High_IG_001,P=Look out! They got heavy weapons.
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_GenericHeavy_High_IG_002,P=Heavy fire, coming our way!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_GenericHeavy_High_IG_003,P=Heavy weapons!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_GenericShip_High_IG_001,P=Yeah, that's a ship!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_GenericShip_High_IG_002,P=Ship! These bastards mean business.
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_GenericShip_High_IG_003,P=Ship incoming!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_GenericVehicle_High_IG_001,P=They're rolling in with a vehicle.
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_GenericVehicle_High_IG_002,P=They got a vehicle!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_GenericVehicle_High_IG_003,P=Vehicle coming this way.
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_RocketLauncher_High_IG_001,P=Damn it. Rocket launcher!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_RocketLauncher_High_IG_002,P=These bastards ain't messin' around!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_RocketLauncher_High_IG_003,P=They got a frickin' rocket launcher!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_001,P=Watch out, sniper!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_002,P=Sniper's scopin' us!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_003,P=Sharpshooter!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_Titan_High_IG_001,P=Shit, titan suit!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_Titan_High_IG_002,P=That's one big bastard!
PH_PU_GENOUTLAW2_M_CB_Combat_EngageEnemy_WeaponType_Titan_High_IG_003,P=Titan, coming this way!
PH_PU_GENOUTLAW2_M_CB_Combat_Fallback_High_IG_001,P=Fall back!
PH_PU_GENOUTLAW2_M_CB_Combat_Fallback_High_IG_002,P=We gotta drop back and regroup.
PH_PU_GENOUTLAW2_M_CB_Combat_Fallback_High_IG_003,P=We gotta fall back.
PH_PU_GENOUTLAW2_M_CB_Combat_FlankThem_High_IG_001,P=Flank 'em!
PH_PU_GENOUTLAW2_M_CB_Combat_FlankThem_High_IG_002,P=Attack their flank!
PH_PU_GENOUTLAW2_M_CB_Combat_FlankThem_High_IG_003,P=Pinch 'em tight!
PH_PU_GENOUTLAW2_M_CB_Combat_FollowMe_High_IG_001,P=Get behind me and let's go!
PH_PU_GENOUTLAW2_M_CB_Combat_FollowMe_High_IG_002,P=We're moving out!
PH_PU_GENOUTLAW2_M_CB_Combat_FollowMe_High_IG_003,P=Let's go, now!
PH_PU_GENOUTLAW2_M_CB_Combat_GetHits_FriendlyFire_High_IG_001,P=Stop shooting me, you idiot!
PH_PU_GENOUTLAW2_M_CB_Combat_GetHits_FriendlyFire_High_IG_002,P=Friendly, friendly!
PH_PU_GENOUTLAW2_M_CB_Combat_GetHits_FriendlyFire_High_IG_003,P=Watch your damn fire!
PH_PU_GENOUTLAW2_M_CB_Combat_GetHits_ImHit_High_IG_001,P=Got tagged!
PH_PU_GENOUTLAW2_M_CB_Combat_GetHits_ImHit_High_IG_002,P=Shit, that hurt!
PH_PU_GENOUTLAW2_M_CB_Combat_GetHits_ImHit_High_IG_003,P=I'm wounded!
PH_PU_GENOUTLAW2_M_CB_Combat_GrenadeIncoming_High_IG_001,P=Grenade!
PH_PU_GENOUTLAW2_M_CB_Combat_GrenadeIncoming_High_IG_002,P=Get down, grenade!
PH_PU_GENOUTLAW2_M_CB_Combat_GrenadeIncoming_High_IG_003,P=Grenade, watch out!
PH_PU_GENOUTLAW2_M_CB_Combat_GrenadeThrowing_High_IG_001,P=有你的特殊快遞!
PH_PU_GENOUTLAW2_M_CB_Combat_GrenadeThrowing_High_IG_002,P=Throwing!
PH_PU_GENOUTLAW2_M_CB_Combat_GrenadeThrowing_High_IG_003,P=Gift for ya!
PH_PU_GENOUTLAW2_M_CB_Combat_HealDeny_IG_001,P=Can't help.
PH_PU_GENOUTLAW2_M_CB_Combat_HealDeny_IG_002,P=Don't have any.
PH_PU_GENOUTLAW2_M_CB_Combat_HealDeny_IG_003,P=All out!
PH_PU_GENOUTLAW2_M_CB_Combat_HealProvide_IG_001,P=Here.
PH_PU_GENOUTLAW2_M_CB_Combat_HealProvide_IG_002,P=Take one.
PH_PU_GENOUTLAW2_M_CB_Combat_HealProvide_IG_003,P=Use this.
PH_PU_GENOUTLAW2_M_CB_Combat_HealRequest_High_IG_001,P=Who's got a medpen?
PH_PU_GENOUTLAW2_M_CB_Combat_HealRequest_High_IG_002,P=Need a heal, now!
PH_PU_GENOUTLAW2_M_CB_Combat_HealRequest_High_IG_003,P=I need a medpen.
PH_PU_GENOUTLAW2_M_CB_Combat_HealThanks_IG_001,P=Thanks for the heal.
PH_PU_GENOUTLAW2_M_CB_Combat_HealThanks_IG_002,P=Healed up, thanks!
PH_PU_GENOUTLAW2_M_CB_Combat_HealThanks_IG_003,P=Awesome, thanks!
PH_PU_GENOUTLAW2_M_CB_Combat_KeepFighting_High_IG_001,P=Keep it up!
PH_PU_GENOUTLAW2_M_CB_Combat_KeepFighting_High_IG_002,P=Come on, we got this!
PH_PU_GENOUTLAW2_M_CB_Combat_KeepFighting_High_IG_003,P=Fuckin' kill 'em. Yeah!
PH_PU_GENOUTLAW2_M_CB_Combat_LastManStanding_Cocky_High_IG_001,P=Now for the fun part.
PH_PU_GENOUTLAW2_M_CB_Combat_LastManStanding_Cocky_High_IG_002,P=Odds are still in my favor.
PH_PU_GENOUTLAW2_M_CB_Combat_LastManStanding_Cocky_High_IG_003,P=Leave, now! Before I take you all down.
PH_PU_GENOUTLAW2_M_CB_Combat_LastManStanding_Panic_IG_001,P=Come on, come on. I got this!
PH_PU_GENOUTLAW2_M_CB_Combat_LastManStanding_Panic_IG_002,P=No, no, no. I'm not dying today...
PH_PU_GENOUTLAW2_M_CB_Combat_LastManStanding_Panic_IG_003,P=Damn it! This can't be it...
PH_PU_GENOUTLAW2_M_CB_Combat_LastOfThem_IG_001,P=Killed 'em all!
PH_PU_GENOUTLAW2_M_CB_Combat_LastOfThem_IG_002,P=All clear!
PH_PU_GENOUTLAW2_M_CB_Combat_LastOfThem_IG_003,P=That was all of 'em, right?
PH_PU_GENOUTLAW2_M_CB_Combat_NoticeNotLastKnown_IG_001,P=Where the hell they go?
PH_PU_GENOUTLAW2_M_CB_Combat_NoticeNotLastKnown_IG_002,P=Can't find 'em anymore.
PH_PU_GENOUTLAW2_M_CB_Combat_NoticeNotLastKnown_IG_003,P=Bastard slipped away.
PH_PU_GENOUTLAW2_M_CB_Combat_OutOfAmmo_High_IG_001,P=Shit, I'm out!
PH_PU_GENOUTLAW2_M_CB_Combat_OutOfAmmo_High_IG_002,P=Out of ammo.
PH_PU_GENOUTLAW2_M_CB_Combat_OutOfAmmo_High_IG_003,P=Empty!
PH_PU_GENOUTLAW2_M_CB_Combat_Overheating_High_IG_001,P=Damn gun overheated.
PH_PU_GENOUTLAW2_M_CB_Combat_Overheating_High_IG_002,P=Need a second to cool down!
PH_PU_GENOUTLAW2_M_CB_Combat_Overheating_High_IG_003,P=Shit, going magma.
PH_PU_GENOUTLAW2_M_CB_Combat_ReinforcementsArrive_High_IG_001,P=Backup finally made it.
PH_PU_GENOUTLAW2_M_CB_Combat_ReinforcementsArrive_High_IG_002,P=Welcome to the shitshow!
PH_PU_GENOUTLAW2_M_CB_Combat_ReinforcementsArrive_High_IG_003,P=Thought you'd never arrive.
PH_PU_GENOUTLAW2_M_CB_Combat_ReinforcementsInRoute_High_IG_001,P=Finally! Reinforcements en route.
PH_PU_GENOUTLAW2_M_CB_Combat_ReinforcementsInRoute_High_IG_002,P=Backup's close.
PH_PU_GENOUTLAW2_M_CB_Combat_ReinforcementsInRoute_High_IG_003,P=Reinforcements have been deployed.
PH_PU_GENOUTLAW2_M_CB_Combat_ReinforcementsRequest_IntoComms_High_IG_001,P=We need support! Now!
PH_PU_GENOUTLAW2_M_CB_Combat_ReinforcementsRequest_IntoComms_High_IG_002,P=Hello? Send backup before it's too late.
PH_PU_GENOUTLAW2_M_CB_Combat_ReinforcementsRequest_IntoComms_High_IG_003,P=Won't last much longer without that damn backup!
PH_PU_GENOUTLAW2_M_CB_Combat_Reloading_High_IG_001,P=Gotta reload.
PH_PU_GENOUTLAW2_M_CB_Combat_Reloading_High_IG_002,P=Putting in fresh.
PH_PU_GENOUTLAW2_M_CB_Combat_Reloading_High_IG_003,P=Reloading!
PH_PU_GENOUTLAW2_M_CB_Combat_Retreat_High_IG_001,P=Get the hell outta here!
PH_PU_GENOUTLAW2_M_CB_Combat_Retreat_High_IG_002,P=Retreat!
PH_PU_GENOUTLAW2_M_CB_Combat_Retreat_High_IG_003,P=Shit, we're being overrun!
PH_PU_GENOUTLAW2_M_CB_Combat_SpreadOut_High_IG_001,P=Everyone spread out.
PH_PU_GENOUTLAW2_M_CB_Combat_SpreadOut_High_IG_002,P=Stretch it out.
PH_PU_GENOUTLAW2_M_CB_Combat_SpreadOut_High_IG_003,P=Put a little more space between us.
PH_PU_GENOUTLAW2_M_CB_Combat_StayClose_High_IG_001,P=Keep it close.
PH_PU_GENOUTLAW2_M_CB_Combat_StayClose_High_IG_002,P=Tighten up.
PH_PU_GENOUTLAW2_M_CB_Combat_StayClose_High_IG_003,P=Stay on me.
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_Anger_High_IG_001,P=You're so dead!
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_Anger_High_IG_002,P=Do the smart thing and kill yourself now! Cause if I find you, you'll regret it.
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_Anger_High_IG_003,P=Enough of this shit!
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_Hiding_High_IG_001,P=Thought you wanted this fight!
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_Hiding_High_IG_002,P=Come on out. Let's just talk this through.
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_Hiding_High_IG_003,P=No wonder you're still alive. You're a damn coward!
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_High_IG_001,P=This ain't gonna end well for you!
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_High_IG_002,P=I'll bet you wish you could go back and play this different.
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_High_IG_003,P=You screwed with the wrong people.
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_MissesTarget_High_IG_001,P=Got a whole clip here with your name on it.
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_MissesTarget_High_IG_002,P=Yeah, keep moving. Tire yourself out.
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_MissesTarget_High_IG_003,P=Dodge all you want. This ends with you dead!
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_ShotsMiss_High_IG_001,P=You see that? You can't even hit me.
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_ShotsMiss_High_IG_002,P=Did you just learn how to shoot that thing?
PH_PU_GENOUTLAW2_M_CB_Combat_Taunt_ShotsMiss_High_IG_003,P=Gotta get you a better gun.
PH_PU_GENOUTLAW2_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_001,P=We're clear.
PH_PU_GENOUTLAW2_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_002,P=Couldn't find anything out here.
PH_PU_GENOUTLAW2_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_003,P=Nothing to worry about.
PH_PU_GENOUTLAW2_M_CB_Hunting_Deescalate_ThreatLow_IG_001,P=Knew it. It's nothing.
PH_PU_GENOUTLAW2_M_CB_Hunting_Deescalate_ThreatLow_IG_002,P=Huh, not a thing.
PH_PU_GENOUTLAW2_M_CB_Hunting_Deescalate_ThreatLow_IG_003,P=Didn't see a damn thing.
PH_PU_GENOUTLAW2_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_001,P=I knew there was something.
PH_PU_GENOUTLAW2_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_002,P=Someone else is around here, I swear.
PH_PU_GENOUTLAW2_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_003,P=Better look again.
PH_PU_GENOUTLAW2_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_001,P=There's some kind of issue here. I'll keep you updated.
PH_PU_GENOUTLAW2_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_002,P=Gonna keep searching.
PH_PU_GENOUTLAW2_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_003,P=Hey, I think I'm on to something. Get ready just in case.
PH_PU_GENOUTLAW2_M_CB_Hunting_FalseAlarm_ThreatLow_IG_001,P=Forget it. False alarm.
PH_PU_GENOUTLAW2_M_CB_Hunting_FalseAlarm_ThreatLow_IG_002,P=Got all worked up over nothing.
PH_PU_GENOUTLAW2_M_CB_Hunting_FalseAlarm_ThreatLow_IG_003,P=Well, that wasn't what I expected.
PH_PU_GENOUTLAW2_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_001,P=It was a false alarm.
PH_PU_GENOUTLAW2_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_002,P=All good. Forget about it.
PH_PU_GENOUTLAW2_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_003,P=Hey, everyone can relax.
PH_PU_GENOUTLAW2_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_001,P=Find out what's there and report back.
PH_PU_GENOUTLAW2_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_002,P=This one's all you.
PH_PU_GENOUTLAW2_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_003,P=What? I got that last one.
PH_PU_GENOUTLAW2_M_CB_Hunting_Investigate_ThreatLow_IG_001,P=I'll give it a glance.
PH_PU_GENOUTLAW2_M_CB_Hunting_Investigate_ThreatLow_IG_002,P=Looking into it.
PH_PU_GENOUTLAW2_M_CB_Hunting_Investigate_ThreatLow_IG_003,P=Let's see what's going on.
PH_PU_GENOUTLAW2_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_001,P=Investigating something unusual. It's probably nothing,
PH_PU_GENOUTLAW2_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_002,P=Gonna check something out real quick.
PH_PU_GENOUTLAW2_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_003,P=Something's going on. Taking a look.
PH_PU_GENOUTLAW2_M_CB_Hunting_KeepSearching_IG_001,P=They're around here somewhere. Keep at it.
PH_PU_GENOUTLAW2_M_CB_Hunting_KeepSearching_IG_002,P=No one stops looking until we find the bastard.
PH_PU_GENOUTLAW2_M_CB_Hunting_KeepSearching_IG_003,P=We don't let anyone get away, understand?
PH_PU_GENOUTLAW2_M_CB_Hunting_SearchFail_KnownThreat_IG_001,P=Who let them get away?
PH_PU_GENOUTLAW2_M_CB_Hunting_SearchFail_KnownThreat_IG_002,P=Disgraceful, letting 'em get away like that.
PH_PU_GENOUTLAW2_M_CB_Hunting_SearchFail_KnownThreat_IG_003,P=Letting 'em escape is unacceptable, damn it!
PH_PU_GENOUTLAW2_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_001,P=Don't know what to say, but they're gone.
PH_PU_GENOUTLAW2_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_002,P=They got away, and I wouldn't be surprised if someone around here helped 'em.
PH_PU_GENOUTLAW2_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_003,P=I agree. Them escaping is not ideal, but I don't know what the hell else to do about it.
PH_PU_GENOUTLAW2_M_CB_Hunting_SearchFail_ThreatMed_IG_001,P=Whatever it was its gone now.
PH_PU_GENOUTLAW2_M_CB_Hunting_SearchFail_ThreatMed_IG_002,P=Shit, I swear they were right here.
PH_PU_GENOUTLAW2_M_CB_Hunting_SearchFail_ThreatMed_IG_003,P=That's impossible... nothing's there.
PH_PU_GENOUTLAW2_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_001,P=Hey, nothing's there.
PH_PU_GENOUTLAW2_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_002,P=Yeah, strangest thing, I can't find anything.
PH_PU_GENOUTLAW2_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_003,P=The investigation didn't turn up anything.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearchCorpse_ThreatMed_IG_001,P=Someone's gonna to pay for dropping this body.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearchCorpse_ThreatMed_IG_002,P=Get those guns locked and loaded. Whoever did this is probably still here.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearchCorpse_ThreatMed_IG_003,P=Start searching. Can't let whoever did this get away.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearchCorpse_ThreatMed_IntoComms_IG_001,P=Got a ghost. Starting a sweep to find the bastard responsible.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearchCorpse_ThreatMed_IntoComms_IG_002,P=Came across a body. Gonna investigate the area.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearchCorpse_ThreatMed_IntoComms_IG_003,P=Someone got dropped. Gonna look around and get to the bottom.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_NotLastKnown_IG_001,P=Don't let the bastard escape. Find 'em.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_NotLastKnown_IG_002,P=Shit, wherever they are, they won't get away long.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_NotLastKnown_IG_003,P=Damn, they're gone. Let's find 'em.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_001,P=Bastards slipped our surveillance, but I'll find 'em.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_002,P=The're gone, probably not far. I'll keep looking.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_003,P=Yeah, they're either gone or hiding real good. I'll do another sweep.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatHigh_IG_001,P=Find 'em! Kill 'em!
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatHigh_IG_002,P=Move out, find 'em!
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatHigh_IG_003,P=Let's get the jump on 'em!
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_001,P=Moving out to investigate.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_002,P=Yeah, I'll get to the bottom of it.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_003,P=If something's here, I'm gonna find it.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatMed_IG_001,P=Better check that out.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatMed_IG_002,P=Let's go to work.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatMed_IG_003,P=That's worth checking out.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_001,P=Heads up. Taking a walk around. Think we might have an audience.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_002,P=Maybe got something. Kicking off a patrol to look into it.
PH_PU_GENOUTLAW2_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_003,P=Something's up. I'll get to the bottom of it and let you know.
PH_PU_GENOUTLAW2_M_CB_Hunting_Taunt_Lost_High_IG_001,P=Hide all you want. It's better this way. More fun.
PH_PU_GENOUTLAW2_M_CB_Hunting_Taunt_Lost_High_IG_002,P=Go on, keep hiding. The hunt's my favorite part.
PH_PU_GENOUTLAW2_M_CB_Hunting_Taunt_Lost_High_IG_003,P=I'll spend all day hunting you down if I have to.
PH_PU_GENOUTLAW2_M_CB_Hunting_Taunt_Searching_Low_IG_001,P=The harder I have to look for you the angrier I get.
PH_PU_GENOUTLAW2_M_CB_Hunting_Taunt_Searching_Low_IG_002,P=Just come on out, and we can keep this from becoming a bigger deal than it is.
PH_PU_GENOUTLAW2_M_CB_Hunting_Taunt_Searching_Low_IG_003,P=Come on. Come on out. No one needs to get hurt here.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_001,P=Taking fire!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_002,P=Shit, that was close.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_003,P=Some bastard's after me!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_001,P=Found a frickin' body.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_002,P=Wonder what this one did wrong.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_003,P=Who killed 'em? Was this one of you?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_001,P=Someone got knocked!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_002,P=Taking injuries!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_003,P=We're gettin' hit!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_001,P=That's a damn grenade!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_002,P=Incoming! Look out!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_003,P=Grenade, shit!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_001,P=Shots fired!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_002,P=Shit! Those shots are close.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_003,P=Who the hell's shooting?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_001,P=Hit the floor!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_002,P=Down, down, rocket!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_003,P=Rocket coming this way.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_001,P=Sniper shots!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_002,P=Someone's headhunting!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_003,P=Sniper!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_001,P=Seriously, what's going on?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_002,P=Come on, again?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_003,P=Someone better not be messing with me.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_001,P=Something's not right.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_002,P=The hell? Any idea what that was?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_003,P=I don't like this one damn bit.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_000,P=Quit bugging me over nothing.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_002,P=Stop messing around and stay focused.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_003,P=You're in your head. Nothing's there.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_001,P=Someone wants to tussle.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_002,P=Bring it!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_003,P=Today just got interesting.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_001,P=What is that?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_002,P=Hello?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_003,P=Someone there?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_004,P=Huh?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_005,P=What?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_001,P=Okay. That's not good.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_002,P=The hell!
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_003,P=Don't like this one damn bit.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_001,P=Definitely heard something.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_002,P=Yeah, I heard it too.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_003,P=Yeah. What was that?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_001,P=Settle down. I didn't hear shit.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_002,P=Damn you're paranoid.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_003,P=You better not be high again.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSound_ThreatLow_IG_001,P=You hear that noise?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSound_ThreatLow_IG_002,P=Did you hear something?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeSound_ThreatLow_IG_003,P=Swear I heard something.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_001,P=Saw that too.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_002,P=What'd you see? I couldn't make it out.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_003,P=Spotted it too.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_001,P=What you going on about?
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_002,P=I didn't see shit.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_003,P=Don't get all worked up over nothing.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_001,P=I just saw something.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_002,P=Think i spotted something over there.
PH_PU_GENOUTLAW2_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_003,P=Did you see that?
PH_PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_High_IG_001,P=Hell yeah!
PH_PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_High_IG_002,P=You got it!
PH_PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_High_IG_003,P=Yeah, that's it!
PH_PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_IG_001,P=Got it.
PH_PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_IG_002,P=Yeah.
PH_PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_IG_003,P=Okay.
PH_PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_IntoComms_IG_001,P=Affirmative.
PH_PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_IntoComms_IG_002,P=Yes.
PH_PU_GENOUTLAW3_M_BS_General_AffirmativeResponse_IntoComms_IG_003,P=Sure thing.
PH_PU_GENOUTLAW3_M_BS_General_Celebration_High_IG_001,P=I live for this shit.
PH_PU_GENOUTLAW3_M_BS_General_Celebration_High_IG_002,P=Yeah, that's right!
PH_PU_GENOUTLAW3_M_BS_General_Celebration_High_IG_003,P=How 'bout that?
PH_PU_GENOUTLAW3_M_BS_General_Choking_Death_IG_EX_001,P=< choked to death >
PH_PU_GENOUTLAW3_M_BS_General_Choking_Death_IG_EX_002,P=< choked to death >
PH_PU_GENOUTLAW3_M_BS_General_Choking_Death_IG_EX_003,P=< choked to death >
PH_PU_GENOUTLAW3_M_BS_General_Choking_Struggle_IG_EX_001,P=< choking >
PH_PU_GENOUTLAW3_M_BS_General_Choking_Struggle_IG_EX_002,P=< choking >
PH_PU_GENOUTLAW3_M_BS_General_Choking_Struggle_IG_EX_003,P=< choking >
PH_PU_GENOUTLAW3_M_BS_General_DeathThroe_High_IG_EX_001,P=< death from explosion >
PH_PU_GENOUTLAW3_M_BS_General_DeathThroe_High_IG_EX_002,P=< death from explosion >
PH_PU_GENOUTLAW3_M_BS_General_DeathThroe_High_IG_EX_003,P=< death from explosion >
PH_PU_GENOUTLAW3_M_BS_General_DeathThroe_Low_IG_EX_001,P=< bleeding out death >
PH_PU_GENOUTLAW3_M_BS_General_DeathThroe_Low_IG_EX_002,P=< bleeding out death >
PH_PU_GENOUTLAW3_M_BS_General_DeathThroe_Low_IG_EX_003,P=< bleeding out death >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Angry_IG_EX_001,P=< angry sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Angry_IG_EX_002,P=< angry sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Angry_IG_EX_003,P=< angry sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Elation_IG_EX_001,P=< happy sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Elation_IG_EX_002,P=< happy sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Elation_IG_EX_003,P=< happy sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Frustrated_IG_EX_001,P=< frustrated sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Frustrated_IG_EX_002,P=< frustrated sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Frustrated_IG_EX_003,P=< frustrated sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_IdleFidget_IG_EX_001,P=< idling sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_IdleFidget_IG_EX_002,P=< cough >
PH_PU_GENOUTLAW3_M_BS_General_Emote_IdleFidget_IG_EX_003,P=< throat clear >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Mocking_IG_EX_001,P=< mocking sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Mocking_IG_EX_002,P=< mocking sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Mocking_IG_EX_003,P=< mocking sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Pain_IG_EX_001,P=< pain sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Pain_IG_EX_002,P=< pain sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Pain_IG_EX_003,P=< pain sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Puzzled_IG_EX_001,P=< puzzled sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Puzzled_IG_EX_002,P=< puzzled sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Puzzled_IG_EX_003,P=< puzzled sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Surprised_IG_EX_001,P=< surprised sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Surprised_IG_EX_002,P=< surprised sound >
PH_PU_GENOUTLAW3_M_BS_General_Emote_Surprised_IG_EX_003,P=< surprised sound >
PH_PU_GENOUTLAW3_M_BS_General_Expletives_High_IG_001,P=Shit!
PH_PU_GENOUTLAW3_M_BS_General_Expletives_High_IG_002,P=Dammit!
PH_PU_GENOUTLAW3_M_BS_General_Expletives_High_IG_003,P=Stupid skag!
PH_PU_GENOUTLAW3_M_BS_General_Expletives_Low_IG_001,P=Oh, come on...
PH_PU_GENOUTLAW3_M_BS_General_Expletives_Low_IG_002,P=That sucks.
PH_PU_GENOUTLAW3_M_BS_General_Expletives_Low_IG_003,P=Frickin' ridiculous.
PH_PU_GENOUTLAW3_M_BS_General_Expletives_Surprised_IG_001,P=Shit!
PH_PU_GENOUTLAW3_M_BS_General_Expletives_Surprised_IG_002,P=What the hell?!
PH_PU_GENOUTLAW3_M_BS_General_Expletives_Surprised_IG_003,P=Oh shit!
PH_PU_GENOUTLAW3_M_BS_General_GetHits_Pain_High_IG_EX_001,P=< hit by something big >
PH_PU_GENOUTLAW3_M_BS_General_GetHits_Pain_High_IG_EX_002,P=< hit by something big >
PH_PU_GENOUTLAW3_M_BS_General_GetHits_Pain_High_IG_EX_003,P=< hit by something big >
PH_PU_GENOUTLAW3_M_BS_General_GetHits_Pain_Low_IG_EX_001,P=< hit by something small >
PH_PU_GENOUTLAW3_M_BS_General_GetHits_Pain_Low_IG_EX_002,P=< hit by something small >
PH_PU_GENOUTLAW3_M_BS_General_GetHits_Pain_Low_IG_EX_003,P=< hit by something small >
PH_PU_GENOUTLAW3_M_BS_General_GiveMelee_High_IG_EX_001,P=< big punch exertion >
PH_PU_GENOUTLAW3_M_BS_General_GiveMelee_High_IG_EX_002,P=< big punch exertion >
PH_PU_GENOUTLAW3_M_BS_General_GiveMelee_High_IG_EX_003,P=< big punch exertion >
PH_PU_GENOUTLAW3_M_BS_General_GiveMelee_Low_IG_EX_001,P=< punch exertion >
PH_PU_GENOUTLAW3_M_BS_General_GiveMelee_Low_IG_EX_002,P=< punch exertion >
PH_PU_GENOUTLAW3_M_BS_General_GiveMelee_Low_IG_EX_003,P=< punch exertion >
PH_PU_GENOUTLAW3_M_BS_General_NegativeResponse_High_IG_001,P=Hell no!
PH_PU_GENOUTLAW3_M_BS_General_NegativeResponse_High_IG_002,P=Forget it.
PH_PU_GENOUTLAW3_M_BS_General_NegativeResponse_High_IG_003,P=Not a chance!
PH_PU_GENOUTLAW3_M_BS_General_NegativeResponse_IG_001,P=Nope.
PH_PU_GENOUTLAW3_M_BS_General_NegativeResponse_IG_002,P=No way.
PH_PU_GENOUTLAW3_M_BS_General_NegativeResponse_IG_003,P=Naw.
PH_PU_GENOUTLAW3_M_BS_General_NegativeResponse_IntoComms_IG_001,P=No.
PH_PU_GENOUTLAW3_M_BS_General_NegativeResponse_IntoComms_IG_002,P=Nope.
PH_PU_GENOUTLAW3_M_BS_General_NegativeResponse_IntoComms_IG_003,P=Negative.
PH_PU_GENOUTLAW3_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_001,P=Got one!
PH_PU_GENOUTLAW3_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_002,P=One less to worry about!
PH_PU_GENOUTLAW3_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_003,P=Target eliminated.
PH_PU_GENOUTLAW3_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_001,P=Shit, we're down one.
PH_PU_GENOUTLAW3_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_002,P=Friendly down!
PH_PU_GENOUTLAW3_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_003,P=We lost one.
PH_PU_GENOUTLAW3_M_CB_Combat_AmmoDeny_IG_001,P=Can't spare any.
PH_PU_GENOUTLAW3_M_CB_Combat_AmmoDeny_IG_002,P=Shit, I'm running low too.
PH_PU_GENOUTLAW3_M_CB_Combat_AmmoDeny_IG_003,P=Almost out myself.
PH_PU_GENOUTLAW3_M_CB_Combat_AmmoProvide_IG_001,P=Here's some.
PH_PU_GENOUTLAW3_M_CB_Combat_AmmoProvide_IG_002,P=Got some spare.
PH_PU_GENOUTLAW3_M_CB_Combat_AmmoProvide_IG_003,P=Fine. But this is the last time.
PH_PU_GENOUTLAW3_M_CB_Combat_AmmoRequest_High_IG_001,P=I need some ammo!
PH_PU_GENOUTLAW3_M_CB_Combat_AmmoRequest_High_IG_002,P=Hey, give me a mag!
PH_PU_GENOUTLAW3_M_CB_Combat_AmmoRequest_High_IG_003,P=Ammo? Who's got extra?
PH_PU_GENOUTLAW3_M_CB_Combat_AmmoThanks_IG_001,P=Thanks!
PH_PU_GENOUTLAW3_M_CB_Combat_AmmoThanks_IG_002,P=Owe you one!
PH_PU_GENOUTLAW3_M_CB_Combat_AmmoThanks_IG_003,P=Next kill's in your honor!
PH_PU_GENOUTLAW3_M_CB_Combat_BackupDeny_High_IG_001,P=Can't help now.
PH_PU_GENOUTLAW3_M_CB_Combat_BackupDeny_High_IG_002,P=Got to hold 'em off yourself.
PH_PU_GENOUTLAW3_M_CB_Combat_BackupDeny_High_IG_003,P=Stay strong. You got this.
PH_PU_GENOUTLAW3_M_CB_Combat_BackupProvide_High_IG_001,P=Support, incoming.
PH_PU_GENOUTLAW3_M_CB_Combat_BackupProvide_High_IG_002,P=Here to help.
PH_PU_GENOUTLAW3_M_CB_Combat_BackupProvide_High_IG_003,P=I got you.
PH_PU_GENOUTLAW3_M_CB_Combat_CallBackup_High_IG_001,P=How about some help here?
PH_PU_GENOUTLAW3_M_CB_Combat_CallBackup_High_IG_002,P=Need some support.
PH_PU_GENOUTLAW3_M_CB_Combat_CallBackup_High_IG_003,P=Requesting backup!
PH_PU_GENOUTLAW3_M_CB_Combat_CoverAdvanceFrom_High_IG_001,P=Let's go!
PH_PU_GENOUTLAW3_M_CB_Combat_CoverAdvanceFrom_High_IG_002,P=Pushing!
PH_PU_GENOUTLAW3_M_CB_Combat_CoverAdvanceFrom_High_IG_003,P=Move up!
PH_PU_GENOUTLAW3_M_CB_Combat_CoverFindBetter_High_IG_001,P=Won't last long here. Moving position.
PH_PU_GENOUTLAW3_M_CB_Combat_CoverFindBetter_High_IG_002,P=Changing cover!
PH_PU_GENOUTLAW3_M_CB_Combat_CoverFindBetter_High_IG_003,P=This cover sucks!
PH_PU_GENOUTLAW3_M_CB_Combat_CoverPinnedDown_High_IG_001,P=I'm pinned down!
PH_PU_GENOUTLAW3_M_CB_Combat_CoverPinnedDown_High_IG_002,P=Shit, I'm boxed in!
PH_PU_GENOUTLAW3_M_CB_Combat_CoverPinnedDown_High_IG_003,P=It's raining bullets over here!
PH_PU_GENOUTLAW3_M_CB_Combat_CoverProvide_IG_001,P=Got you covered!
PH_PU_GENOUTLAW3_M_CB_Combat_CoverProvide_IG_002,P=I'll cover you.
PH_PU_GENOUTLAW3_M_CB_Combat_CoverProvide_IG_003,P=Go! I got your back.
PH_PU_GENOUTLAW3_M_CB_Combat_CoverRequest_High_IG_001,P=Need some cover!
PH_PU_GENOUTLAW3_M_CB_Combat_CoverRequest_High_IG_002,P=Cover me!
PH_PU_GENOUTLAW3_M_CB_Combat_CoverRequest_High_IG_003,P=Keep 'em off me!
PH_PU_GENOUTLAW3_M_CB_Combat_DefendTheArea_High_IG_001,P=Hold this ground.
PH_PU_GENOUTLAW3_M_CB_Combat_DefendTheArea_High_IG_002,P=Stand firm. Can't let 'em overrun us.
PH_PU_GENOUTLAW3_M_CB_Combat_DefendTheArea_High_IG_003,P=Don't back down now.
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_Advancing_High_IG_001,P=Enemies on their way!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_Advancing_High_IG_002,P=Here comes trouble!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_Advancing_High_IG_003,P=We've got company!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_EnemyClose_IG_001,P=I got 'em!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_EnemyClose_IG_002,P=Contact! Contact!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_EnemyClose_IG_003,P=Over here!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_High_IG_001,P=Hit 'em!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_High_IG_002,P=Ghost 'em!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_High_IG_003,P=Kill 'em all!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_Intruder_High_IG_001,P=Got some unwelcome guests!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_Intruder_High_IG_002,P=Doesn't anybody fuckin' knock?
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_Intruder_High_IG_003,P=Somebody broke in!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_SearchFound_High_IG_001,P=Enemies spotted!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_SearchFound_High_IG_002,P=Over here. Contact, contact!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_SearchFound_High_IG_003,P=Got eyes on hostiles!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_001,P=They're above us!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_002,P=It's over! They have the high ground!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_003,P=Watch the high ground!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBehind_High_IG_001,P=Behind us!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBehind_High_IG_002,P=Watch your back!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBehind_High_IG_003,P=Behind!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBelow_High_IG_001,P=Down below!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBelow_High_IG_002,P=They're below us!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBelow_High_IG_003,P=Enemies down below!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyClose_High_IG_001,P=They're getting close!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyClose_High_IG_002,P=Shit, they're pushing in!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyClose_High_IG_003,P=You wanna dance?!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyFar_High_IG_001,P=Spotted them! Over there!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyFar_High_IG_002,P=They're lurkin' over there!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyFar_High_IG_003,P=Found 'em. They're over there!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyLeft_High_IG_001,P=Left!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyLeft_High_IG_002,P=On the left!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyLeft_High_IG_003,P=Look left!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyRight_High_IG_001,P=Right!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyRight_High_IG_002,P=On the right!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyRight_High_IG_003,P=Look right!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_GenericHeavy_High_IG_001,P=Got a beast bearing down.
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_GenericHeavy_High_IG_002,P=Heavy inbound!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_GenericHeavy_High_IG_003,P=Heavy coming. Ready up!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_GenericShip_High_IG_001,P=That's doesn't really seem fair.
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_GenericShip_High_IG_002,P=Ship coming in hot.
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_GenericShip_High_IG_003,P=Look out, ship!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_GenericVehicle_High_IG_001,P=Vehicle!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_GenericVehicle_High_IG_002,P=They're trying to ride us down!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_GenericVehicle_High_IG_003,P=Vehicle incoming!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_RocketLauncher_High_IG_001,P=Rocket launcher!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_RocketLauncher_High_IG_002,P=Shit, rocket launcher! Get down!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_RocketLauncher_High_IG_003,P=Watch it, rocket launcher!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_001,P=Sniper!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_002,P=Sniper! Grab cover!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_003,P=They got a sniper rifle!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_Titan_High_IG_001,P=They got a titan!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_Titan_High_IG_002,P=Titan!
PH_PU_GENOUTLAW3_M_CB_Combat_EngageEnemy_WeaponType_Titan_High_IG_003,P=What kind of assholes bring a Titan?
PH_PU_GENOUTLAW3_M_CB_Combat_Fallback_High_IG_001,P=Drop back!
PH_PU_GENOUTLAW3_M_CB_Combat_Fallback_High_IG_002,P=Back to the rally point!
PH_PU_GENOUTLAW3_M_CB_Combat_Fallback_High_IG_003,P=Fall back and regroup.
PH_PU_GENOUTLAW3_M_CB_Combat_FlankThem_High_IG_001,P=Hit their flank!
PH_PU_GENOUTLAW3_M_CB_Combat_FlankThem_High_IG_002,P=Let's flank 'em!
PH_PU_GENOUTLAW3_M_CB_Combat_FlankThem_High_IG_003,P=Circle around and hit their flank.
PH_PU_GENOUTLAW3_M_CB_Combat_FollowMe_High_IG_001,P=Come on, let's go!
PH_PU_GENOUTLAW3_M_CB_Combat_FollowMe_High_IG_002,P=Follow me!
PH_PU_GENOUTLAW3_M_CB_Combat_FollowMe_High_IG_003,P=Let's move out!
PH_PU_GENOUTLAW3_M_CB_Combat_GetHits_FriendlyFire_High_IG_001,P=I'm not the enemy!
PH_PU_GENOUTLAW3_M_CB_Combat_GetHits_FriendlyFire_High_IG_002,P=Shoot one more time, and we're gonna have a fuckin' problem.
PH_PU_GENOUTLAW3_M_CB_Combat_GetHits_FriendlyFire_High_IG_003,P=Watch your damn aim!
PH_PU_GENOUTLAW3_M_CB_Combat_GetHits_ImHit_High_IG_001,P=I'm hit!
PH_PU_GENOUTLAW3_M_CB_Combat_GetHits_ImHit_High_IG_002,P=I got clipped!
PH_PU_GENOUTLAW3_M_CB_Combat_GetHits_ImHit_High_IG_003,P=I'm shot!
PH_PU_GENOUTLAW3_M_CB_Combat_GrenadeIncoming_High_IG_001,P=Grenade!
PH_PU_GENOUTLAW3_M_CB_Combat_GrenadeIncoming_High_IG_002,P=Grenade! Take cover!
PH_PU_GENOUTLAW3_M_CB_Combat_GrenadeIncoming_High_IG_003,P=Incoming!
PH_PU_GENOUTLAW3_M_CB_Combat_GrenadeThrowing_High_IG_001,P=Tossing one their way.
PH_PU_GENOUTLAW3_M_CB_Combat_GrenadeThrowing_High_IG_002,P=Let's see how they like this.
PH_PU_GENOUTLAW3_M_CB_Combat_GrenadeThrowing_High_IG_003,P=Hot rock!
PH_PU_GENOUTLAW3_M_CB_Combat_HealDeny_IG_001,P=Can't spare one.
PH_PU_GENOUTLAW3_M_CB_Combat_HealDeny_IG_002,P=I'm out too.
PH_PU_GENOUTLAW3_M_CB_Combat_HealDeny_IG_003,P=Then you should have brought some!
PH_PU_GENOUTLAW3_M_CB_Combat_HealProvide_IG_001,P=I got you.
PH_PU_GENOUTLAW3_M_CB_Combat_HealProvide_IG_002,P=Got a heal for you.
PH_PU_GENOUTLAW3_M_CB_Combat_HealProvide_IG_003,P=See if this helps.
PH_PU_GENOUTLAW3_M_CB_Combat_HealRequest_High_IG_001,P=Need a heal!
PH_PU_GENOUTLAW3_M_CB_Combat_HealRequest_High_IG_002,P=Anyone got a medpen?
PH_PU_GENOUTLAW3_M_CB_Combat_HealRequest_High_IG_003,P=Need a medpen, quick!
PH_PU_GENOUTLAW3_M_CB_Combat_HealThanks_IG_001,P=I owe you.
PH_PU_GENOUTLAW3_M_CB_Combat_HealThanks_IG_002,P=Thanks!
PH_PU_GENOUTLAW3_M_CB_Combat_HealThanks_IG_003,P=You saved my ass.
PH_PU_GENOUTLAW3_M_CB_Combat_KeepFighting_High_IG_001,P=Keep up the pressure.
PH_PU_GENOUTLAW3_M_CB_Combat_KeepFighting_High_IG_002,P=Take it to them.
PH_PU_GENOUTLAW3_M_CB_Combat_KeepFighting_High_IG_003,P=Don't let up now.
PH_PU_GENOUTLAW3_M_CB_Combat_LastManStanding_Cocky_High_IG_001,P=Come on! You scared or something? Let's finish this!
PH_PU_GENOUTLAW3_M_CB_Combat_LastManStanding_Cocky_High_IG_002,P=This isn't over! I'm just getting started.
PH_PU_GENOUTLAW3_M_CB_Combat_LastManStanding_Cocky_High_IG_003,P=If I'm going down then I'm bring you skags with me!
PH_PU_GENOUTLAW3_M_CB_Combat_LastManStanding_Panic_IG_001,P=Shit, shit, shit.
PH_PU_GENOUTLAW3_M_CB_Combat_LastManStanding_Panic_IG_002,P=You can do this.
PH_PU_GENOUTLAW3_M_CB_Combat_LastManStanding_Panic_IG_003,P=Keep it together...
PH_PU_GENOUTLAW3_M_CB_Combat_LastOfThem_IG_001,P=Threat eliminated!
PH_PU_GENOUTLAW3_M_CB_Combat_LastOfThem_IG_002,P=All the skags are dead.
PH_PU_GENOUTLAW3_M_CB_Combat_LastOfThem_IG_003,P=We're clear.
PH_PU_GENOUTLAW3_M_CB_Combat_NoticeNotLastKnown_IG_001,P=Shit, they're gone!
PH_PU_GENOUTLAW3_M_CB_Combat_NoticeNotLastKnown_IG_002,P=Careful, I lost 'em.
PH_PU_GENOUTLAW3_M_CB_Combat_NoticeNotLastKnown_IG_003,P=I lost eyes on them.
PH_PU_GENOUTLAW3_M_CB_Combat_OutOfAmmo_High_IG_001,P=Ammo's empty.
PH_PU_GENOUTLAW3_M_CB_Combat_OutOfAmmo_High_IG_002,P=I'm out.
PH_PU_GENOUTLAW3_M_CB_Combat_OutOfAmmo_High_IG_003,P=Gone dry!
PH_PU_GENOUTLAW3_M_CB_Combat_Overheating_High_IG_001,P=Cooling down!
PH_PU_GENOUTLAW3_M_CB_Combat_Overheating_High_IG_002,P=Crap. I went red!
PH_PU_GENOUTLAW3_M_CB_Combat_Overheating_High_IG_003,P=No, no, no... Damn it.
PH_PU_GENOUTLAW3_M_CB_Combat_ReinforcementsArrive_High_IG_001,P=Support's here.
PH_PU_GENOUTLAW3_M_CB_Combat_ReinforcementsArrive_High_IG_002,P=Backup has arrived.
PH_PU_GENOUTLAW3_M_CB_Combat_ReinforcementsArrive_High_IG_003,P=Finally, we got reinforcements.
PH_PU_GENOUTLAW3_M_CB_Combat_ReinforcementsInRoute_High_IG_001,P=Reinforcements should be here soon.
PH_PU_GENOUTLAW3_M_CB_Combat_ReinforcementsInRoute_High_IG_002,P=Backup is on the way.
PH_PU_GENOUTLAW3_M_CB_Combat_ReinforcementsInRoute_High_IG_003,P=Help's almost here.
PH_PU_GENOUTLAW3_M_CB_Combat_ReinforcementsRequest_IntoComms_High_IG_001,P=Send some support, over.
PH_PU_GENOUTLAW3_M_CB_Combat_ReinforcementsRequest_IntoComms_High_IG_002,P=Backup needed, over!
PH_PU_GENOUTLAW3_M_CB_Combat_ReinforcementsRequest_IntoComms_High_IG_003,P=Where's that backup?
PH_PU_GENOUTLAW3_M_CB_Combat_Reloading_High_IG_001,P=Reup!
PH_PU_GENOUTLAW3_M_CB_Combat_Reloading_High_IG_002,P=Reloading!
PH_PU_GENOUTLAW3_M_CB_Combat_Reloading_High_IG_003,P=Switching out.
PH_PU_GENOUTLAW3_M_CB_Combat_Retreat_High_IG_001,P=Retreat!
PH_PU_GENOUTLAW3_M_CB_Combat_Retreat_High_IG_002,P=Run for your life!
PH_PU_GENOUTLAW3_M_CB_Combat_Retreat_High_IG_003,P=Move out! We won't last long here.
PH_PU_GENOUTLAW3_M_CB_Combat_SpreadOut_High_IG_001,P=Fan out.
PH_PU_GENOUTLAW3_M_CB_Combat_SpreadOut_High_IG_002,P=Let's spread out.
PH_PU_GENOUTLAW3_M_CB_Combat_SpreadOut_High_IG_003,P=Make a spread.
PH_PU_GENOUTLAW3_M_CB_Combat_StayClose_High_IG_001,P=Stay close.
PH_PU_GENOUTLAW3_M_CB_Combat_StayClose_High_IG_002,P=Don't wander off.
PH_PU_GENOUTLAW3_M_CB_Combat_StayClose_High_IG_003,P=Keep it tight.
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_Anger_High_IG_001,P=I'm gonna enjoy this.
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_Anger_High_IG_002,P=Oh... I am going to make you pay for this!
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_Anger_High_IG_003,P=Time to reap the whirlwind, fucker.
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_Hiding_High_IG_001,P=Somone's too scared to come out and fight.
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_Hiding_High_IG_002,P= Come out and play.
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_Hiding_High_IG_003,P=Why you hiding?
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_High_IG_001,P=Time for the fun part!
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_High_IG_002,P=I'm going to mess you up!
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_High_IG_003,P=Believe me, this is going to hurt.
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_MissesTarget_High_IG_001,P=Stay still, damn it!
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_MissesTarget_High_IG_002,P=Shit, missed.
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_MissesTarget_High_IG_003,P=Time to end this!
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_ShotsMiss_High_IG_001,P=You feel that? Your fear's getting the better of you.
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_ShotsMiss_High_IG_002,P=You're in way over your head.
PH_PU_GENOUTLAW3_M_CB_Combat_Taunt_ShotsMiss_High_IG_003,P=You couldn't shoot straight if you tried.
PH_PU_GENOUTLAW3_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_001,P=I'm done looking around. Nothing here.
PH_PU_GENOUTLAW3_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_002,P=Not seeing anything. It was probably nothing.
PH_PU_GENOUTLAW3_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_003,P=Yeah, couldn't find anything.
PH_PU_GENOUTLAW3_M_CB_Hunting_Deescalate_ThreatLow_IG_001,P=Maybe I'm going crazy.
PH_PU_GENOUTLAW3_M_CB_Hunting_Deescalate_ThreatLow_IG_002,P=Guess it's nothing to worry about.
PH_PU_GENOUTLAW3_M_CB_Hunting_Deescalate_ThreatLow_IG_003,P=Huh. Nothing...
PH_PU_GENOUTLAW3_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_001,P=I'm going to take a closer look.
PH_PU_GENOUTLAW3_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_002,P=Stay alert, something's not right.
PH_PU_GENOUTLAW3_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_003,P=Huh... better keep looking.
PH_PU_GENOUTLAW3_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_001,P=Hey, looks like my grandma's tracking skills are paying off. Think I'm on the right path.
PH_PU_GENOUTLAW3_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_002,P=Yeah, Maybe got something. going to keep looking.
PH_PU_GENOUTLAW3_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_003,P=So, looks like my hunch was right. Still searching, but I'll find them.
PH_PU_GENOUTLAW3_M_CB_Hunting_FalseAlarm_ThreatLow_IG_001,P=Everybody can relax. False alarm.
PH_PU_GENOUTLAW3_M_CB_Hunting_FalseAlarm_ThreatLow_IG_002,P=Well, that was a waste of time.
PH_PU_GENOUTLAW3_M_CB_Hunting_FalseAlarm_ThreatLow_IG_003,P=Nothing to be concerned about.
PH_PU_GENOUTLAW3_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_001,P=Hey, false alarm.
PH_PU_GENOUTLAW3_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_002,P=Turns out it was nothing to worry about.
PH_PU_GENOUTLAW3_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_003,P=Nothing to report, over.
PH_PU_GENOUTLAW3_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_001,P=You're up.
PH_PU_GENOUTLAW3_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_002,P=Go see what that is.
PH_PU_GENOUTLAW3_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_003,P=Hustle up and take a look.
PH_PU_GENOUTLAW3_M_CB_Hunting_Investigate_ThreatLow_IG_001,P=I'll check it out.
PH_PU_GENOUTLAW3_M_CB_Hunting_Investigate_ThreatLow_IG_002,P=Guess I should look into it.
PH_PU_GENOUTLAW3_M_CB_Hunting_Investigate_ThreatLow_IG_003,P=I'll take this one.
PH_PU_GENOUTLAW3_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_001,P=Think something up. I'll check it out.
PH_PU_GENOUTLAW3_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_002,P=Gonna go take a look around. Be right back.
PH_PU_GENOUTLAW3_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_003,P=Hey, I'm gonna check on something. If you don't hear back from me, I've been murdered.
PH_PU_GENOUTLAW3_M_CB_Hunting_KeepSearching_IG_001,P=Keep looking. They're here someplace.
PH_PU_GENOUTLAW3_M_CB_Hunting_KeepSearching_IG_002,P=Let's spread out and cover more ground.
PH_PU_GENOUTLAW3_M_CB_Hunting_KeepSearching_IG_003,P=We'll find 'em. They couldn't have gone far.
PH_PU_GENOUTLAW3_M_CB_Hunting_SearchFail_KnownThreat_IG_001,P=Shit, can't find any trace of 'em.
PH_PU_GENOUTLAW3_M_CB_Hunting_SearchFail_KnownThreat_IG_002,P=Must be gone.
PH_PU_GENOUTLAW3_M_CB_Hunting_SearchFail_KnownThreat_IG_003,P=How the hell the get away from us?
PH_PU_GENOUTLAW3_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_001,P=Can't find 'em anywhere. Think they slipped.
PH_PU_GENOUTLAW3_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_002,P=Looked everywhere. Must've vacated.
PH_PU_GENOUTLAW3_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_003,P=Came up empty. No idea where the skag went.
PH_PU_GENOUTLAW3_M_CB_Hunting_SearchFail_ThreatMed_IG_001,P=Damn, where'd they go?
PH_PU_GENOUTLAW3_M_CB_Hunting_SearchFail_ThreatMed_IG_002,P=Nothing. Hmmm...
PH_PU_GENOUTLAW3_M_CB_Hunting_SearchFail_ThreatMed_IG_003,P=Didn't find a thing.
PH_PU_GENOUTLAW3_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_001,P=Search turned up nothing, over.
PH_PU_GENOUTLAW3_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_002,P=Nothing to report.
PH_PU_GENOUTLAW3_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_003,P=Yeah, they must be gone.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearchCorpse_ThreatMed_IG_001,P=Search the area. Find the snake responsible.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearchCorpse_ThreatMed_IG_002,P=Got a dead one here. Everyone watch out.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearchCorpse_ThreatMed_IG_003,P=Eyes wide everyone. Find who did this.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearchCorpse_ThreatMed_IntoComms_IG_001,P=Found a body, searching the area.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearchCorpse_ThreatMed_IntoComms_IG_002,P=Put out a word of warning. I found a body. Looking around now.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearchCorpse_ThreatMed_IntoComms_IG_003,P=There's a body here. Gonna find who did the deed.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_NotLastKnown_IG_001,P=Skag slipped me. Can't let 'em get away.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_NotLastKnown_IG_002,P=They're gone. Better search high and low to find 'em.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_NotLastKnown_IG_003,P=Someone get eyes on this slippery bastard, now.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_001,P=Lost track of the target. Starting a sweep now.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_002,P=They snuck off. Going to track 'em down.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_003,P=Listen. I'm going to find this skag and make 'em regret giving me the slip.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatHigh_IG_001,P=Let's track 'em down, quick.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatHigh_IG_002,P=Come on, who wants first crack?
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatHigh_IG_003,P=Time's a wastin'. Let's go.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_001,P=Taking a sweep through. Find whoever the hell this is.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_002,P=Bit of ruckus. On my way to find out the cause.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_003,P=Got some trouble brewing. Looking into it now.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatMed_IG_001,P=Better look into this.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatMed_IG_002,P=That's not right. I'm going to check it out.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatMed_IG_003,P=That's worth investigating.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_001,P=Something's up. Checking it out, over.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_002,P=Not sure exactly what's going on, but I'm gonna investigate.
PH_PU_GENOUTLAW3_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_003,P=Some strange ass stuff is going on. Gonna look into it.
PH_PU_GENOUTLAW3_M_CB_Hunting_Taunt_Lost_High_IG_001,P=Cowards hide. You a coward? You scared?
PH_PU_GENOUTLAW3_M_CB_Hunting_Taunt_Lost_High_IG_002,P=Is this how you want to spend your final moments? Hiding scared?
PH_PU_GENOUTLAW3_M_CB_Hunting_Taunt_Lost_High_IG_003,P=Wonder how long you can keep quiet?
PH_PU_GENOUTLAW3_M_CB_Hunting_Taunt_Searching_Low_IG_001,P=Show yourself already. You can't be that ugly.
PH_PU_GENOUTLAW3_M_CB_Hunting_Taunt_Searching_Low_IG_002,P=Quit wasting my time and come out. It'll be better for both of us.
PH_PU_GENOUTLAW3_M_CB_Hunting_Taunt_Searching_Low_IG_003,P=Come on out. I'm over this cat and mouse shit.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_001,P=I'm under fire!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_002,P=Someone tried to blast me.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_003,P=I'm getting shot at!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_001,P=Oh damn, this poor bastard's dead!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_002,P=Got a dead one!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_003,P=The hell happened here?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_001,P=We're taking casualities!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_002,P=Someone just got blasted.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_003,P=Oh shit, man down!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_001,P=Grenade!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_002,P=Oh shit, grenade!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_003,P=Grenade, watch out!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_001,P=Those are shots!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_002,P=We've got company.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_003,P=Shots nearby!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_001,P=Rocket!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_002,P=Get down, rocket!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_003,P=That's a damn rocket!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_001,P=Sniper!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_002,P=Sniper attack!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_003,P=We're getting sniped!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_001,P=There it is again.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_002,P=Again?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_003,P=What's going on 'round here?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_001,P=Weird, what was that?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_002,P=I noticed it too.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_003,P=That's concerning.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_000,P=I'm sure it's nothing.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_002,P=Don't think anything's there.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_003,P=I didn't notice anything.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_001,P=It's going down!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_002,P=We got trouble!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_003,P=It's popping off!
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_001,P=What's that?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_002,P=Something's over there I think.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_003,P=Hey, someone over there?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_004,P=Huh?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_005,P=What?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_001,P=Damn. What the hell was that?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_002,P=Something's up 'round here.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_003,P=That don't seem right.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_001,P=Heard it too.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_002,P=Think I heard something coming from over there.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_003,P=Yeah, that sounded suspicious.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_001,P=Didn't hear a thing but I'll keep my ears open.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_002,P=You're hearing things.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_003,P=I didn't hear anything.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSound_ThreatLow_IG_001,P=Did you hear that?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSound_ThreatLow_IG_002,P=You hear like a sound or something?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeSound_ThreatLow_IG_003,P=Was that a noise?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_001,P=Any idea what that was?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_002,P=Yeah, saw something too.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_003,P=Something definitely moved in my periphery.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_001,P=You sure you saw something?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_002,P=Your eyes are playing tricks on you.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_003,P=Didn't see a thing.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_001,P=You see that?
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_002,P=Over there. Look.
PH_PU_GENOUTLAW3_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_003,P=Swear I just saw something.
PH_PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_High_IG_001,P=Yes!
PH_PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_High_IG_002,P=Oh yeah!
PH_PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_High_IG_003,P=Definitely!
PH_PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_IG_001,P=Sounds good.
PH_PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_IG_002,P=All right.
PH_PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_IG_003,P=Sure.
PH_PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_IntoComms_IG_001,P=Got it.
PH_PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_IntoComms_IG_002,P=Sure. Why not.
PH_PU_GENOUTLAW4_M_BS_General_AffirmativeResponse_IntoComms_IG_003,P=Understood.
PH_PU_GENOUTLAW4_M_BS_General_Celebration_High_IG_001,P=Outstanding!
PH_PU_GENOUTLAW4_M_BS_General_Celebration_High_IG_002,P= Nice one.
PH_PU_GENOUTLAW4_M_BS_General_Celebration_High_IG_003,P=There you go!
PH_PU_GENOUTLAW4_M_BS_General_Choking_Death_IG_EX_001,P=< choked to death >
PH_PU_GENOUTLAW4_M_BS_General_Choking_Death_IG_EX_002,P=< choked to death >
PH_PU_GENOUTLAW4_M_BS_General_Choking_Death_IG_EX_003,P=< choked to death >
PH_PU_GENOUTLAW4_M_BS_General_Choking_Struggle_IG_EX_001,P=< choking >
PH_PU_GENOUTLAW4_M_BS_General_Choking_Struggle_IG_EX_002,P=< choking >
PH_PU_GENOUTLAW4_M_BS_General_Choking_Struggle_IG_EX_003,P=< choking >
PH_PU_GENOUTLAW4_M_BS_General_DeathThroe_High_IG_EX_001,P=< death from explosion >
PH_PU_GENOUTLAW4_M_BS_General_DeathThroe_High_IG_EX_002,P=< death from explosion >
PH_PU_GENOUTLAW4_M_BS_General_DeathThroe_High_IG_EX_003,P=< death from explosion >
PH_PU_GENOUTLAW4_M_BS_General_DeathThroe_Low_IG_EX_001,P=< bleeding out death >
PH_PU_GENOUTLAW4_M_BS_General_DeathThroe_Low_IG_EX_002,P=< bleeding out death >
PH_PU_GENOUTLAW4_M_BS_General_DeathThroe_Low_IG_EX_003,P=< bleeding out death >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Angry_IG_EX_001,P=< angry sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Angry_IG_EX_002,P=< angry sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Angry_IG_EX_003,P=< angry sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Elation_IG_EX_001,P=< happy sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Elation_IG_EX_002,P=< happy sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Elation_IG_EX_003,P=< happy sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Frustrated_IG_EX_001,P=< frustrated sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Frustrated_IG_EX_002,P=< frustrated sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Frustrated_IG_EX_003,P=< frustrated sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_IdleFidget_IG_EX_001,P=< idling sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_IdleFidget_IG_EX_002,P=< cough >
PH_PU_GENOUTLAW4_M_BS_General_Emote_IdleFidget_IG_EX_003,P=< throat clear >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Mocking_IG_EX_001,P=< mocking sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Mocking_IG_EX_002,P=< mocking sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Mocking_IG_EX_003,P=< mocking sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Pain_IG_EX_001,P=< pain sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Pain_IG_EX_002,P=< pain sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Pain_IG_EX_003,P=< pain sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Puzzled_IG_EX_001,P=< puzzled sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Puzzled_IG_EX_002,P=< puzzled sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Puzzled_IG_EX_003,P=< puzzled sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Surprised_IG_EX_001,P=< surprised sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Surprised_IG_EX_002,P=< surprised sound >
PH_PU_GENOUTLAW4_M_BS_General_Emote_Surprised_IG_EX_003,P=< surprised sound >
PH_PU_GENOUTLAW4_M_BS_General_Expletives_High_IG_001,P=You bastard!
PH_PU_GENOUTLAW4_M_BS_General_Expletives_High_IG_002,P=Dammit!
PH_PU_GENOUTLAW4_M_BS_General_Expletives_High_IG_003,P=Son of a bitch!
PH_PU_GENOUTLAW4_M_BS_General_Expletives_Low_IG_001,P=Bugger.
PH_PU_GENOUTLAW4_M_BS_General_Expletives_Low_IG_002,P=Shit...
PH_PU_GENOUTLAW4_M_BS_General_Expletives_Low_IG_003,P=Damn...
PH_PU_GENOUTLAW4_M_BS_General_Expletives_Surprised_IG_001,P=What the?!
PH_PU_GENOUTLAW4_M_BS_General_Expletives_Surprised_IG_002,P=Seriously?
PH_PU_GENOUTLAW4_M_BS_General_Expletives_Surprised_IG_003,P=No bloody way!
PH_PU_GENOUTLAW4_M_BS_General_GetHits_Pain_High_IG_EX_001,P=< hit by something big >
PH_PU_GENOUTLAW4_M_BS_General_GetHits_Pain_High_IG_EX_002,P=< hit by something big >
PH_PU_GENOUTLAW4_M_BS_General_GetHits_Pain_High_IG_EX_003,P=< hit by something big >
PH_PU_GENOUTLAW4_M_BS_General_GetHits_Pain_Low_IG_EX_001,P=< hit by something small >
PH_PU_GENOUTLAW4_M_BS_General_GetHits_Pain_Low_IG_EX_002,P=< hit by something small >
PH_PU_GENOUTLAW4_M_BS_General_GetHits_Pain_Low_IG_EX_003,P=< hit by something small >
PH_PU_GENOUTLAW4_M_BS_General_GiveMelee_High_IG_EX_001,P=< big punch exertion >
PH_PU_GENOUTLAW4_M_BS_General_GiveMelee_High_IG_EX_002,P=< big punch exertion >
PH_PU_GENOUTLAW4_M_BS_General_GiveMelee_High_IG_EX_003,P=< big punch exertion >
PH_PU_GENOUTLAW4_M_BS_General_GiveMelee_Low_IG_EX_001,P=< punch exertion >
PH_PU_GENOUTLAW4_M_BS_General_GiveMelee_Low_IG_EX_002,P=< punch exertion >
PH_PU_GENOUTLAW4_M_BS_General_GiveMelee_Low_IG_EX_003,P=< punch exertion >
PH_PU_GENOUTLAW4_M_BS_General_NegativeResponse_High_IG_001,P=No way!
PH_PU_GENOUTLAW4_M_BS_General_NegativeResponse_High_IG_002,P=No chance!
PH_PU_GENOUTLAW4_M_BS_General_NegativeResponse_High_IG_003,P=Hell no!
PH_PU_GENOUTLAW4_M_BS_General_NegativeResponse_IG_001,P=No.
PH_PU_GENOUTLAW4_M_BS_General_NegativeResponse_IG_002,P=No way.
PH_PU_GENOUTLAW4_M_BS_General_NegativeResponse_IG_003,P=Can't help you.
PH_PU_GENOUTLAW4_M_BS_General_NegativeResponse_IntoComms_IG_001,P=Sorry, no.
PH_PU_GENOUTLAW4_M_BS_General_NegativeResponse_IntoComms_IG_002,P=Not likely.
PH_PU_GENOUTLAW4_M_BS_General_NegativeResponse_IntoComms_IG_003,P=Negative.
PH_PU_GENOUTLAW4_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_001,P=I got one? I got one!
PH_PU_GENOUTLAW4_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_002,P=Took out my target.
PH_PU_GENOUTLAW4_M_CB_Combat_AcknowledgeDeath_EnemyDown_High_IG_003,P=Did you see that? What a shot.
PH_PU_GENOUTLAW4_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_001,P=Shit, they just killed 'em.
PH_PU_GENOUTLAW4_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_002,P=Lost one!
PH_PU_GENOUTLAW4_M_CB_Combat_AcknowledgeDeath_FriendlyDown_High_IG_003,P=One of ours just got cut down.
PH_PU_GENOUTLAW4_M_CB_Combat_AmmoDeny_IG_001,P=I'm sorry, I don't have one.
PH_PU_GENOUTLAW4_M_CB_Combat_AmmoDeny_IG_002,P=Looks like I don't have one to spare.
PH_PU_GENOUTLAW4_M_CB_Combat_AmmoDeny_IG_003,P=I'm running low myself.
PH_PU_GENOUTLAW4_M_CB_Combat_AmmoProvide_IG_001,P=Here, I've got you.
PH_PU_GENOUTLAW4_M_CB_Combat_AmmoProvide_IG_002,P=Ammunition flying in.
PH_PU_GENOUTLAW4_M_CB_Combat_AmmoProvide_IG_003,P=Here's a mag.
PH_PU_GENOUTLAW4_M_CB_Combat_AmmoRequest_High_IG_001,P=Anyone got a mag?
PH_PU_GENOUTLAW4_M_CB_Combat_AmmoRequest_High_IG_002,P=So uh... I need some ammo.
PH_PU_GENOUTLAW4_M_CB_Combat_AmmoRequest_High_IG_003,P=I don't suppose anyone has a mag they can spare.
PH_PU_GENOUTLAW4_M_CB_Combat_AmmoThanks_IG_001,P=Many thanks.
PH_PU_GENOUTLAW4_M_CB_Combat_AmmoThanks_IG_002,P=I'm back in this.
PH_PU_GENOUTLAW4_M_CB_Combat_AmmoThanks_IG_003,P=Ah. Thanks. I appreciate it.
PH_PU_GENOUTLAW4_M_CB_Combat_BackupDeny_High_IG_001,P=I'm a little busy at the moment.
PH_PU_GENOUTLAW4_M_CB_Combat_BackupDeny_High_IG_002,P=I can't do it.
PH_PU_GENOUTLAW4_M_CB_Combat_BackupDeny_High_IG_003,P=Give me a little bit.
PH_PU_GENOUTLAW4_M_CB_Combat_BackupProvide_High_IG_001,P=The calvary has arrived.
PH_PU_GENOUTLAW4_M_CB_Combat_BackupProvide_High_IG_002,P=I got you!
PH_PU_GENOUTLAW4_M_CB_Combat_BackupProvide_High_IG_003,P=Flying in!
PH_PU_GENOUTLAW4_M_CB_Combat_CallBackup_High_IG_001,P=I need help!
PH_PU_GENOUTLAW4_M_CB_Combat_CallBackup_High_IG_002,P=Can someone back me up!
PH_PU_GENOUTLAW4_M_CB_Combat_CallBackup_High_IG_003,P=Somebody help me!
PH_PU_GENOUTLAW4_M_CB_Combat_CoverAdvanceFrom_High_IG_001,P=Charge!
PH_PU_GENOUTLAW4_M_CB_Combat_CoverAdvanceFrom_High_IG_002,P=Moving up!
PH_PU_GENOUTLAW4_M_CB_Combat_CoverAdvanceFrom_High_IG_003,P=Advancing!
PH_PU_GENOUTLAW4_M_CB_Combat_CoverFindBetter_High_IG_001,P=Hell with it!
PH_PU_GENOUTLAW4_M_CB_Combat_CoverFindBetter_High_IG_002,P=Displacing!
PH_PU_GENOUTLAW4_M_CB_Combat_CoverFindBetter_High_IG_003,P=Repositioning!
PH_PU_GENOUTLAW4_M_CB_Combat_CoverPinnedDown_High_IG_001,P=I can't move!
PH_PU_GENOUTLAW4_M_CB_Combat_CoverPinnedDown_High_IG_002,P=Little help?!
PH_PU_GENOUTLAW4_M_CB_Combat_CoverPinnedDown_High_IG_003,P=Come on, give me a chance!
PH_PU_GENOUTLAW4_M_CB_Combat_CoverProvide_IG_001,P=I'll cover you!
PH_PU_GENOUTLAW4_M_CB_Combat_CoverProvide_IG_002,P=Go ahead!
PH_PU_GENOUTLAW4_M_CB_Combat_CoverProvide_IG_003,P=I'll keep 'em occupied.
PH_PU_GENOUTLAW4_M_CB_Combat_CoverRequest_High_IG_001,P=Someone cover me?
PH_PU_GENOUTLAW4_M_CB_Combat_CoverRequest_High_IG_002,P=Can anyone cover me?
PH_PU_GENOUTLAW4_M_CB_Combat_CoverRequest_High_IG_003,P=Keep 'em off me for a sec.
PH_PU_GENOUTLAW4_M_CB_Combat_DefendTheArea_High_IG_001,P=This is our turf. Ours!
PH_PU_GENOUTLAW4_M_CB_Combat_DefendTheArea_High_IG_002,P=Don't you give them an inch!
PH_PU_GENOUTLAW4_M_CB_Combat_DefendTheArea_High_IG_003,P=We gotta hold this ground!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_Advancing_High_IG_001,P=We've got company coming in.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_Advancing_High_IG_002,P=Got a fight bearing down on us.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_Advancing_High_IG_003,P=Trouble, coming in hot!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_EnemyClose_IG_001,P=Shit. Over here!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_EnemyClose_IG_002,P=What the hell?!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_EnemyClose_IG_003,P=Got somebody!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_High_IG_001,P=Give 'em all you got!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_High_IG_002,P=Unleash hell!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_High_IG_003,P=Don't give 'em any mercy.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_Intruder_High_IG_001,P=We're compromised!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_Intruder_High_IG_002,P=Got intruders!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_Intruder_High_IG_003,P=Intruders!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_SearchFound_High_IG_001,P=I found 'em. RIght here!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_SearchFound_High_IG_002,P=Here they are!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_SearchFound_High_IG_003,P=Over here! Look!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_001,P=I see them. They're up there.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_002,P=Look up top!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyAbove_High_IG_003,P=They're above us.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBehind_High_IG_001,P=Turn around.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBehind_High_IG_002,P=Look behind!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBehind_High_IG_003,P=They're on our six.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBelow_High_IG_001,P=They're below us.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBelow_High_IG_002,P=Down low.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyBelow_High_IG_003,P=They're under us.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyClose_High_IG_001,P=They're right on me!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyClose_High_IG_002,P=Oh shit, they're right here!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyClose_High_IG_003,P=On me!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyFar_High_IG_001,P=I see them. They're over there.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyFar_High_IG_002,P=Look over there.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyFar_High_IG_003,P=Got 'em. Over there!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyLeft_High_IG_001,P=Eyes left.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyLeft_High_IG_002,P=Enemy left.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyLeft_High_IG_003,P=On the left!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyRight_High_IG_001,P=Eyes right.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyRight_High_IG_002,P=Enemy right.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_UpdateKnownPosition_EnemyRight_High_IG_003,P=On the right!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_GenericHeavy_High_IG_001,P=Heavy weapon!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_GenericHeavy_High_IG_002,P=Eyes on a big ass gun.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_GenericHeavy_High_IG_003,P=I don't know what kind of gun that is but it's big.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_GenericShip_High_IG_001,P=Oh come on, really?!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_GenericShip_High_IG_002,P=Enemy ship!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_GenericShip_High_IG_003,P=Enemy ship inbound!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_GenericVehicle_High_IG_001,P=They have vehicle support.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_GenericVehicle_High_IG_002,P=Incoming vehicle!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_GenericVehicle_High_IG_003,P=Look out, they got a ride.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_RocketLauncher_High_IG_001,P=I think they got a rocket launcher.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_RocketLauncher_High_IG_002,P=Yeah, that's a rocket launcher!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_RocketLauncher_High_IG_003,P=Is that a -- rocket launcher!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_001,P=Sniper!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_002,P=They got a sharpshooter.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_Sniper_High_IG_003,P=Careful, there's a sniper.
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_Titan_High_IG_001,P=Titan suit!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_Titan_High_IG_002,P=Sweet mercy, they got a titan!
PH_PU_GENOUTLAW4_M_CB_Combat_EngageEnemy_WeaponType_Titan_High_IG_003,P=That seems unnecessary.
PH_PU_GENOUTLAW4_M_CB_Combat_Fallback_High_IG_001,P=Let's step back a bit. You know, reassess.
PH_PU_GENOUTLAW4_M_CB_Combat_Fallback_High_IG_002,P=Let's fall back.
PH_PU_GENOUTLAW4_M_CB_Combat_Fallback_High_IG_003,P=Fall back! Fall back!
PH_PU_GENOUTLAW4_M_CB_Combat_FlankThem_High_IG_001,P=Circle their flanks!
PH_PU_GENOUTLAW4_M_CB_Combat_FlankThem_High_IG_002,P=We should hit them on the sides.
PH_PU_GENOUTLAW4_M_CB_Combat_FlankThem_High_IG_003,P=Let's sneak around and attack the flank.
PH_PU_GENOUTLAW4_M_CB_Combat_FollowMe_High_IG_001,P=Quick, follow me!
PH_PU_GENOUTLAW4_M_CB_Combat_FollowMe_High_IG_002,P=Let's go.
PH_PU_GENOUTLAW4_M_CB_Combat_FollowMe_High_IG_003,P=On me. Let's move.
PH_PU_GENOUTLAW4_M_CB_Combat_GetHits_FriendlyFire_High_IG_001,P=I'm on your side!
PH_PU_GENOUTLAW4_M_CB_Combat_GetHits_FriendlyFire_High_IG_002,P=What are you doing?!
PH_PU_GENOUTLAW4_M_CB_Combat_GetHits_FriendlyFire_High_IG_003,P=Have you gone blind?!
PH_PU_GENOUTLAW4_M_CB_Combat_GetHits_ImHit_High_IG_001,P=Oh shit! I'm hit!
PH_PU_GENOUTLAW4_M_CB_Combat_GetHits_ImHit_High_IG_002,P=They got me. They really got me!
PH_PU_GENOUTLAW4_M_CB_Combat_GetHits_ImHit_High_IG_003,P=Ow! Dammit that hurts!
PH_PU_GENOUTLAW4_M_CB_Combat_GrenadeIncoming_High_IG_001,P=Grenade!
PH_PU_GENOUTLAW4_M_CB_Combat_GrenadeIncoming_High_IG_002,P=Everybody down!
PH_PU_GENOUTLAW4_M_CB_Combat_GrenadeIncoming_High_IG_003,P=Get out of the way!
PH_PU_GENOUTLAW4_M_CB_Combat_GrenadeThrowing_High_IG_001,P=And here we go!
PH_PU_GENOUTLAW4_M_CB_Combat_GrenadeThrowing_High_IG_002,P=Let's see how they like this!
PH_PU_GENOUTLAW4_M_CB_Combat_GrenadeThrowing_High_IG_003,P=Might want to stay down for this!
PH_PU_GENOUTLAW4_M_CB_Combat_HealDeny_IG_001,P=I can't. Put pressure on it.
PH_PU_GENOUTLAW4_M_CB_Combat_HealDeny_IG_002,P=I don't think I have any.
PH_PU_GENOUTLAW4_M_CB_Combat_HealDeny_IG_003,P=Yeah, I'm all out.
PH_PU_GENOUTLAW4_M_CB_Combat_HealProvide_IG_001,P=Be healed!
PH_PU_GENOUTLAW4_M_CB_Combat_HealProvide_IG_002,P=Here you go!
PH_PU_GENOUTLAW4_M_CB_Combat_HealProvide_IG_003,P=Take this!
PH_PU_GENOUTLAW4_M_CB_Combat_HealRequest_High_IG_001,P=I need some meds!
PH_PU_GENOUTLAW4_M_CB_Combat_HealRequest_High_IG_002,P=Anyone spare a medpen?
PH_PU_GENOUTLAW4_M_CB_Combat_HealRequest_High_IG_003,P=Someone! Anyone! I need a heal.
PH_PU_GENOUTLAW4_M_CB_Combat_HealThanks_IG_001,P=Thank you, thank you.
PH_PU_GENOUTLAW4_M_CB_Combat_HealThanks_IG_002,P=You're a lifesaver.
PH_PU_GENOUTLAW4_M_CB_Combat_HealThanks_IG_003,P=Healing up and I'm back in this.
PH_PU_GENOUTLAW4_M_CB_Combat_KeepFighting_High_IG_001,P=Come on. Don't give up now.
PH_PU_GENOUTLAW4_M_CB_Combat_KeepFighting_High_IG_002,P=Dig in. We got this.
PH_PU_GENOUTLAW4_M_CB_Combat_KeepFighting_High_IG_003,P=Let's go, let's go! They don't stand a chance.
PH_PU_GENOUTLAW4_M_CB_Combat_LastManStanding_Cocky_High_IG_001,P=You think I'm scared? You just killed the dead weight.
PH_PU_GENOUTLAW4_M_CB_Combat_LastManStanding_Cocky_High_IG_002,P=This is far from over.
PH_PU_GENOUTLAW4_M_CB_Combat_LastManStanding_Cocky_High_IG_003,P=That's it? I'm just getting started.
PH_PU_GENOUTLAW4_M_CB_Combat_LastManStanding_Panic_IG_001,P=This is fine. Everything's fine.
PH_PU_GENOUTLAW4_M_CB_Combat_LastManStanding_Panic_IG_002,P=Okay. Getting a little worried now.
PH_PU_GENOUTLAW4_M_CB_Combat_LastManStanding_Panic_IG_003,P=This is not good.
PH_PU_GENOUTLAW4_M_CB_Combat_LastOfThem_IG_001,P=That wasn't so bad was it?
PH_PU_GENOUTLAW4_M_CB_Combat_LastOfThem_IG_002,P=There we go. Problem sorted.
PH_PU_GENOUTLAW4_M_CB_Combat_LastOfThem_IG_003,P=I think that was all of them.
PH_PU_GENOUTLAW4_M_CB_Combat_NoticeNotLastKnown_IG_001,P=They fuckin' vanished.
PH_PU_GENOUTLAW4_M_CB_Combat_NoticeNotLastKnown_IG_002,P=Where the hell are they?
PH_PU_GENOUTLAW4_M_CB_Combat_NoticeNotLastKnown_IG_003,P=They're gone.
PH_PU_GENOUTLAW4_M_CB_Combat_OutOfAmmo_High_IG_001,P=I'm out!
PH_PU_GENOUTLAW4_M_CB_Combat_OutOfAmmo_High_IG_002,P=Weapon's dry!
PH_PU_GENOUTLAW4_M_CB_Combat_OutOfAmmo_High_IG_003,P=Dammit, my ammo's gone
PH_PU_GENOUTLAW4_M_CB_Combat_Overheating_High_IG_001,P=Hold on. I think I shot too much.
PH_PU_GENOUTLAW4_M_CB_Combat_Overheating_High_IG_002,P=Dammit, what is wrong with this thing.
PH_PU_GENOUTLAW4_M_CB_Combat_Overheating_High_IG_003,P=Ow. Hot, hot hot!
PH_PU_GENOUTLAW4_M_CB_Combat_ReinforcementsArrive_High_IG_001,P=They actually showed up.
PH_PU_GENOUTLAW4_M_CB_Combat_ReinforcementsArrive_High_IG_002,P=Hey, our backup arrived.
PH_PU_GENOUTLAW4_M_CB_Combat_ReinforcementsArrive_High_IG_003,P=Those look like allies!
PH_PU_GENOUTLAW4_M_CB_Combat_ReinforcementsInRoute_High_IG_001,P=Call's in. Help's on the way.
PH_PU_GENOUTLAW4_M_CB_Combat_ReinforcementsInRoute_High_IG_002,P=All right . Let's see if they show up.
PH_PU_GENOUTLAW4_M_CB_Combat_ReinforcementsInRoute_High_IG_003,P=They said they'd send people.
PH_PU_GENOUTLAW4_M_CB_Combat_ReinforcementsRequest_IntoComms_High_IG_001,P=Hey, I need some reinforcements.
PH_PU_GENOUTLAW4_M_CB_Combat_ReinforcementsRequest_IntoComms_High_IG_002,P=Send backup. Sooner would be better.
PH_PU_GENOUTLAW4_M_CB_Combat_ReinforcementsRequest_IntoComms_High_IG_003,P=Hey, send some help. Now.
PH_PU_GENOUTLAW4_M_CB_Combat_Reloading_High_IG_001,P=One sec!
PH_PU_GENOUTLAW4_M_CB_Combat_Reloading_High_IG_002,P=Reloading!
PH_PU_GENOUTLAW4_M_CB_Combat_Reloading_High_IG_003,P=Give me a sec.
PH_PU_GENOUTLAW4_M_CB_Combat_Retreat_High_IG_001,P=Let's get the hell out of here!
PH_PU_GENOUTLAW4_M_CB_Combat_Retreat_High_IG_002,P=Are you insane? Run!
PH_PU_GENOUTLAW4_M_CB_Combat_Retreat_High_IG_003,P=Screw this. I'm out!
PH_PU_GENOUTLAW4_M_CB_Combat_SpreadOut_High_IG_001,P=Maybe we should spread out.
PH_PU_GENOUTLAW4_M_CB_Combat_SpreadOut_High_IG_002,P=We should cover some more ground.
PH_PU_GENOUTLAW4_M_CB_Combat_SpreadOut_High_IG_003,P=Let's fan out.
PH_PU_GENOUTLAW4_M_CB_Combat_StayClose_High_IG_001,P=Keep close.
PH_PU_GENOUTLAW4_M_CB_Combat_StayClose_High_IG_002,P=I don't think you should wander.
PH_PU_GENOUTLAW4_M_CB_Combat_StayClose_High_IG_003,P=We should stick together.
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_Anger_High_IG_001,P=You little insignificant pissant! I'm gonna ruin you!
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_Anger_High_IG_002,P=I'm gonna bring an epic amout of hurt down on you!
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_Anger_High_IG_003,P=You're really starting to piss me off.
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_Hiding_High_IG_001,P=Seriously? Hiding? You're just being difficult now.
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_Hiding_High_IG_002,P=How bout I hide and you come find me?
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_Hiding_High_IG_003,P=Where you hiding now?!
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_High_IG_001,P=Can you beileve today's the day you die?
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_High_IG_002,P=Try not to get shot in anything valuable!
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_High_IG_003,P=This fight is giving me some serious deja vu right now!
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_MissesTarget_High_IG_001,P=Why won't you die?!
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_MissesTarget_High_IG_002,P=How lucky can you be?!
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_MissesTarget_High_IG_003,P=Come on! That one should've hit!
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_ShotsMiss_High_IG_001,P=Can't wait till I tell my friends I met the worst shot in the 'verse!
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_ShotsMiss_High_IG_002,P=Do you want to call a time out so you can go practice?
PH_PU_GENOUTLAW4_M_CB_Combat_Taunt_ShotsMiss_High_IG_003,P=Bet you're having second thoughts now.
PH_PU_GENOUTLAW4_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_001,P=So, didn't find anything.
PH_PU_GENOUTLAW4_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_002,P=Everything looks like it should.
PH_PU_GENOUTLAW4_M_CB_Hunting_AreaClear_ThreatLow_IntoComms_IG_003,P=Area seems clear.
PH_PU_GENOUTLAW4_M_CB_Hunting_Deescalate_ThreatLow_IG_001,P=Huh... okay...
PH_PU_GENOUTLAW4_M_CB_Hunting_Deescalate_ThreatLow_IG_002,P=Bit anticlimactic.
PH_PU_GENOUTLAW4_M_CB_Hunting_Deescalate_ThreatLow_IG_003,P=Feel a bit silly coming over here for nothing.
PH_PU_GENOUTLAW4_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_001,P=Here we go. Got something. Keep looking.
PH_PU_GENOUTLAW4_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_002,P=Someone's definitely here. Just need to find them.
PH_PU_GENOUTLAW4_M_CB_Hunting_EscalateSearch_NowThreatMed_IG_003,P=On the right track.
PH_PU_GENOUTLAW4_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_001,P=Found something. Gonna keep looking.
PH_PU_GENOUTLAW4_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_002,P=Might be on to something. Let you know.
PH_PU_GENOUTLAW4_M_CB_Hunting_EscalateSearch_NowThreatMed_IntoComms_IG_003,P=Someone's here. Don't know who... yet.
PH_PU_GENOUTLAW4_M_CB_Hunting_FalseAlarm_ThreatLow_IG_001,P=False alarm, everyone.
PH_PU_GENOUTLAW4_M_CB_Hunting_FalseAlarm_ThreatLow_IG_002,P=Forget it. Not gonna be a fight.
PH_PU_GENOUTLAW4_M_CB_Hunting_FalseAlarm_ThreatLow_IG_003,P=Nevermind. Nothing exciting.
PH_PU_GENOUTLAW4_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_001,P=False alarm. Go about your business.
PH_PU_GENOUTLAW4_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_002,P=Hey, you can tell everyone to calm down.
PH_PU_GENOUTLAW4_M_CB_Hunting_FalseAlarm_ThreatLow_IntoComms_IG_003,P=Nevermind. False alarm.
PH_PU_GENOUTLAW4_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_001,P=Why don't you go see what the hell it is?
PH_PU_GENOUTLAW4_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_002,P=How about you get off your ass and take a look.
PH_PU_GENOUTLAW4_M_CB_Hunting_InvestigateOrder_ThreatLow_IG_003,P=If you're so concerned, go see what it is.
PH_PU_GENOUTLAW4_M_CB_Hunting_Investigate_ThreatLow_IG_001,P=Guess I'll go take look... I do everything around here.
PH_PU_GENOUTLAW4_M_CB_Hunting_Investigate_ThreatLow_IG_002,P=Keep an eye out, I'm gonna see what the fuss is.
PH_PU_GENOUTLAW4_M_CB_Hunting_Investigate_ThreatLow_IG_003,P=All right. Let's see what we got.
PH_PU_GENOUTLAW4_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_001,P=Hey, might have something over here. Might not. I'll let you know.
PH_PU_GENOUTLAW4_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_002,P=Gonna take a look around.
PH_PU_GENOUTLAW4_M_CB_Hunting_Investigate_ThreatLow_IntoComms_IG_003,P=Something's a bit off. Gonna take a look.
PH_PU_GENOUTLAW4_M_CB_Hunting_KeepSearching_IG_001,P=Keep searching. They've got to be close.
PH_PU_GENOUTLAW4_M_CB_Hunting_KeepSearching_IG_002,P=Focus. They're here somewhere.
PH_PU_GENOUTLAW4_M_CB_Hunting_KeepSearching_IG_003,P=Check everywhere. I want to find this asshole.
PH_PU_GENOUTLAW4_M_CB_Hunting_SearchFail_KnownThreat_IG_001,P=Where the hell could they have gone?
PH_PU_GENOUTLAW4_M_CB_Hunting_SearchFail_KnownThreat_IG_002,P=Did they fall into a jump point? Where the fuck did they go?
PH_PU_GENOUTLAW4_M_CB_Hunting_SearchFail_KnownThreat_IG_003,P=What the hell? People don't just dissapear.
PH_PU_GENOUTLAW4_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_001,P=Hate to be the bearer of bad news, but the bastard got away.
PH_PU_GENOUTLAW4_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_002,P=No sign of them. They're in the wind.
PH_PU_GENOUTLAW4_M_CB_Hunting_SearchFail_KnownThreat_IntoComms_IG_003,P=Hell if I know where they went. But they sure as hell ain't here.
PH_PU_GENOUTLAW4_M_CB_Hunting_SearchFail_ThreatMed_IG_001,P=Well ain't that strange. All that smoke and no fire.
PH_PU_GENOUTLAW4_M_CB_Hunting_SearchFail_ThreatMed_IG_002,P=Really? Nothing?
PH_PU_GENOUTLAW4_M_CB_Hunting_SearchFail_ThreatMed_IG_003,P=Okay, I give up. There's nothing here.
PH_PU_GENOUTLAW4_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_001,P=Try as I might, didn't find anything.
PH_PU_GENOUTLAW4_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_002,P=Search turned up empty. Whatever was out here, I'm not seeing it.
PH_PU_GENOUTLAW4_M_CB_Hunting_SearchFail_ThreatMed_IntoComms_IG_003,P=I'm calling it. Nothing here.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearchCorpse_ThreatMed_IG_001,P=Let's see if we can't say hello to the sicko who did this.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearchCorpse_ThreatMed_IG_002,P=Gotta track down this killer before they can do it again.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearchCorpse_ThreatMed_IG_003,P=Bastard probably couldn't have gotten far.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearchCorpse_ThreatMed_IntoComms_IG_001,P=Got a corpse I didn't kill. Looking for the responsible party now.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearchCorpse_ThreatMed_IntoComms_IG_002,P=Head's up. Someone's dropping bodies over here. We need to find the creeper fast.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearchCorpse_ThreatMed_IntoComms_IG_003,P=Hey, hunting down some murderous skag. Will let you know if we find 'em.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_NotLastKnown_IG_001,P=Well, isn't this an elusive prey.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_NotLastKnown_IG_002,P=The bleeder shook me, but don't worry, I'll find them.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_NotLastKnown_IG_003,P=Not sure where they went, but they couldn't have gone far.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_001,P=They pulled a runner on me. Gonna find them now.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_002,P=Tracking down where this slippery bugger went now.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_NotLastKnown_IntoComms_IG_003,P=Where ever the hell this gunter went, I'm gonna find 'em.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatHigh_IG_001,P=Duty calls.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatHigh_IG_002,P=Think we got company.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatHigh_IG_003,P=Come on. Let's get to work.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_001,P=We got visitors. Finding them now.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_002,P=Guests have arrived. Gonna go greet them.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatHigh_IntoComms_IG_003,P=Seems like the party's starting. Come on. Don't want to be late.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatMed_IG_001,P=Let's see what the hell that was.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatMed_IG_002,P=Well, that definitely wasn't nothing.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatMed_IG_003,P=Good time to take a walk.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_001,P=Hey, I'm gonna stretch my legs and see if anything's going on.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_002,P=Get the feelin' like something's about to go down. Gonna take a look.
PH_PU_GENOUTLAW4_M_CB_Hunting_StartSearch_ThreatMed_IntoComms_IG_003,P=Hey, checking something out. Hopefully it's nothing.
PH_PU_GENOUTLAW4_M_CB_Hunting_Taunt_Lost_High_IG_001,P=I don't appreciate you wasting my time!
PH_PU_GENOUTLAW4_M_CB_Hunting_Taunt_Lost_High_IG_002,P=This is a lot of build up for me putting a bullet into your skull.
PH_PU_GENOUTLAW4_M_CB_Hunting_Taunt_Lost_High_IG_003,P=Get out here! Or shoot me! Just do something already!
PH_PU_GENOUTLAW4_M_CB_Hunting_Taunt_Searching_Low_IG_001,P=Hey, who's ever hiding out there, come out now and we can work something out. Promise. Won't even be mad.
PH_PU_GENOUTLAW4_M_CB_Hunting_Taunt_Searching_Low_IG_002,P=Olly, olly, oxen free. Come out. Come out.
PH_PU_GENOUTLAW4_M_CB_Hunting_Taunt_Searching_Low_IG_003,P=Where you hiding, you little bugger?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_001,P=They're shooting at me!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_002,P=Under fire!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeBulletImpactsClose_ThreatHigh_High_IG_003,P=I'm gettin' gunned!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_001,P=That's a bit of a mess.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_002,P=Great. A bloody corpse.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeCorpse_ThreatMed_IG_003,P=Who the hell ghosted this bastard?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_001,P=Ah geez! We're getting poached!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_002,P=Shit! We're under attack!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeFriendlyTakenDown_ThreatHigh_High_IG_003,P=Damn it! We're hit!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_001,P=Crap! Grenade!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_002,P=Grenade! Run!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeGrenadeIncoming_ThreatHigh_High_IG_003,P=Grenade! Get back!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_001,P=Shots!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_002,P=Who the hell's shooting?!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeGunfireClose_ThreatHigh_High_IG_003,P=Looks like we got a party!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_001,P=Crap! Rocket!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_002,P=Rocket! Down!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeRocketLauncher_ThreatHigh_High_IG_003,P=Rocket! Go!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_001,P=Shit! Sniper!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_002,P=Got a sniper!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSniper_ThreatHigh_High_IG_003,P=Sniper! Get down!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_001,P=There it is again.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_002,P=There. It's back.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingAgain_ThreatLow_IG_003,P=This again?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_001,P=Yeah, what was that?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_002,P=Definitely something.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingResponse_Agree_IG_003,P=Damn well better not be someone hiding.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_000,P=There's nothing there.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_002,P=You having a laugh? Nothing's there.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomethingResponse_Ignore_IG_003,P=What you going on about?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_001,P=Got a problem!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_002,P=Here we go!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatHigh_High_IG_003,P=Cutters! Look lively!
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_001,P=What was that?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_002,P=Someone lurkin'?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_003,P=Over there.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_004,P=Huh?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatLow_Low_IG_005,P=What?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_001,P=Something's up.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_002,P=Do I wanna know what that was?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSomething_ThreatMed_High_IG_003,P=That's not good.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_001,P=That noise? Yeah.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_002,P=Yeah, I think I heard something.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSoundResponse_Agree_IG_003,P=From over there. I heard it.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_001,P=Nope. Didn't hear a thing.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_002,P=Think your ears are playing tricks on you.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSoundResponse_Ignore_IG_003,P=How the hell should I know what you heard?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSound_ThreatLow_IG_001,P=I thought I heard something?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSound_ThreatLow_IG_002,P=What was that sound?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeSound_ThreatLow_IG_003,P=You hear that?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_001,P=Yeah, I think I saw it too.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_002,P=Only caught a glimpse, but I'm sure I saw something.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisualResponse_Agree_IG_003,P=What the heck was that?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_001,P=I didn't see nothing.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_002,P=I must've missed it.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisualResponse_Ignore_IG_003,P=What? No.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_001,P=Anyone else see that?
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_002,P=I think something just moved over there.
PH_PU_GENOUTLAW4_M_CB_Relaxed_NoticeVisual_ThreatLow_IG_003,P=There. I saw something.
PIT_ACFlightSystems=Flight Systems
PIT_ACPlayerActions=Player
PIT_ACShipSystems=Ship Systems
PIT_ACVehicleSystems=Vehicle
PIT_ACWeaponSelection=Weapon Selection
PIT_ACWeaponSystems=Weapon Systems
PIT_Actions=Actions
PIT_Back=Back
PIT_Cannot_drop_green_zone=Commodities cannot be dropped in Green Zones.
PIT_CarryPrevious=Carry previous
PIT_Combstab=Comstab
PIT_Decoupled=Decoupled
PIT_Eject=Eject
PIT_Emote=Emote
PIT_Emote_Agree=Agree
PIT_Emote_Come=Come
PIT_Emote_Cry=Cry
PIT_Emote_Dance=Dance
PIT_Emote_Disagree=Disagree
PIT_Emote_Flex=Flex
PIT_Emote_Point=Point
PIT_Emote_Salute=Salute
PIT_Emote_Sit=Sit
PIT_EquipPrevious=Equip previous
PIT_Exit_seat=離開座位
PIT_Flight=Flight Options
PIT_GSafe=GSafe
PIT_HeldItem=Held Item
PIT_Inventory=Inventory
PIT_Inventory_EVA_Thrusters=Toggle EVA thrusters
PIT_Inventory_Flashlight=Toggle flashlight
PIT_Inventory_Helmet=Toggle helmet
PIT_ItemActions=Item Actions
PIT_Knife=Knife
PIT_Landing=Landing System
PIT_Lights=Lights
PIT_MiningMode=Mining Mode
PIT_Mobiglas=mobiGlas
PIT_More=More
PIT_Quantum=Quantum Drive System
PIT_Scan=Scan Mode
PIT_Self_Destruct=Self Destruct
PIT_Weapon=Weapon
PIT_Weapon_Gadget=Gadget
PIT_Weapon_Gadget_Area_Denial=Area denial
PIT_Weapon_Gadget_Decoy=Decoy
PIT_Weapon_Gadget_Deployable_Shield=Deployable shield
PIT_Weapon_Gadget_Medipen=醫療針
PIT_Weapon_Gadget_Multi_Tool=Multi-Tool
PIT_Weapon_Holster=Holster
PIT_Weapon_Knife=Knife
PIT_Weapon_Primary=Primary
PIT_Weapon_Secondary=Secondary
PIT_Weapon_Sidearm=Sidearm
PIT_Wingman=Wingman
PIT_Wingman_Attack=Attack
PIT_Wingman_Attack_Search_Destroy=Search and destroy
PIT_Wingman_Defend=Defend
PIT_Wingman_Defend_My_Location=My location
PIT_Wingman_Fly=Fly
PIT_Wingman_Fly_Break_Away=Break away
PIT_Wingman_Fly_Go_Dark=Go dark
PIT_Wingman_Fly_Hold_Position=Hold position
PIT_Wingman_Fly_Scramble=Scramble
PIT_Wingman_Fly_Stay_Close=Stay close
PIT_Wingman_Report=Report
PIT_Wingman_Report_Ship_Status=Ship status
PIT_Wingman_Report_Threat=Threat
PIT_Wingman_Retreat=Retreat
PIT_Wingman_Weapons=Weapons
PIT_Wingman_Weapons_Conserve_Missiles=Conserve missiles
PIT_Wingman_Weapons_Do_Not_Engage=Do not engage
PIT_Wingman_Weapons_Free_Missiles=Free missiles
PIT_Wingman_Weapons_Free_To_Engage=Free to engage
PKill1=~missions(AIName_Kill) - ~missions(TokenKillClue)
PSave1=~missions(AIName_Save1) - ~missions(TokenBonusFlavour1)
PSave2=~missions(AIName_Save2) - ~missions(TokenBonusFlavour1)
PSave3=~missions(AIName_Save3) - ~missions(TokenBonusFlavour1)
PU_ACSECRREP01_M_DEH_Accepted_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_001_HeyThisIs=Hey, this is BlacJac Security calling. I?m Lieutenant Riegert, I'm handling this op. You should have already received the mission parameters, but here's a high-level. An automated production facility's gonna be kicking out contraband for a limited time. We need operators to get down there and destroy whatever's being produced. There are a lot of credits on the line here so prep for a fight.
PU_ACSECRREP01_M_DEH_Accepted_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_002_ThisIsLieutenant=This is Lieutenant Riegert with BlacJac Security. I've sent you details for the mission but here's the deal, a bunch of illegal contraband is going to start being produced at a facility, we need you to secure the site and destroy anything created. Make sure you're armed up as there'll probably be hostile elements there.
PU_ACSECRREP01_M_DEH_Accepted_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_003_HeyMyNames=Hey, my name's Riegert, I'm with BlacJac Security. Your mobi should have the details on the mission you accepted, but here's a quick rundown. You need to head to an automated production facility and destroy any illegal contraband you find on site. Expect heavy combat. Good luck.
PU_ACSECRREP01_M_DEH_Accepted_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_001_ThisIsLt=This is Lt. Riegert with BlacJac Security. I passed on the mission details to your mobi, but here's the gist, we got a tip that a facility's gonna start kicking out packages of contraband. We need you to head down there and seize as many of these packages as you can then deliver them to one of our security kiosks. I'd expect the AO to be pretty hot, so make sure you're tooled up.
PU_ACSECRREP01_M_DEH_Accepted_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_002_BlacJacSecurityCalling=BlacJac Security calling. This is Lt. Riegert and I'll be your contact on this op. Long story short, there's an automated facility that's going to be producing contraband for a limited time. We need you to get down there, secure whatever packages you can, and deliver them to a BlacJac kiosk. We'll take it from there. Good luck.
PU_ACSECRREP01_M_DEH_Accepted_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_003_HeyThisIs=Hey. This is Riegert with BlacJac Security following up on the contract you just accepted. I sent the details, but in case you don't feel like reading, here's the deal. Production facility is going to be kicking out some illegal contraband for a limited time. I need you to get down there and seize as many packages as you can then take them to a BlacJac kiosk. Odds are, this is going to be brawl, so make sure you're armed up.
PU_ACSECRREP01_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_ExpVet_IG_001_HeyThisIs=Hey, this is Riegert with BlacJac. Glad to see you're back. Anyway, you know the deal. I sent the mission info, so you should have everything you need.
PU_ACSECRREP01_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_ExpVet_IG_002_ItsRiegertWith=It's Riegert with BlacJac. Glad to see you're back. I've sent you all the details to knock out this contract. I'll keep you posted on any updates.
PU_ACSECRREP01_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_ExpVet_IG_003_HeyItsLt=Hey, it's Lt. Riegert with BlacJac Security, just calling to follow up on the contract you accepted. I'm sending you all the mission data. You've worked with us before, so you know the deal.
PU_ACSECRREP01_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_IG_001_BlacjacSecurityCalling=BlacJac Security calling. This is Lt. Riegert. I'll be running this mission. Sending you the mission details now so you should be good to go. Good luck.
PU_ACSECRREP01_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_IG_002_ThisIsLt=This is Lt. Riegert with BlacJac. I'll be your contact for this op. You should have everything you need on your mobi. Good luck out there.
PU_ACSECRREP01_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_IG_003_HeyThisIs=Hey, this is Lt. Riegert calling from BlacJac Security about the contract you just accepted. Just wanted to reach out and say that I'll be running the op on this side. You should have everything you need in your mobi, so good luck.
PU_ACSECRREP01_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_IG_004_ThisIsBlacjac=This is BlacJac Security. I'll be your handler on this side. I've sent all the mission details to your mobi, so get to it.
PU_ACSECRREP01_M_DEH_Accepted_Mission_aAlly_tPlayer_FromAlly_IG_005_MyNamesRiegert=My name's Riegert and I'll be your rep with BlacJac for this contract. Your mobi should be all loaded up with the mission details, so get out there and knock this out.
PU_ACSECRREP01_M_DEH_Announce_Dropoff_aAlly_tPlayer_FromAlly_IG_001_RiegertHereYoure=Riegert here. You're gonna need to take any confiscated contraband to a BlacJac Security kiosk. We'll take care of it from there. I've flagged your reg so you should clear any security stops without getting pinched for trafficking illegal goods. You're welcome.
PU_ACSECRREP01_M_DEH_Announce_Dropoff_aAlly_tPlayer_FromAlly_IG_002_ThisIsRiegert=This is Riegert with BlacJac. Remember to take any seized contraband to an authorized BlacJac kiosk for transfer. I've notified our people that you're on mission so you won't get tagged for trafficking illegal cargo while in transit.
PU_ACSECRREP01_M_DEH_Announce_Dropoff_aAlly_tPlayer_FromAlly_IG_003_ThisIsRiegert=This is Riegert calling. Just a reminder that any contraband needs to be dropped off at an authorized kiosk. Not just any kiosk. A BlacJac one. We'll cash you out when you make the drop.
PU_ACSECRREP01_M_DEH_Expired_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_001_RiegertHereLooks=Riegert here. Looks like the facility's stopped kicking out packages. Have a look and see if there's any remaining contraband that needs to be destroyed. But otherwise, you should be good.
PU_ACSECRREP01_M_DEH_Expired_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_002_ThisIsRiegert=This is Riegert with BlacJac. Local intel from the site says that the facility's stopped producing contraband. Be sure to destroy any packages that are still on the scene.
PU_ACSECRREP01_M_DEH_Expired_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_003_ThisIsBlacjac=This is BlacJac calling. Word is that the production facility has stopped producing contraband. Do a sweep and see if there's any packages that need to be destroyed.
PU_ACSECRREP01_M_DEH_Expired_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_001_WhatsUpThis=What's up, this is Riegert. Got a tip that the facility's finished its production run, so grab what you can and get it to the security kiosk for disposal.
PU_ACSECRREP01_M_DEH_Expired_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_002_HeyRiegertHere=Hey, Riegert here. Contact of mine said that the factory's shut down, so there won't be any more packages coming out of there. I'd take whatever you got and drop it off at the BlacJac kiosk.
PU_ACSECRREP01_M_DEH_Expired_Mission_DrugSeize_aAlly_tPlayer_FromAlly_IG_003_ThisIsRiegert=This is Riegert with BlacJac, looks like that production facility has finished its run of contraband. Take what you got to the security kiosk and I can forward along your creds.
PU_ACSECRREP01_M_DEH_Fired_Mission_BadPerformance_aAlly_tPlayer_FromAlly_IG_001_ThisIsBlacjac=This is BlacJac Security. We're gonna have to cut you loose. Maybe next time.
PU_ACSECRREP01_M_DEH_Fired_Mission_BadPerformance_aAlly_tPlayer_FromAlly_IG_002_HeyItsRiegert=Hey. It's Riegert at BlacJac. Due to poor field performance, I gotta terminate your contract with the company.
PU_ACSECRREP01_M_DEH_Fired_Mission_BadPerformance_aAlly_tPlayer_FromAlly_IG_003_ThisIsRiegert=This is Riegert. I hate to do this, but I have to cancel our contract with you. You just haven't been operating at the level we need our contractors to perform at. Sorry.
PU_ACSECRREP01_M_DEH_Fired_Mission_BadPerformance_aAlly_tPlayer_FromAlly_IG_004_RiegertHereWith=Riegert here with BlacJac. I'm pulling the job from you. You just aren't cutting it, performance-wise.
PU_ACSECRREP01_M_DEH_Fired_Mission_BadPerformance_aAlly_tPlayer_FromAlly_IG_005_ThisIsRiegert=This is Riegert over at BlacJac. Sorry, but I'm gonna have to cut you loose. You're just not delivering at the level we expect.
PU_ACSECRREP01_M_DEH_Fired_Mission_BreaksContract_aAlly_tPlayer_FromAlly_IG_001_YouThereIts=You there? It's Riegert with BlacJac. Just found out you pulled a CrimeStat. I know thing's get messy out there in the black, but we can't have wanted criminals working contracts with us, so I gotta cut you loose.
PU_ACSECRREP01_M_DEH_Fired_Mission_BreaksContract_aAlly_tPlayer_FromAlly_IG_002_ThisIsRiegert=This is Riegert with BlacJac. You can't be going around committing crimes while you're working for us. Do you have any idea how terrible that looks? I gotta cut you from your contract until you sort this out.
PU_ACSECRREP01_M_DEH_Fired_Mission_BreaksContract_aAlly_tPlayer_FromAlly_IG_003_ThisIsBlacjac=This is BlacJac Security. We're gonna need to pull your current contract from you. Our contractors can't have active CrimeStats, so my hands are tied.
PU_ACSECRREP01_M_DEH_Fired_Mission_BreaksContract_aAlly_tPlayer_FromAlly_IG_004_RiegertHereWith=Riegert here with BlacJac. I just learned you got pinged with a CrimeStat. I can't have an active operator that's also a wanted criminal, so I'm pulling your contract. Get it sorted and we can talk.
PU_ACSECRREP01_M_DEH_Fired_Mission_BreaksContract_aAlly_tPlayer_FromAlly_IG_005_RiegertFromBlacjac=Riegert from BlacJac calling. I don't know what the hell you think you're doing, but you can't be committing crimes while working for us. Go and sort this out and maybe we'll bring you back for another job.
PU_ACSECRREP01_M_DEH_Fired_Mission_IllegalKiosk_aAlly_tPlayer_FromAlly_IG_001_HeyThisIs=Hey, this is Riegert with BlacJac. What the hell are you doing? You can't offload that shit there. We hired you to bring the contraband to us, not put it back in the market.
PU_ACSECRREP01_M_DEH_Fired_Mission_IllegalKiosk_aAlly_tPlayer_FromAlly_IG_002_ThisIsBlacjac=This is BlacJac. Word is you just sold a bunch of seized contraband to a black market dealer. That was not part of the arrangement and now we gotta clean up your mess. You're off this contract. Effective immediately.
PU_ACSECRREP01_M_DEH_Fired_Mission_IllegalKiosk_aAlly_tPlayer_FromAlly_IG_003_YeahThisIs=Yeah, this is Riegert from BlacJac. Have you lost your mind? You were supposed to transfer that contraband to one of our sites, not some rando scumbag. I'm cutting you out of the op.
PU_ACSECRREP01_M_DEH_Fired_Mission_NotPlayerFault_aAlly_tPlayer_FromAlly_IG_001_HeyItsRiegert=Hey, it's Riegert with BlacJac. Some idiot in charge screwed up some of the details of the mission you're on. Looks like we're gonna have to cancel the whole thing. Sorry for the screwup.
PU_ACSECRREP01_M_DEH_Fired_Mission_NotPlayerFault_aAlly_tPlayer_FromAlly_IG_002_ThisIsBlacjac=This is BlacJac Security. Due to some bullshit, we're gonna have to pull this job from you. Don't worry, it's not because of anything you did. Anyway, thanks and sorry.
PU_ACSECRREP01_M_DEH_Fired_Mission_NotPlayerFault_aAlly_tPlayer_FromAlly_IG_003_ThisIsRiegert=This is Riegert over at BlacJac. Got some bad news for you. We're gonna have to pull your contract. It's not your fault. I'm told it's some kind of administrative error on our side. Sorry.
PU_ACSECRREP01_M_DEH_Fired_Mission_NotPlayerFault_aAlly_tPlayer_FromAlly_IG_004_HeyThisIs=Hey, this is Riegert with BlacJac. I hate to do this, but I'm gonna have to pull your contract. It's not because of anything you did. Some crossed wires on our side. Or so I'm told. Anyway, sorry to jerk you around like that.
PU_ACSECRREP01_M_DEH_Fired_Mission_NotPlayerFault_aAlly_tPlayer_FromAlly_IG_005_ThisIsRiegert=This is Riegert at BlacJac. There's been a problem with your current contract and we're gonna have to cancel it. You didn't do anything wrong, so we'll see you on the next one. Sorry for the trouble.
PU_ACSECRREP01_M_DEH_Fired_Mission_aAlly_tPlayer_FromAlly_IG_001_ThisIsRiegert=This is Riegert with BlacJac. We?re cutting you loose. You're just not up to snuff for what we need to get done.
PU_ACSECRREP01_M_DEH_Fired_Mission_aAlly_tPlayer_FromAlly_IG_002_HeyRiegertHere=Hey. Riegert here. Just wanted to call and say that we're cancelling our contract with you. Sorry.
PU_ACSECRREP01_M_DEH_Fired_Mission_aAlly_tPlayer_FromAlly_IG_003_HeyThisIs=Hey, this is BlacJac Security. You haven't been delivering the kind of quality that we expect from our operators, so I'm gonna have to cancel this contract.
PU_ACSECRREP01_M_DEH_Inform_Mission_StatusUpdate_aAlly_tPlayer_FromAlly_IG_001_RiegertHereJust=Riegert here. Just checking in, you're tracking really well on the contract. If we close this out quick enough, I can make happy hour, so keep it up.
PU_ACSECRREP01_M_DEH_Inform_Mission_StatusUpdate_aAlly_tPlayer_FromAlly_IG_002_HeyItsRiegert=Hey, it's Riegert over at BlacJac. Helluva job on the mission so far. Still got a bit to go, so don't get too cocky. There are plenty of chances for things to go to hell.
PU_ACSECRREP01_M_DEH_Inform_Mission_StatusUpdate_aAlly_tPlayer_FromAlly_IG_003_WhatsUpIts=What's up, it's Riegert. I'm bored as hell over here, so I figured I'd check in. You seem to be doing good, so yeah? not much to discuss I guess. Keep it up.
PU_ACSECRREP01_M_DEH_Inform_Mission_StatusUpdate_aAlly_tPlayer_FromAlly_IG_004_ThisIsRiegert=This is Riegert with BlacJac. You're making good progress on the contract. Just wanted to give a shout and tell you to keep it up.
PU_ACSECRREP01_M_DEH_Inform_Mission_StatusUpdate_aAlly_tPlayer_FromAlly_IG_005_HeyRiegertCalling=Hey, Riegert calling. Just checking in. Looking over your progress and we seem to be on track. So yeah, not really much to comment on. Just keep doing what you're doing.
PU_ACSECRREP01_M_DEH_Remind_Mission_Respawn_aAlly_tPlayer_FromAlly_IG_001_WhatsUpIts=What's up. It's Riegert with BlacJac. Heard you got tuned up a bit. Anyway, mission's still a go, so get back out there.
PU_ACSECRREP01_M_DEH_Remind_Mission_Respawn_aAlly_tPlayer_FromAlly_IG_002_ThisIsRiegert=This is Riegert calling from BlacJac. Glad to hear you're back on your feet. Let's get back out there and finish this contract off. Sound good?
PU_ACSECRREP01_M_DEH_Remind_Mission_Respawn_aAlly_tPlayer_FromAlly_IG_003_ItsBlacjacCalling=It's BlacJac calling. Welcome back to the land of the living. Once you finish getting patched up, let's get back out there. We still got a job to do.
PU_ACSECRREP01_M_DEH_Remind_Mission_Respawn_aAlly_tPlayer_FromAlly_IG_004_HeyItsRiegert=Hey. It's Riegert over at BlacJac. Whenever you feel good enough to get back out there, we still got a job to do.
PU_ACSECRREP01_M_DEH_Remind_Mission_Respawn_aAlly_tPlayer_FromAlly_IG_005_HeyItsRiegert=Hey, it's Riegert calling from BlacJac. That was a close one, huh? Anyway, once you're up for it, I need you to get back out there and finish the contract.
PU_ACSECRREP01_M_DEH_Succeed_Dropoff_aAlly_tPlayer_FromAlly_IG_001_ThisIsBlacJac=This is BlacJac. Just heard you made a drop at the security kiosk. Great job. Should be worth a nice chunk of creds.
PU_ACSECRREP01_M_DEH_Succeed_Dropoff_aAlly_tPlayer_FromAlly_IG_002_HeyThisIs=Hey, this is Riegert. Just got word of your drop. Shame it's slated for the incinerator. Anyway, sent your payment.
PU_ACSECRREP01_M_DEH_Succeed_Dropoff_aAlly_tPlayer_FromAlly_IG_003_RiegertHereSaw=Riegert here. Saw you made a drop at the kiosk. Approving the payment now.
PU_ACSECRREP01_M_DEH_Succeed_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_001_ThisIsRiegert=This is Riegert with BlacJac. Looks like all the contraband's been destroyed. Great job.
PU_ACSECRREP01_M_DEH_Succeed_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_002_HeyBlacjacSecurity=Hey. BlacJac Security calling. It's been confirmed that all the illegal packages have been destroyed. Thanks for your help.
PU_ACSECRREP01_M_DEH_Succeed_Mission_DrugDestroy_aAlly_tPlayer_FromAlly_IG_003_HeyItsRiegert=Hey, it's Riegert. All the contraband's been destroyed. Looks like the situation's been resolved for now. Thanks.
PU_ACSECRREP01_M_DEH_Succeed_Mission_aAlly_tPlayer_FromAlly_IG_001_RiegertHereDid=Riegert here. Did a good job on that mission. I'm completing your contract and sending your payment. Talk to you next time.
PU_ACSECRREP01_M_DEH_Succeed_Mission_aAlly_tPlayer_FromAlly_IG_002_HeyItsBlacjac=Hey, it's BlacJac Security. Congrats on completing that contract. Higher-ups over here are pretty pleased, so I'm sending along the credits.
PU_ACSECRREP01_M_DEH_Succeed_Mission_aAlly_tPlayer_FromAlly_IG_003_ItsRiegertOver=It's Riegert over at BlacJac. Everything seems to be in order, so I'm sending over your payment. Great job on this contract.
PU_ACSECRREP01_M_DEH_Succeed_Mission_aAlly_tPlayer_FromAlly_IG_004_WhatsGoingOn=What's going on. It's Riegert. Saw that you just closed out your contract. Great work. I'll see you get your creds. Thanks again.
PU_ACSECRREP01_M_DEH_Succeed_Mission_aAlly_tPlayer_FromAlly_IG_005_BlacjacSecurityCalling=BlacJac Security calling. Everything looks really solid on this last contract, so I think we're all good. I'll push your invoice through accounting and get you paid. Thanks for the hustle.
PU_ACSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_IG_001_HeyBlacjacCalling=Hey, BlacJac calling. What the hell are you doing? Get back on mission.
PU_ACSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_IG_002_HeyItsRiegert=Hey, it's Riegert. Looks like you're diverting from the mission parameters. I'm gonna need you to get back on track.
PU_ACSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_IG_003_ThisIsBlacjac=This is BlacJac Security. I'm gonna need you to get back on mission.
PU_ACSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_IG_004_ThisIsRiegert=This is Riegert with BlacJac, what are you doing? You know you're supposed to complete the contract in order to get paid, right? Do the job we hired you for.
PU_ACSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_IG_005_HeyItsBlacjac=Hey, it's BlacJac. Looks like you're breaking from the appropriate mission protocol. I'm gonna need you to get focused and get back on track, okay? Don't make me call you again.
PU_ACSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_LastOccur_IG_001_ThisIsRiegert=This is Riegert with BlacJac. I'm not going to tell you again to get back on mission. Do it. Now.
PU_ACSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_LastOccur_IG_002_HeyThisIs=Hey, this is Riegert again. I need you to get back on mission. Last chance.
PU_ACSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_LastOccur_IG_003_AllRightListen=All right, listen up. You need to finish the job we hired you to do. I'm not going to say it again.
PU_ACSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_LastOccur_IG_004_ThisIsYour=This is your final warning. Get back on task and finish the mission as described. I'm running out of patience.
PU_ACSECRREP01_M_DEH_Warn_MissionArea_Abandon_aAlly_tPlayer_FromAlly_LastOccur_IG_005_HeyStopScrewing=Hey. Stop screwing around and finish the job. This is your last chance.
PU_ADMIN1_SK_Busy_IG_001_ImALittle=I'm a little busy at the moment.
PU_ADMIN1_SK_Busy_IG_002_ItsNotA=It's not really a great time to talk.
PU_ADMIN1_SK_Busy_IG_003_SorryIKinda=Sorry, I kinda have to focus here.
PU_ADMIN1_SK_CallSecurity_High_IG_001_Security=Security!
PU_ADMIN1_SK_CallSecurity_High_IG_002_Help=Help!
PU_ADMIN1_SK_CallSecurity_High_IG_003_SomebodyHelpMe=Somebody, help me!
PU_ADMIN1_SK_CallSecurity_Low_IG_001_SecurityHiCould=Security? Oh hi, could you swing by?
PU_ADMIN1_SK_CallSecurity_Low_IG_002_HeyItsMe=Hey, it's me. Yeah, I've got something for you to take a look at.
PU_ADMIN1_SK_CallSecurity_Low_IG_003_SecurityYeahCan=Security. Yeah, can you swing by Admin when you get a chance? Okay, thanks.
PU_ADMIN1_SK_CalmDown_IG_001_TakeABreath=Take a breath and calm down.
PU_ADMIN1_SK_CalmDown_IG_002_ThinkForA=Think for a second. You don't want to do this.
PU_ADMIN1_SK_CalmDown_IG_003_YouNeedTo=You need to relax, okay?
PU_ADMIN1_SK_DeliveryConfiscated_IG_001_ImSorryBut=I'm sorry, but I'm going to need to seize this.
PU_ADMIN1_SK_DeliveryConfiscated_IG_002_ThisPackageIs=This package is clearly in violation of protocol.
PU_ADMIN1_SK_DeliveryConfiscated_IG_003_ImAfraidI=I'm afraid I can't let you keep this.
PU_ADMIN1_SK_DeliveryRejected_IG_001_ImReallySorry=I'm really sorry. I don't have this listed on the import manifest.
PU_ADMIN1_SK_DeliveryRejected_IG_002_NoIDont=No, I don't think that belongs here.
PU_ADMIN1_SK_DeliveryRejected_IG_003_ExcuseMeI=Excuse me, I think you've got the wrong place.
PU_ADMIN1_SK_DenyHelp_IG_001_SorryICant=Sorry, I can't help you.
PU_ADMIN1_SK_DenyHelp_IG_002_ImAfraidI=I'm afraid I don't know.
PU_ADMIN1_SK_DenyHelp_IG_003_YoudHaveTo=You'd have to ask someone else.
PU_ADMIN1_SK_DirectTerm_Cargo_IG_001_YouShouldGo=You should go check the cargo terminal.
PU_ADMIN1_SK_DirectTerm_Cargo_IG_002_CargoTerminalShould=Cargo terminal should sort you out.
PU_ADMIN1_SK_DirectTerm_Cargo_IG_003_IfYouNeed=If you need help with cargo, I'd suggest trying the terminal.
PU_ADMIN1_SK_DirectTerm_Vehicle_IG_001_AllVehicleRelatedIssues=All vehicle-related issues are handled by the terminal.
PU_ADMIN1_SK_DirectTerm_Vehicle_IG_002_IfYouNeed=If you need a vehicle, you should check out the ASOP terminal.
PU_ADMIN1_SK_DirectTerm_Vehicle_IG_003_SorryICant=Sorry, I can't help you. Have a look at the vehicle terminal.
PU_ADMIN1_SK_Farewell_IG_001_TakeCare=Take care.
PU_ADMIN1_SK_Farewell_IG_002_Bye=Bye.
PU_ADMIN1_SK_Farewell_IG_003_SeeYa=See ya.
PU_ADMIN1_SK_GetHits_IG_EX_001=
PU_ADMIN1_SK_GetHits_IG_EX_002=
PU_ADMIN1_SK_GetHits_IG_EX_003=
PU_ADMIN1_SK_GetHits_IG_EX_004=
PU_ADMIN1_SK_GetHits_IG_EX_005=
PU_ADMIN1_SK_GetHits_IG_EX_006=
PU_ADMIN1_SK_GetHits_IG_EX_007=
PU_ADMIN1_SK_GetHits_IG_EX_008=
PU_ADMIN1_SK_GetHits_IG_EX_009=
PU_ADMIN1_SK_GetHits_IG_EX_010=
PU_ADMIN1_SK_GetHits_IG_EX_011=
PU_ADMIN1_SK_Greeting_IG_001_Hi=Hi.
PU_ADMIN1_SK_Greeting_IG_002_Hey=Hey.
PU_ADMIN1_SK_Greeting_IG_003_HowsItGoing=How's it going?
PU_ADMIN1_SK_Greeting_IG_004_YouAlright=You alright?
PU_ADMIN1_SK_MoveOutOfWay_IG_001_ExcuseMe=Excuse me.
PU_ADMIN1_SK_MoveOutOfWay_IG_002_SorryCanI=Sorry, can I get past?
PU_ADMIN1_SK_MoveOutOfWay_IG_003_YouMind=You mind?
PU_ADMIN1_SK_OfferHelp_IG_001_CanIHelp=Can I help you?
PU_ADMIN1_SK_OfferHelp_IG_002_SomethingICan=Something I can help you with?
PU_ADMIN1_SK_OfferHelp_IG_003_WhatCanI=What can I do for you?
PU_ADMIN1_SK_PhysicalBump_IG_001_ExcuseMe=Ah, excuse me.
PU_ADMIN1_SK_PhysicalBump_IG_002_WhoaCarefulThere=Whoa, careful there.
PU_ADMIN1_SK_PhysicalBump_IG_003_OhMyFault=Oh, my fault.
PU_ADMIN1_SK_PickupDirections_IG_001_HereYouGo=Here you go. Enjoy.
PU_ADMIN1_SK_PickupDirections_IG_002_ThatsYours=That's yours.
PU_ADMIN1_SK_PickupDirections_IG_003_ThisOnesYours=This one's yours.
PU_ADMIN1_SK_PlayerActingStrange_IG_001_WhatAreYou=Uhh, what are you doing?
PU_ADMIN1_SK_PlayerActingStrange_IG_002_UmmHello=Umm... hello?
PU_ADMIN1_SK_PlayerActingStrange_IG_003_YouOkay=You okay?
PU_ADMIN1_SK_PlayerThreatensNPC_IG_001_WhatAreYou=What are you doing?!
PU_ADMIN1_SK_PlayerThreatensNPC_IG_002_Shit=Shit!
PU_ADMIN1_SK_PlayerThreatensNPC_IG_003_PleaseDont=No, please, don't!
PU_ADMIN1_SK_PlayerThrowsBoxAtNPC_IG_001_Whoa=Whoa!
PU_ADMIN1_SK_PlayerThrowsBoxAtNPC_IG_002_Hey=Hey!
PU_ADMIN1_SK_PlayerThrowsBoxAtNPC_IG_003_Shit=Shit!
PU_ADMIN1_SK_PlayerTrespassing_IG_001_SorryYouCant=Sorry, you can't be back here.
PU_ADMIN1_SK_PlayerTrespassing_IG_002_ThisIsA=This is a restricted area.
PU_ADMIN1_SK_PlayerTrespassing_IG_003_ImAfraidYoure=I'm afraid you're trespassing.
PU_ADMIN1_SK_RandomWorkComments_IG_001_AnotherDayIn=Another day in paradise, right?
PU_ADMIN1_SK_RandomWorkComments_IG_002_TheFunnyThing=The funny thing is it looks a lot more boring than it is.
PU_ADMIN1_SK_RandomWorkComments_IG_003_MightNotLook=You know, might not look like much, but we've had some pretty interesting breakthroughs here. You might be hearing about them real soon...
PU_ADMIN1_SK_RequestDeliveryRemoval_High_IG_001_ImSorryYoure=I'm sorry, you're going to have to take that away.
PU_ADMIN1_SK_RequestDeliveryRemoval_High_IG_002_LookIHate=Uh, I hate to be 'that guy,' but you can't leave that here.
PU_ADMIN1_SK_RequestDeliveryRemoval_High_IG_003_ImNotGoing=I'm not going to ask again, please remove that.
PU_ADMIN1_SK_RequestDeliveryRemoval_High_IG_003b_ImNotGoing=I'm not going to ask again, please remove that.
PU_ADMIN1_SK_RequestDeliveryRemoval_Low_IG_001_ImSorryYoure=I'm sorry, you're gonna have to take that away.
PU_ADMIN1_SK_RequestDeliveryRemoval_Low_IG_002_LookIHate=I hate to be 'that guy,' but you can't leave that here.
PU_ADMIN1_SK_RequestDeliveryRemoval_Low_IG_003_ImNotGoing=I'm not going to ask again, please remove that.
PU_ADMIN1_SK_RequestToLeave_IG_001_ImSorryBut=I'm sorry, but you have to leave.
PU_ADMIN1_SK_RequestToLeave_IG_002_HonestlyYouCant=Honestly, you can't be here right now.
PU_ADMIN1_SK_RequestToLeave_IG_003_YouGottaGo=You gotta go. Now.
PU_ADMIN1_SK_Thanks_Delivery_IG_001_ThanksForThe=Thanks for the delivery.
PU_ADMIN1_SK_Thanks_Delivery_IG_002_EverythingLooksGood=Everything looks good. Thanks.
PU_ADMIN1_SK_Thanks_Delivery_IG_003_IllCheckThat=I'll check that in. Thanks.
PU_ADMIN1_SK_Thanks_Repair_IG_001_ThanksForTaking=Thanks for taking care of that.
PU_ADMIN1_SK_Thanks_Repair_IG_002_ThatsGreatI=Ah, that's great. I never thought we'd get that fixed.
PU_ADMIN1_SK_Thanks_Repair_IG_003_OhYouFixed=Oh, you fixed it. That's awesome. Thanks.
PU_ADMIN2_SK_Busy_IG_001_SorryCantReally=Sorry, can't really talk right now.
PU_ADMIN2_SK_Busy_IG_002_ImPrettyBusy=I'm pretty busy right now.
PU_ADMIN2_SK_Busy_IG_003_DontReallyHave=Don't really have time to talk.
PU_ADMIN2_SK_Busy_IG_004_SorryImOn=Sorry, I'm on the clock right now.
PU_ADMIN2_SK_Busy_IG_005_GotABunch=Got a bunch of stuff to take care of so now's not a good time.
PU_ADMIN2_SK_CallSecurity_High_IG_001_Security=Security!
PU_ADMIN2_SK_CallSecurity_High_IG_002_HelpSecurity=Help! Security!
PU_ADMIN2_SK_CallSecurity_High_IG_003_INeedSecurity=I need security now!
PU_ADMIN2_SK_CallSecurity_Low_IG_001_SecurityGotA=Security, got a bit of a problem over here.
PU_ADMIN2_SK_CallSecurity_Low_IG_002_HeyINeed=Hey, yeah, I need securtiy to take a look at something.
PU_ADMIN2_SK_CallSecurity_Low_IG_003_HeySecurityGot=Hey Security. I've got a situation I could use a hand with.
PU_ADMIN2_SK_CalmDown_IG_001_ImGonnaNeed=Now I'm gonna need you to calm down.
PU_ADMIN2_SK_CalmDown_IG_002_YouSeemLike=You seem like you're getting agitated. Maybe, take a second and breathe.
PU_ADMIN2_SK_CalmDown_IG_003_YouNeedTo=You need to relax and think about what you're doing.
PU_ADMIN2_SK_DeliveryConfiscated_IG_001_YouCantBring=You can't bring this sort of stuff in here.
PU_ADMIN2_SK_DeliveryConfiscated_IG_002_WhatTheHell=What the hell are you thinking bring this in here? Do you know how many laws you're violating?
PU_ADMIN2_SK_DeliveryConfiscated_IG_003_LookIHate=Look, I hate to do it, but I'm gonna have to confiscate this.
PU_ADMIN2_SK_DeliveryRejected_IG_001_SorryThisIsnt=Sorry, this isn't one of ours.
PU_ADMIN2_SK_DeliveryRejected_IG_002_IThinkTheres=Uh, think there's been a mistake. This delivery isn't for here.
PU_ADMIN2_SK_DeliveryRejected_IG_003_UhOhLooks=Uh oh, looks like this shipment is for someone else.
PU_ADMIN2_SK_DenyHelp_IG_001_ImNotReally=I'm not really the one you should be asking.
PU_ADMIN2_SK_DenyHelp_IG_002_YoureGoingTo=You're going have to find someone else to help you.
PU_ADMIN2_SK_DenyHelp_IG_003_ThatIsntMy=That isn't my department. Good luck though.
PU_ADMIN2_SK_DirectTerm_Cargo_IG_001_TheresACargo=There's a cargo terminal over there that should sort you out.
PU_ADMIN2_SK_DirectTerm_Cargo_IG_002_ForAnythingCargo=For anything cargo related, the terminal's your best bet.
PU_ADMIN2_SK_DirectTerm_Cargo_IG_003_IfYoureHere=If you're here for cargo, that terminal over there is what you want.
PU_ADMIN2_SK_DirectTerm_Vehicle_IG_001_IfYoureLooking=If you're looking for the vehicle terminal, it's right over there.
PU_ADMIN2_SK_DirectTerm_Vehicle_IG_002_IfYouNeed=If you need the vehicle terminal, there's one that way that you can use.
PU_ADMIN2_SK_DirectTerm_Vehicle_IG_003_OhVehicleStuff=Oh, vehicle stuff? You can use the terminal there.
PU_ADMIN2_SK_Farewell_IG_001_AllRightSee=All right, see you later.
PU_ADMIN2_SK_Farewell_IG_002_GoodToSee=Good to see you.
PU_ADMIN2_SK_Farewell_IG_003_IllSeeYou=See you around.
PU_ADMIN2_SK_Farewell_IG_003b_IllSeeYou=See you around.
PU_ADMIN2_SK_Farewell_IG_004_Later=Later.
PU_ADMIN2_SK_Farewell_IG_005_HaveAGood=Have a good one.
PU_ADMIN2_SK_GetHits_IG_EX_001=
PU_ADMIN2_SK_GetHits_IG_EX_002=
PU_ADMIN2_SK_GetHits_IG_EX_003=
PU_ADMIN2_SK_GetHits_IG_EX_004=
PU_ADMIN2_SK_GetHits_IG_EX_005=
PU_ADMIN2_SK_GetHits_IG_EX_006=
PU_ADMIN2_SK_GetHits_IG_EX_007=
PU_ADMIN2_SK_GetHits_IG_EX_008_Fuck=Fuck!
PU_ADMIN2_SK_GetHits_IG_EX_009_Cunt=Cunt!
PU_ADMIN2_SK_GetHits_IG_EX_010_Bastard=Bastard!
PU_ADMIN2_SK_GetHits_IG_EX_011=
PU_ADMIN2_SK_GetHits_IG_EX_012=
PU_ADMIN2_SK_GetHits_IG_EX_013=
PU_ADMIN2_SK_GetHits_IG_EX_014=
PU_ADMIN2_SK_GetHits_IG_EX_015=
PU_ADMIN2_SK_GetHits_IG_EX_016=
PU_ADMIN2_SK_GetHits_IG_EX_017=
PU_ADMIN2_SK_GetHits_IG_EX_018=
PU_ADMIN2_SK_GetHits_IG_EX_019=
PU_ADMIN2_SK_Greeting_IG_001_Hey=Hey.
PU_ADMIN2_SK_Greeting_IG_002_HowsItGoing=How's it going?
PU_ADMIN2_SK_Greeting_IG_003_YouAlright=You all right?
PU_ADMIN2_SK_Greeting_IG_004_HeyThere=Hey there.
PU_ADMIN2_SK_Greeting_IG_005_EverythingGood=Everything good?
PU_ADMIN2_SK_MoveOutOfWay_IG_001_ExcuseMe=Excuse me.
PU_ADMIN2_SK_MoveOutOfWay_IG_002_INeedTo=I need to get by.
PU_ADMIN2_SK_MoveOutOfWay_IG_003_YoureInThe=You're in the way.
PU_ADMIN2_SK_OfferHelp_IG_001_YouNeedHelp=You need help with something?
PU_ADMIN2_SK_OfferHelp_IG_002_IsThereSomething=Is there something you need?
PU_ADMIN2_SK_OfferHelp_IG_003_AnythingICan=Anything that can help you with?
PU_ADMIN2_SK_PhysicalBump_IG_001_Easy=Easy.
PU_ADMIN2_SK_PhysicalBump_IG_002_Careful=Careful.
PU_ADMIN2_SK_PhysicalBump_IG_003_ExcuseMe=Excuse me.
PU_ADMIN2_SK_PickupDirections_IG_001_HereYouGo=Here you go.
PU_ADMIN2_SK_PickupDirections_IG_002_ThisOnesFor=This one's for you.
PU_ADMIN2_SK_PickupDirections_IG_003_LooksLikeThis=It looks like this is the one you're supposed to take.
PU_ADMIN2_SK_PlayerActingStrange_IG_001_AreYouFeeling=Um, are you feeling okay?
PU_ADMIN2_SK_PlayerActingStrange_IG_002_SomethingWrongYoure=Something wrong? You're acting kinda strange.
PU_ADMIN2_SK_PlayerActingStrange_IG_003_ImNotSure=I'm not sure what you're trying to do...
PU_ADMIN2_SK_PlayerActingStrange_IG_004_EverythingAlright=Is everything alright?
PU_ADMIN2_SK_PlayerActingStrange_IG_005_YoureStartingTo=You're starting to weird me out.
PU_ADMIN2_SK_PlayerThreatensNPC_IG_001_WhatTheHell=What the hell is your problem?
PU_ADMIN2_SK_PlayerThreatensNPC_IG_002_WoahWoah=Woah. Woah.
PU_ADMIN2_SK_PlayerThreatensNPC_IG_003_HeyNoNeed=Hey! No need for that!
PU_ADMIN2_SK_PlayerThrowsBoxAtNPC_IG_001_WoahYouCrazy=Woah! Are you crazy?
PU_ADMIN2_SK_PlayerThrowsBoxAtNPC_IG_002_HeyYouTrying=Hey! You trying to kill me?
PU_ADMIN2_SK_PlayerThrowsBoxAtNPC_IG_003_GeezWhatThe=Geez! What the hell was that for.
PU_ADMIN2_SK_PlayerTrespassing_IG_001_DontThinkYoure=Don't think you're supposed to be back here.
PU_ADMIN2_SK_PlayerTrespassing_IG_002_ExcuseMeThis=Excuse me, this area is for personnel only.
PU_ADMIN2_SK_PlayerTrespassing_IG_003_ThisAreasOff=This area's off limit.
PU_ADMIN2_SK_RandomWorkComments_IG_001_YeahIveBeen=Yeah I've been good. Heard from my boy. God knows where they have him deployed these days, but he had a lot to say...
PU_ADMIN2_SK_RandomWorkComments_IG_001b_ItsBeenGood=It's been good. Heard from my boy. God knows where they have him deployed these days, but Eugene certainly had a lot to say...
PU_ADMIN2_SK_RandomWorkComments_IG_002_NotToComplain=Not to complain, but sometimes I think I'd rather be doing anything else than this job.
PU_ADMIN2_SK_RandomWorkComments_IG_003_YouShouldHave=You should have seen how busy it was in here last week. Couldn't even take a break.
PU_ADMIN2_SK_RandomWorkComments_IG_004_TodaysBeenPretty=Today's been pretty good so far. Can't really complain.
PU_ADMIN2_SK_RandomWorkComments_IG_005_IReallyNeed=I really need to start being more careful with my back. Not sure if I slept on it wrong, or if I lifted something, but it's just been bugging me like crazy.
PU_ADMIN2_SK_RequestDeliveryRemoval_High_IG_001_HeyYouCant=Hey, can't leave this here.
PU_ADMIN2_SK_RequestDeliveryRemoval_High_IG_002_YouNeedTo=You need to take this with you.
PU_ADMIN2_SK_RequestDeliveryRemoval_High_IG_003_WhatImSupposed=What am I supposed to do with this?
PU_ADMIN2_SK_RequestDeliveryRemoval_Low_IG_001_HeyYouCant=Hey, you can't leave this here.
PU_ADMIN2_SK_RequestDeliveryRemoval_Low_IG_002_YouNeedTo=You need to take this with you.
PU_ADMIN2_SK_RequestDeliveryRemoval_Low_IG_003_WhatImSupposed=Well, what am I supposed to do with this?
PU_ADMIN2_SK_RequestToLeave_IG_001_ThatsItYou=That's it, you've got to leave.
PU_ADMIN2_SK_RequestToLeave_IG_002_EnoughYouNeed=Enough. You need to leave right now.
PU_ADMIN2_SK_RequestToLeave_IG_003_NoICant=No, no, I can't take anymore of this crap. You've gotta go right now.
PU_ADMIN2_SK_Thanks_Delivery_IG_001_AppreciateTheDelivery=Appreciate the delivery.
PU_ADMIN2_SK_Thanks_Delivery_IG_002_ThanksForThe=Thanks for the drop off.
PU_ADMIN2_SK_Thanks_Delivery_IG_003_IllMarkDown=I'll mark down that we got the shipment.
PU_ADMIN2_SK_Thanks_Repair_IG_001_GoodWorkOn=Good work on the repair.
PU_ADMIN2_SK_Thanks_Repair_IG_002_EverythingSeemsTo=Everything seems to be running now. Thanks.
PU_ADMIN2_SK_Thanks_Repair_IG_003_ThanksForThe=Thanks for the repair.
PU_ADMIN3_SK_Busy_IG_001_ImInThe=I'm in the middle of something.
PU_ADMIN3_SK_Busy_IG_002_ThisIsntThe=This isn't the time.
PU_ADMIN3_SK_Busy_IG_003_ICantTalk=I can't talk right now.
PU_ADMIN3_SK_Busy_IG_003b_ICantTalk=I can't talk right now.
PU_ADMIN3_SK_Busy_IG_004_ImBusy=I'm busy.
PU_ADMIN3_SK_Busy_IG_005_ComeBackLater=Come back later.
PU_ADMIN3_SK_CallSecurity_High_IG_001_Security=Security!
PU_ADMIN3_SK_CallSecurity_High_IG_002_INeedSecurity=I need security. Now.
PU_ADMIN3_SK_CallSecurity_High_IG_003_NeedSomeBackup=Need some backup.
PU_ADMIN3_SK_CallSecurity_Low_IG_001_INeedSecurity=I need security over to Admin.
PU_ADMIN3_SK_CallSecurity_Low_IG_002_SecurityItsMe=Security? It's me. Got something for you.
PU_ADMIN3_SK_CallSecurity_Low_IG_003_SecurityComeBy=Security? Come by Admin when you can.
PU_ADMIN3_SK_CalmDown_IG_001_YouNeedTo=You need to relax.
PU_ADMIN3_SK_CalmDown_IG_002_CalmTheHell=Calm the hell down.
PU_ADMIN3_SK_CalmDown_IG_003_YouBetterCheck=You better check yourself.
PU_ADMIN3_SK_DeliveryConfiscated_IG_001_ImGoingTo=I'm going to need to confiscate this.
PU_ADMIN3_SK_DeliveryConfiscated_IG_002_ThisDelivery=This delivery is in violation of UEE law.
PU_ADMIN3_SK_DeliveryConfiscated_IG_003_IllNeedTo=I'll need to hold onto this.
PU_ADMIN3_SK_DeliveryRejected_IG_001_IDontHave=I don't have this on my delivery list.
PU_ADMIN3_SK_DeliveryRejected_IG_002_ICantAccept=I can't accept this delivery.
PU_ADMIN3_SK_DeliveryRejected_IG_003_IDontKnow=I don't know what that is.
PU_ADMIN3_SK_DenyHelp_IG_001_ICantHelp=I can't help you.
PU_ADMIN3_SK_DenyHelp_IG_002_YouGotThe=You got the wrong person.
PU_ADMIN3_SK_DenyHelp_IG_003_IThinkYoure=I think you're confused.
PU_ADMIN3_SK_DirectTerm_Cargo_IG_001_YoureLookingFor=You're looking for the Cargo Terminal. It's over there.
PU_ADMIN3_SK_DirectTerm_Cargo_IG_002_TryTheCargo=Try the Cargo Terminal.
PU_ADMIN3_SK_DirectTerm_Cargo_IG_003_CheckTheCargo=Check the Cargo Terminal. That should sort you out.
PU_ADMIN3_SK_DirectTerm_Vehicle_IG_001_TryTheVehicle=Try the Vehicle Terminal.
PU_ADMIN3_SK_DirectTerm_Vehicle_IG_002_YoureLooking=You're looking for the Vehicle Terminal.
PU_ADMIN3_SK_DirectTerm_Vehicle_IG_003_TheVehicleTerminal=The Vehicle Terminal should handle that.
PU_ADMIN3_SK_Farewell_IG_001_Bye=Bye.
PU_ADMIN3_SK_Farewell_IG_002_ThatsAll=That's all.
PU_ADMIN3_SK_Farewell_IG_003_WereDoneHere=We're done here.
PU_ADMIN3_SK_GetHits_IG_EX_001=
PU_ADMIN3_SK_GetHits_IG_EX_002=
PU_ADMIN3_SK_GetHits_IG_EX_003=
PU_ADMIN3_SK_GetHits_IG_EX_004=
PU_ADMIN3_SK_GetHits_IG_EX_005=
PU_ADMIN3_SK_GetHits_IG_EX_006=
PU_ADMIN3_SK_GetHits_IG_EX_007=
PU_ADMIN3_SK_GetHits_IG_EX_008=
PU_ADMIN3_SK_GetHits_IG_EX_009=
PU_ADMIN3_SK_GetHits_IG_EX_010=
PU_ADMIN3_SK_GetHits_IG_EX_011=
PU_ADMIN3_SK_GetHits_IG_EX_012=
PU_ADMIN3_SK_GetHits_IG_EX_013=
PU_ADMIN3_SK_GetHits_IG_EX_014=
PU_ADMIN3_SK_GetHits_IG_EX_015=
PU_ADMIN3_SK_GetHits_IG_EX_016=
PU_ADMIN3_SK_GetHits_IG_EX_017=
PU_ADMIN3_SK_Greeting_IG_001_Hello=Hello.
PU_ADMIN3_SK_Greeting_IG_002_Welcome=Welcome.
PU_ADMIN3_SK_Greeting_IG_003_Hi=Hi.
PU_ADMIN3_SK_Greeting_IG_004_Hey=Hey.
PU_ADMIN3_SK_MoveOutOfWay_IG_001_Move=Move.
PU_ADMIN3_SK_MoveOutOfWay_IG_002_OutOfThe=Out of the way.
PU_ADMIN3_SK_MoveOutOfWay_IG_003=
PU_ADMIN3_SK_OfferHelp_IG_001_SomethingICan=Something I can help you with?
PU_ADMIN3_SK_OfferHelp_IG_002_WhatCanI=What can I do for you?
PU_ADMIN3_SK_OfferHelp_IG_003_NeedSomething=Need something?
PU_ADMIN3_SK_PhysicalBump_IG_001_HeyWatchIt=Hey. Watch it.
PU_ADMIN3_SK_PhysicalBump_IG_002_LookWhereYoure=Look where you're going.
PU_ADMIN3_SK_PhysicalBump_IG_003_YouMind=You mind?
PU_ADMIN3_SK_PickupDirections_IG_001_ThereYouGo=There you go.
PU_ADMIN3_SK_PickupDirections_IG_002_ThatsYours=That's yours.
PU_ADMIN3_SK_PickupDirections_IG_003_GoOnTake=Go on. Take it.
PU_ADMIN3_SK_PlayerActingStrange_IG_001_AhOkay=Okay...
PU_ADMIN3_SK_PlayerActingStrange_IG_002_Right=Right...
PU_ADMIN3_SK_PlayerActingStrange_IG_003_AhIDont=Uh, I don't know what that is.
PU_ADMIN3_SK_PlayerActingStrange_IG_004_WhatsGoingOn=What's going on?
PU_ADMIN3_SK_PlayerActingStrange_IG_005_WhatIsWrong=What is wrong with you?
PU_ADMIN3_SK_PlayerThreatensNPC_IG_001_WhatYouThink=What do you think you're doing?
PU_ADMIN3_SK_PlayerThreatensNPC_IG_002_PutThatAway=Put that away.
PU_ADMIN3_SK_PlayerThreatensNPC_IG_003_ThinkVeryCarefully=Think very carefully about what you're doing.
PU_ADMIN3_SK_PlayerThrowsBoxAtNPC_IG_001_WhatThe=Hey, what the-
PU_ADMIN3_SK_PlayerThrowsBoxAtNPC_IG_002_WhatsYourProblem=What's your problem?
PU_ADMIN3_SK_PlayerThrowsBoxAtNPC_IG_003_WhatTheHell=What the hell?
PU_ADMIN3_SK_PlayerTrespassing_IG_001_GetOutOf=Get out of here.
PU_ADMIN3_SK_PlayerTrespassing_IG_002_YoureInA=You're in a restricted area.
PU_ADMIN3_SK_PlayerTrespassing_IG_003_YouArentSupposed=You aren't supposed to be here.
PU_ADMIN3_SK_RandomWorkComments_IG_001_IDontKnow=I don't know. Same as any other day, I guess.
PU_ADMIN3_SK_RandomWorkComments_IG_002_ItsFineIts=It's fine. It's not like this is a really exciting job or anything. They ain't making spectrum shows about what I do.
PU_ADMIN3_SK_RandomWorkComments_IG_003_ImOkayJust=I'm okay. Just working...
PU_ADMIN3_SK_RandomWorkComments_IG_004_YeahFine=Yeah, fine.
PU_ADMIN3_SK_RandomWorkComments_IG_005_YouKnowLiving=You know, living the dream.
PU_ADMIN3_SK_RequestDeliveryRemoval_High_IG_002_HeyTakeYour=Hey. Take your shit.
PU_ADMIN3_SK_RequestDeliveryRemoval_High_IG_003_INeedThis=Hey. I need this gone. Now.
PU_ADMIN3_SK_RequestDeliveryRemoval_Low_IG_001_ImNotGoing=I'm not going to tell you again.
PU_ADMIN3_SK_RequestDeliveryRemoval_Low_IG_002_HeyTakeYour=Hey. Take your shit.
PU_ADMIN3_SK_RequestDeliveryRemoval_Low_IG_003_INeedThis=I need this gone. Now.
PU_ADMIN3_SK_RequestToLeave_IG_001_GetOutOfHere=Get out of here.
PU_ADMIN3_SK_RequestToLeave_IG_002_LeaveNow=Leave. Now.
PU_ADMIN3_SK_RequestToLeave_IG_003_GetTheHell=Get the hell out of here.
PU_ADMIN3_SK_Thanks_Delivery_IG_001_IllSeeThis=I'll see this gets where it's going.
PU_ADMIN3_SK_Thanks_Delivery_IG_002_EverythingLooksGood=Everything looks good.
PU_ADMIN3_SK_Thanks_Delivery_IG_003_CheckedInThanks=Checked in. Thanks.
PU_ADMIN3_SK_Thanks_Repair_IG_001_GladWeGot=Glad we got that fixed.
PU_ADMIN3_SK_Thanks_Repair_IG_002_AppreciateTheRepair=Appreciate the repair job. Thing's been bugging me all week.
PU_ADMIN3_SK_Thanks_Repair_IG_003_IsItFixed=Is it fixed? Good.
PU_ADMIN4_SK_Busy_IG_001_SorryImNot=Sorry, I'm not supposed to have a break yet.
PU_ADMIN4_SK_Busy_IG_002_IAmCrazy=I am crazy busy.
PU_ADMIN4_SK_Busy_IG_003_DontHaveTime=Don't have time to talk right now.
PU_ADMIN4_SK_Busy_IG_004_IHaveA=I have a tight deadline I'm dealing with, so if you'll excuse me...
PU_ADMIN4_SK_Busy_IG_005_YouWouldNot=You would not believe the day I'm having. Super busy.
PU_ADMIN4_SK_CallSecurity_High_IG_001_Security=Security!
PU_ADMIN4_SK_CallSecurity_High_IG_002_HelpSecurity=Help! Security!
PU_ADMIN4_SK_CallSecurity_High_IG_003_INeedSecurity=I need security now!
PU_ADMIN4_SK_CallSecurity_Low_IG_001_SecurityComeBy=Security? Come by when you can.
PU_ADMIN4_SK_CallSecurity_Low_IG_002_SecurityToAdmin=Security to Admin. Thanks.
PU_ADMIN4_SK_CallSecurity_Low_IG_003_SecurityWheneverYou=Security, whenever you can, I need you to check something out.
PU_ADMIN4_SK_CalmDown_IG_001_WhoahEasyEasy=Woah, woah. Easy. Easy. Just relax.
PU_ADMIN4_SK_CalmDown_IG_002_LookJustCalm=Look. Just calm down. Everything's fine.
PU_ADMIN4_SK_CalmDown_IG_003_HeyItsOkay=Hey, it's okay. Deep breathes. Nice and easy.
PU_ADMIN4_SK_DeliveryConfiscated_IG_001_WhatWereYou=What you thinking bring this here? Totally not allowed.
PU_ADMIN4_SK_DeliveryConfiscated_IG_002_YouKnowThis=You know this stuff is illegal, right? I have to confiscate it.
PU_ADMIN4_SK_DeliveryConfiscated_IG_003_SorryToTell=Sorry to tell you this, but I have to confiscate this package.
PU_ADMIN4_SK_DeliveryRejected_IG_001_ImPrettySure=I'm pretty sure that's not supposed to go there.
PU_ADMIN4_SK_DeliveryRejected_IG_002_IThinkYou=I think you got the wrong delivery address.
PU_ADMIN4_SK_DeliveryRejected_IG_003_NotSureWhat=Not sure what went wrong, but that shipment's not for us.
PU_ADMIN4_SK_DenyHelp_IG_001_WishICould=I wish I could help you, but I can't. Sorry.
PU_ADMIN4_SK_DenyHelp_IG_002_ImNotReally=I'm not really supposed to deal with this kind of stuff.
PU_ADMIN4_SK_DenyHelp_IG_003_IfYouNeed=If you need help, I'm not the one to ask.
PU_ADMIN4_SK_DirectTerm_Cargo_IG_001_TheCargoTerminal=The cargo terminal over there is probably what you're looking for.
PU_ADMIN4_SK_DirectTerm_Cargo_IG_002_ForCargoStuff=For cargo stuff, try that terminal.
PU_ADMIN4_SK_DirectTerm_Cargo_IG_003_CargoItsThat=Cargo? It's that terminal over there.
PU_ADMIN4_SK_DirectTerm_Vehicle_IG_001_TheVehicleTerminal=The vehicle terminal is right that way. You're welcome to use it.
PU_ADMIN4_SK_DirectTerm_Vehicle_IG_002_IfYouNeed=If you need a vehicle terminal, you can use the one over there.
PU_ADMIN4_SK_DirectTerm_Vehicle_IG_003_ForVehicleStuff=For vehicle stuff, try accessing the terminal right over there.
PU_ADMIN4_SK_Farewell_IG_001_HaveAGood=Have a good one.
PU_ADMIN4_SK_Farewell_IG_002_Later=Later.
PU_ADMIN4_SK_Farewell_IG_003_ShouldBeAll=Should be all set.
PU_ADMIN4_SK_Farewell_IG_004_SeeYouAround=See you around.
PU_ADMIN4_SK_Farewell_IG_005_AllRightSee=All right, yeah. See you later.
PU_ADMIN4_SK_GetHits_IG_EX_001=
PU_ADMIN4_SK_GetHits_IG_EX_002=
PU_ADMIN4_SK_GetHits_IG_EX_003=
PU_ADMIN4_SK_GetHits_IG_EX_004=
PU_ADMIN4_SK_GetHits_IG_EX_005=
PU_ADMIN4_SK_GetHits_IG_EX_006=
PU_ADMIN4_SK_GetHits_IG_EX_007=
PU_ADMIN4_SK_GetHits_IG_EX_008=
PU_ADMIN4_SK_GetHits_IG_EX_009=
PU_ADMIN4_SK_GetHits_IG_EX_010=
PU_ADMIN4_SK_GetHits_IG_EX_011=
PU_ADMIN4_SK_GetHits_IG_EX_012=
PU_ADMIN4_SK_GetHits_IG_EX_013=
PU_ADMIN4_SK_GetHits_IG_EX_014=
PU_ADMIN4_SK_GetHits_IG_EX_015=
PU_ADMIN4_SK_GetHits_IG_EX_016=
PU_ADMIN4_SK_GetHits_IG_EX_017=
PU_ADMIN4_SK_GetHits_IG_EX_018=
PU_ADMIN4_SK_GetHits_IG_EX_019=
PU_ADMIN4_SK_GetHits_IG_EX_020=
PU_ADMIN4_SK_GetHits_IG_EX_021=
PU_ADMIN4_SK_GetHits_IG_EX_022=
PU_ADMIN4_SK_Greeting_IG_001_Hey=Hey.
PU_ADMIN4_SK_Greeting_IG_002_HowsItGoing=How's it going?
PU_ADMIN4_SK_Greeting_IG_003_YouAllRight=You all right?
PU_ADMIN4_SK_Greeting_IG_004_HeyThere=Hey there.
PU_ADMIN4_SK_Greeting_IG_005_EverythingGood=Everything good?
PU_ADMIN4_SK_MoveOutOfWay_IG_001_PardonMe=Pardon me.
PU_ADMIN4_SK_MoveOutOfWay_IG_002_CouldYouMove=Could you move?
PU_ADMIN4_SK_MoveOutOfWay_IG_003_HotStuffComing=Hot stuff, coming through.
PU_ADMIN4_SK_OfferHelp_IG_001_YouNeedHelp=You need help with something?
PU_ADMIN4_SK_OfferHelp_IG_002_IsThereSomething=Is there something you need?
PU_ADMIN4_SK_OfferHelp_IG_003_AnythingThatYou=Anything you need help with?
PU_ADMIN4_SK_PhysicalBump_IG_001_WalkMuch=Walk much?
PU_ADMIN4_SK_PhysicalBump_IG_002_PayAttention=Pay attention.
PU_ADMIN4_SK_PhysicalBump_IG_003_WhoaHey=Woah! Hey.
PU_ADMIN4_SK_PickupDirections_IG_001_ThisIsFor=This is for you.
PU_ADMIN4_SK_PickupDirections_IG_002_HereYouGo=Here you go. All yours.
PU_ADMIN4_SK_PickupDirections_IG_003_AlrightHeresYour=Alright. Here's your pick up.
PU_ADMIN4_SK_PlayerActingStrange_IG_001_AhSoYoure=Ah... so you're one of those kinds of people.
PU_ADMIN4_SK_PlayerActingStrange_IG_002_WhyDoThe=Why do the weird ones always find me?
PU_ADMIN4_SK_PlayerActingStrange_IG_003_OkayThen=Okay then...
PU_ADMIN4_SK_PlayerActingStrange_IG_004_AreYouFeeling=Are you feeling alright?
PU_ADMIN4_SK_PlayerActingStrange_IG_005_YeahIDont=Yup... I don't really know what you're trying to do there.
PU_ADMIN4_SK_PlayerThreatensNPC_IG_001_TheresNoNeed=There's no need for that.
PU_ADMIN4_SK_PlayerThreatensNPC_IG_002_IDontWant=I don't want any trouble.
PU_ADMIN4_SK_PlayerThreatensNPC_IG_003_WhatCrawledUp=What crawled up your butt?
PU_ADMIN4_SK_PlayerThrowsBoxAtNPC_IG_001_HeyWhatsYour=Hey! What's your problem?
PU_ADMIN4_SK_PlayerThrowsBoxAtNPC_IG_002_WhatDidI=What did I do to deserve that?
PU_ADMIN4_SK_PlayerThrowsBoxAtNPC_IG_003_YouCouldOf=You could of really hurt me with that.
PU_ADMIN4_SK_PlayerTrespassing_IG_001_IDontThink=I don't think you're supposed to be back here.
PU_ADMIN4_SK_PlayerTrespassing_IG_002_YouLostThis=You lost? This area's for employees only.
PU_ADMIN4_SK_PlayerTrespassing_IG_003_ThisAreasOff=This area's off limits.
PU_ADMIN4_SK_RandomWorkComments_IG_001_WhenIFirst=When I first took this job I thought it would be... well let's just say this isn't what I expected.
PU_ADMIN4_SK_RandomWorkComments_IG_002_ThereIsOne=There is one great part about this job. Usually people don't try to bother me.
PU_ADMIN4_SK_RandomWorkComments_IG_003_ICannotWait=I cannot wait for this shift to be over.
PU_ADMIN4_SK_RandomWorkComments_IG_004_SometimesItCan=Sometimes it can get a bit lonely out here, but for the most part I like the quiet.
PU_ADMIN4_SK_RandomWorkComments_IG_005_ManSomethingAt=Oh man, something at lunch did not agree with me at all.
PU_ADMIN4_SK_RequestDeliveryRemoval_High_IG_001_HeyYouCant=Hey, you can't leave that here.
PU_ADMIN4_SK_RequestDeliveryRemoval_High_IG_002_YouNeedTo=You need to take that with you.
PU_ADMIN4_SK_RequestDeliveryRemoval_High_IG_003_HeyYoureForgetting=Hey. You're forgetting something.
PU_ADMIN4_SK_RequestDeliveryRemoval_Low_IG_001_HeyYouCant=Hey, you can't leave that here.
PU_ADMIN4_SK_RequestDeliveryRemoval_Low_IG_002_YouNeedTo=You need to take that with you.
PU_ADMIN4_SK_RequestDeliveryRemoval_Low_IG_003_HeyYoureForgetting=Hey. You're forgetting something.
PU_ADMIN4_SK_RequestToLeave_IG_001_IThinkYou=I think you should go.
PU_ADMIN4_SK_RequestToLeave_IG_002_INeedYou=I need you to leave the premises.
PU_ADMIN4_SK_RequestToLeave_IG_003_OkayINeed=Okay, you need to get of here, right now.
PU_ADMIN4_SK_Thanks_Delivery_IG_001_WellTakeIt=We'll take it from here. Thanks.
PU_ADMIN4_SK_Thanks_Delivery_IG_002_AllSetOn=All set on the delivery. You're good.
PU_ADMIN4_SK_Thanks_Delivery_IG_003_EverythingChecksOut=Everything checks out. Thanks.
PU_ADMIN4_SK_Thanks_Repair_IG_001_RepairLooksGood=Repair looks good.
PU_ADMIN4_SK_Thanks_Repair_IG_002_SystemsAllUp=System's all up and running. Thanks.
PU_ADMIN4_SK_Thanks_Repair_IG_003_ItsGreatTo=It's great to have everything fixed and working again.
PU_ADMIN5_M_SK_Convo_ConsultTerm_IG_001_NowLetsSee=Now, let's see what we've got.
PU_ADMIN5_M_SK_Convo_ConsultTerm_IG_002_IllJustGive=I'll just give it a quick check.
PU_ADMIN5_M_SK_Convo_ConsultTerm_IG_003_AlrightLetsSee=Alright, let's see what the system says.
PU_ADMIN5_M_SK_Convo_EncourageJobOffer_IG_001_AreYouGoing=Are you going to take it? Or do you not want it anymore?
PU_ADMIN5_M_SK_Convo_EncourageJobOffer_IG_002_ImGettingThe=I'm getting the sense that you don't want this delivery.
PU_ADMIN5_M_SK_Convo_EncourageJobOffer_IG_003_SoDoesThis=So, does this mean you don't want to do the delivery?
PU_ADMIN5_M_SK_Convo_EncouragePlaceDelivery_IG_001_MaybeYouDidnt=Maybe you didn't hear me. Right there is good.
PU_ADMIN5_M_SK_Convo_EncouragePlaceDelivery_IG_002_SeriouslyYouCan=Seriously. You can just place it there. It's fine.
PU_ADMIN5_M_SK_Convo_EncouragePlaceDelivery_IG_003_ImNotGonna=I'm not gonna be able to process it till you put it down.
PU_ADMIN5_M_SK_Convo_HandOver_IG_001_OkayYeahI=Okay, yeah. I can take care of that for you.
PU_ADMIN5_M_SK_Convo_HandOver_IG_002_ThenLetsGet=Then let's get you sorted.
PU_ADMIN5_M_SK_Convo_HandOver_IG_003_LetsSeeWhat=Let's see what you brought.
PU_ADMIN5_M_SK_Convo_Interrupt_IG_001_UhIsSomething=Uh, is something wrong?
PU_ADMIN5_M_SK_Convo_Interrupt_IG_002_WhatWhatHappened=What? What happened?
PU_ADMIN5_M_SK_Convo_Interrupt_IG_003_NevermindThen=Nevermind then...
PU_ADMIN5_M_SK_Convo_PlaceDelivery_IG_001_OkaySureYou=Okay, sure. You can put it down there.
PU_ADMIN5_M_SK_Convo_PlaceDelivery_IG_002_YouCameTo=You came to the right person. Just set it down here.
PU_ADMIN5_M_SK_Convo_PlaceDelivery_IG_003_GreatPlaceIt=Great. Place it over there for me?
PU_ADMIN5_M_SK_Convo_Thanks_Comply_IG_001_Perfect=Perfect.
PU_ADMIN5_M_SK_Convo_Thanks_Comply_IG_002_ThatWorks=That works.
PU_ADMIN5_M_SK_Convo_Thanks_Comply_IG_003_YeahThatsGood=Yeah, that's good.
PU_ADMIN5_M_SK_Convo_TimeoutJobOffer_IG_001_FineIllJust=Fine. I'll just make a note that you didn't want it.
PU_ADMIN5_M_SK_Convo_TimeoutJobOffer_IG_002_WhyDontWe=Why don't we just forget the whole thing.
PU_ADMIN5_M_SK_Convo_TimeoutJobOffer_IG_003_OhSureWaste=Oh sure, waste all our time. Nothing wrong about that.
PU_ADMIN5_M_SK_Convo_TimeoutPlaceDelivery_IG_001_YouKnowWhat=You know what? Why don't you let me know when you're ready.
PU_ADMIN5_M_SK_Convo_TimeoutPlaceDelivery_IG_002_OkayNotA=Okay... not a delivery I guess.
PU_ADMIN5_M_SK_Convo_TimeoutPlaceDelivery_IG_003_WellLetMe=Well, let me know when you figure out what you're doing.
PU_ADMIN5_M_SK_General_DeathThroes_Scream_IG_EX_001=< Scream >
PU_ADMIN5_M_SK_General_DeathThroes_Scream_IG_EX_002=< Scream >
PU_ADMIN5_M_SK_General_DeathThroes_Scream_IG_EX_003=< Scream >
PU_ADMIN5_M_SK_General_DeathThroes_Scream_IG_EX_004=< Scream >
PU_ADMIN5_M_SK_General_DeathThroes_Sudden_IG_EX_001=< Grunt >
PU_ADMIN5_M_SK_General_DeathThroes_Sudden_IG_EX_002=< Grunt >
PU_ADMIN5_M_SK_General_DeathThroes_Sudden_IG_EX_003=< Grunt >
PU_ADMIN5_M_SK_General_DeathThroes_Sudden_IG_EX_004=< Grunt >
PU_ADMIN5_M_SK_General_DeathThroes_Sudden_IG_EX_005=< Grunt >
PU_ADMIN5_M_SK_General_DeathThroes_Sudden_IG_EX_006=< Grunt >
PU_ADMIN5_M_SK_General_DeathThroes_Sudden_IG_EX_007=< Grunt >
PU_ADMIN5_M_SK_General_DeathThroes_Sudden_IG_EX_008=< Grunt >
PU_ADMIN5_M_SK_General_Effort_Drop_Light_IG_EX_001=< light grunt >
PU_ADMIN5_M_SK_General_Effort_Drop_Light_IG_EX_002=< light grunt >
PU_ADMIN5_M_SK_General_Effort_Lift_Light_IG_EX_001=< light grunt >
PU_ADMIN5_M_SK_General_Effort_Lift_Light_IG_EX_002=< light grunt >
PU_ADMIN5_M_SK_General_Effort_Lift_Light_IG_EX_003=< light grunt >
PU_ADMIN5_M_SK_General_Effort_Lift_Light_IG_EX_004=< light grunt >
PU_ADMIN5_M_SK_General_Idles_AudioFidget_IG_EX_001=< Cough >
PU_ADMIN5_M_SK_General_Idles_AudioFidget_IG_EX_002=< Throat clear >
PU_ADMIN5_M_SK_General_Idles_AudioFidget_IG_EX_003=< Throat clear >
PU_ADMIN5_M_SK_General_Idles_AudioFidget_IG_EX_004=< Throat clear >
PU_ADMIN5_M_SK_General_Idles_AudioFidget_IG_EX_005=< Sigh >
PU_ADMIN5_M_SK_General_Idles_AudioFidget_IG_EX_006=< Throat clear >
PU_ADMIN5_M_SK_General_Idles_CheckMobi_IG_EX_002=< Figdet >
PU_ADMIN5_M_SK_General_Idles_CleanDesk_IG_EX_001=< Figdet >
PU_ADMIN5_M_SK_General_Idles_CleanDesk_IG_EX_003=< Figdet >
PU_ADMIN5_M_SK_General_Idles_InteractTerminal_IG_EX_001=< Figdet >
PU_ADMIN5_M_SK_General_Idles_InteractTerminal_IG_EX_002=< Figdet >
PU_ADMIN5_M_SK_General_Idles_LookAround_IG_EX_001=< Figdet >
PU_ADMIN5_M_SK_General_Idles_LookAround_IG_EX_002=< Figdet >
PU_ADMIN5_M_SK_General_Idles_LookAround_IG_EX_003=< Figdet >
PU_ADMIN5_M_SK_General_Idles_LookAround_IG_EX_004=< Figdet >
PU_ADMIN5_M_SK_General_Idles_LookAround_IG_EX_005=< Figdet >
PU_ADMIN5_M_SK_General_Idles_LookAround_IG_EX_006=< Figdet >
PU_ADMIN5_M_SK_General_Idles_TakeMobiCall_IG_001_HelloYesWell=Hello... Yes when do you need that by?... I can do that... Okay, thank you.
PU_ADMIN5_M_SK_General_Idles_TakeMobiCall_IG_002_HelloYesI=Hello... Yes, I can do that for you. Can I call you back?... Thank you, yes. Bye bye.
PU_ADMIN5_M_SK_General_Idles_TakeMobiCall_IG_003_HelloYesOh=Hello... Yes... Oh, that's brilliant news... Yes, I'll be there tomorrow... Okay, thank you. Bye bye.
PU_ADMIN5_M_SK_General_Idles_TakeMobiCall_IG_004_HelloYesFantastic=Hello... Yes... Fantastic. I'll pick it up later on today... Yes, thank you. Bye bye.
PU_ADMIN5_M_SK_General_PlayerApproach_Bored_IG_001_DearMeOh=< Yawn > Dear me... Oh!
PU_ADMIN5_M_SK_General_PlayerApproach_Bored_IG_002=< Stretch >
PU_ADMIN5_M_SK_General_PlayerApproach_Bored_IG_003_OhHello=< Fidget > Oh, hello.
PU_ADMIN5_M_SK_General_PlayerApproach_Bored_IG_004_OhGosh=< Stretch > Oh, gosh.
PU_ADMIN5_SK_Busy_IG_001_CouldYouGive=Could you just give me a second?
PU_ADMIN5_SK_Busy_IG_002_SorryImA=Sorry, I'm a little swamped right now.
PU_ADMIN5_SK_Busy_IG_003_IJustNeed=I just need a couple of minutes to clear this up.
PU_ADMIN5_SK_Busy_IG_004_ImSoSorry=I'm so sorry, I can't help you right now.
PU_ADMIN5_SK_Busy_IG_005_ImBusyAt=I'm busy at the moment.
PU_ADMIN5_SK_CallSecurity_High_IG_001_Security=Security!
PU_ADMIN5_SK_CallSecurity_High_IG_002_HelpPoliceSomebody=Help! Police! Somebody! Anybody!
PU_ADMIN5_SK_CallSecurity_High_IG_003_SecurityHelpMe=Security! Help me!
PU_ADMIN5_SK_CallSecurity_Low_IG_001_HiSecurityHi=Hi, security? Hi. Could you come by? Whenever you get a chance. Thanks.
PU_ADMIN5_SK_CallSecurity_Low_IG_002_INeedSecurity=I need security, please. Thanks. No rush.
PU_ADMIN5_SK_CallSecurity_Low_IG_003_SecurityToAdmin=Security to Admin please. Thank you.
PU_ADMIN5_SK_CalmDown_IG_001_WillYouPlease=Will you please calm down?
PU_ADMIN5_SK_CalmDown_IG_002_ImGoingTo=I'm going to need you to calm down.
PU_ADMIN5_SK_CalmDown_IG_003_ImSorryBut=I'm sorry, but can you just relax?
PU_ADMIN5_SK_DeliveryConfiscated_IG_001_OhMyGod=Oh my god, is that... you can't bring that here.
PU_ADMIN5_SK_DeliveryConfiscated_IG_002_ImSorryBut=I'm sorry, but I need to confiscate this.
PU_ADMIN5_SK_DeliveryConfiscated_IG_003_UmYouCant=Um... you can't walk out of here with this. I'm sorry, but my hands are tied.
PU_ADMIN5_SK_DeliveryRejected_IG_001_ImReallySorry=Ahh, I'm really sorry, but I can't take that.
PU_ADMIN5_SK_DeliveryRejected_IG_002_HmmTheSystem=Hmm. The system doesn't have that delivery listed.
PU_ADMIN5_SK_DeliveryRejected_IG_003_IDontHave=I don't have that on any of my manifests.
PU_ADMIN5_SK_DenyHelp_IG_001_YeahSorryI=Yeah, uhh, sorry, I can't really help you.
PU_ADMIN5_SK_DenyHelp_IG_002_ThatsNotReally=That's not really my thing, you know?
PU_ADMIN5_SK_DenyHelp_IG_003_IdLoveTo=I'd love to help, I would, but I... can't.
PU_ADMIN5_SK_DirectTerm_Cargo_IG_001_OhYesYoure=Oh, yes. You're looking for the Cargo Terminal.
PU_ADMIN5_SK_DirectTerm_Cargo_IG_002_ActuallyIDont=Actually, I don't handle that sort of thing. The Cargo Terminal usually tackles that stuff.
PU_ADMIN5_SK_DirectTerm_Cargo_IG_003_SorryYeahI=Sorry, yeah, I think you want the Cargo Terminal. That should help you.
PU_ADMIN5_SK_DirectTerm_Vehicle_IG_001_AhIfYoure=Ah. If you're looking for vehicles, you should go to the Vehicle Terminal there.
PU_ADMIN5_SK_DirectTerm_Vehicle_IG_002_ImAfraidIm=I'm afraid I'm not cleared to coordinate vehicle deliveries. There's a terminal for that.
PU_ADMIN5_SK_DirectTerm_Vehicle_IG_003_WhatYouWant=What you want is right over there. The vehicle terminal. That can help you out.
PU_ADMIN5_SK_Farewell_IG_001_TakeCare=Take care.
PU_ADMIN5_SK_Farewell_IG_002_ThankYou=Thank you.
PU_ADMIN5_SK_Farewell_IG_003_HaveAGood=Have a good one.
PU_ADMIN5_SK_Farewell_IG_004_StaySafe=Stay safe.
PU_ADMIN5_SK_Farewell_IG_005_Bye=Bye.
PU_ADMIN5_SK_GetHits_IG_EX_001_OhGod= Oh god!
PU_ADMIN5_SK_GetHits_IG_EX_002_OhGod=Oh god!
PU_ADMIN5_SK_GetHits_IG_EX_003_OhGodOh= Oh god! Oh god!
PU_ADMIN5_SK_GetHits_IG_EX_004_IsThatBlood= Is that blood?
PU_ADMIN5_SK_GetHits_IG_EX_005_ThatsBlood=That's blood!
PU_ADMIN5_SK_GetHits_IG_EX_006_IsThatBlood=Is that blood?! That's blood!
PU_ADMIN5_SK_GetHits_IG_EX_007=