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7?????????   AL<BTriggerRuntime::update:   <??  Timer Popped: Timer=%d, Gametime=%d.  %sAction(ID=%-5d)::update:  CurrentState=%s.    BUGA::doAnimationLooped, subState=%d.  R e l o a d     L???   4   ?  HCp r t    $tI @ F?* * *         SubState is Idle, picking Idle/Bored anim.  
     A?I@  SubState is Graze, picking Graze anim.      SubState is LayDown, currentAnimType=%d.  ??Indians Ottomans    Dutch   building_rifle_shot IBThrowChance       CAT=LayDownIdle, Setting anim to LayDownBored (%d).     BuildingPartImpact   %sAction(ID=%-5d)::setState:  CurrentState=%s, NewState=%s.   Timer=%d, GameTime=%d, Diff=%d.   BUGA::doGraze:  BUGA::doIdle:   BUGA::doLayDown:              ????   >    {d?    CAT=LayDown, Setting anim to LayDownIdle (%d).          We were !(migrating and wandering).       Event is Done/Failed.     %sAction(ID=%-5d)::processEvent:  CurrentState=%s, Event=%s, Range=%f.  5<c l a m s h e l l - l o w e r   c l a m s h e l l - u p p e r   c l a m s h e l l - p e l v i s     4?4ui\minimap\flare_attack     Invalid GrazeAnim, returning.     SubState is LayDown, checking for GetUp.          Anim is GetUp, doing nothing.       Anim is not GetUp, setting anim to GetUp.     CAT=GetUp, Setting state to Working.          We were migrating and wandering.  K n o c k o u t     K n o c k o u t I d l e     C o l l a p s e F a c e u p     ??????????  B ? 9??5?=effects\  udeHitsWater   ?I@   4?D=   4??nK? M   phipCannonShoot N a v e l C a n n o n   t e s t s p h e r e     c a n n o n b a l l     c a n n o n b a l l _ i m p a c t _ w a t e r   BuildingHeavyPartImpact < t t f > < t t b >     < t t f > < t t h >     ??< / c o l o r >     < c o l o r = 1 ,   0 ,   0 >   { c o l o r i z e C o s t ( % s , % d , % d ) }     ,   ? u i F i n d T y p e ( " % S " )     % s   ( % s )   % s % . 0 f % s   < i c o n = " ( % d ) ( % S ) " >     g a m e         ¬Q??¬Q??uiLookAtUnit(%d)    < t t f > < t t r >     T e x t u r e I D   < i c o n = " ( 1 6 ) ( T e x t u r e I D ( % d ) ) " >     ;< c o l o r = % f ,   % f ,   % f > % s   % s :   % s < / c o l o r > 
     % d / % d   ,   % . 1 f x   % s     < i c o n = " ( 1 0 ) ( T e x t u r e I D ( % d ) ) " >     ??  % d   < i c o n = " ( 1 6 ) ( T e x t u r e I D ( % d ) ) " >         % d   < i c o n = " ( 1 6 ) ( T e x t u r e I D ( % d ) ) " >   % s :   
   
       CAT=LayDownBored, Setting anim to LayDownIdle (%d).     SubState is Idle/Graze/Wander, setting state to Working.      Doing createChildMoveAction.  BUGA::doWander: ??    u i \ c o r e _ u i \ s i m p l e _ t r a n s _ b o x _ b o t t o m _ r _ c o r n e r   u i \ c o r e _ u i \ s i m p l e _ t r a n s _ b o x _ b o t t o m _ m i d d l e       u i \ c o r e _ u i \ s i m p l e _ t r a n s _ b o x _ b o t t o m _ l _ c o r n e r   u i \ c o r e _ u i \ s i m p l e _ t r a n s _ b o x _ r i g h t _ m i d d l e         u i \ c o r e _ u i \ s i m p l e _ t r a n s _ b o x _ m i d d l e     u i \ c o r e _ u i \ s i m p l e _ t r a n s _ b o x _ l e f t _ m i d d l e   u i \ c o r e _ u i \ s i m p l e _ t r a n s _ b o x _ t o p _ r _ c o r n e r         u i \ c o r e _ u i \ s i m p l e _ t r a n s _ b o x _ t o p _ m i d d l e     u i \ c o r e _ u i \ s i m p l e _ t r a n s _ b o x _ t o p _ l _ c o r n e r     BR  BM  BL  SR  Middle  SL  TR  TM  TL  .\agadchattextbox.cpp       < c o l o r = " % . 0 3 f , % . 0 3 f , % . 0 3 f " > % s < / c o l o r >   .\chattextmanager.cpp   f i l e N a m e     s y s t e m L i n g e r     e f f e c t S t a r t V a r     e f f e c t S t a r t   a l p h a t e s t   chatInput-text  }   )   {   S c e n a r i o G a m e S e t t i n g s     G a m e U I     t e m p S c n G a m e S e t t i n g s   s t a r t u p \ s c e n a r i o . c o n     t e s t i n g       g a d g e t U n r e a l ( " p r e g a m e - m e s s a g e d i a l o g " )   % S     pregame-messagedialog-OKButton  pregame-messagedialog-prompt  %d  %f  type    F i l e         weight  d e c a l   c o l o r   f i l e     S p e e d   A n i m a t i o n R a t e   duration    radius  m a t e r i a l     A p p e a r a n c e     l)?         *?       *?       ??       
 ??       ??       ??        ??        ??        ??      $ t)?      ( name    getOwnedFunction    numDeclaredMembers  declaredMembers sizeCinfo   parent  destroyCinfoFunction    initCinfoFunction   updateFromCinfoFunction getCinfoFunction    createFunction      ?k          k sound   unittype        z   , 	 
 
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X n a m e     ? ^'O ] ?    ? ? ? ? ? ? .\gadtooltip2.cpp   chatInput   (   u i \ c u r s o r s \   XPSPC   % ^ ? 6 M  _ ? _ ? W Z ? ? ^ @ ? _  ??        ??       ??       ??  
    
 shape   properties  broadPhaseType  collisionFilterInfo     h ?   d ? ? G ? ? X ? ? ? ? , ?  * ? ~ ( ? | ?? ? B I P 0 1   .\grannyanimation.cpp   B i p 0 1   u s e D a m a g e H o l e s     R X B a n i m     c o m p o n e n t   i n c l u d e   a t t a c h m e n t     s u b m o d e l     d e f i n e B o n e     h e i g h t     w i d t h   T e x t u r e   ? .precomp    a s s e t r e f e r e n c e     G r a n n y M o d e l   G r a n n y A n i m     AnimLengthOverride  DamageTemplate  .gr2.precomp    l o g i c   allowRotation   syncAnims   toBone  fromBone    a t t a c h     P a r t i c l e S y s t e m     w a t e r s p l a s h   n o t S h a d o w C a s t e r   s i m s k e l e t o n   B u m p     E f f e c t T y p e     N o n C i n e m a t i c T e x t u r e   B u m p T e x t u r e   S e l e c t e d T e x t u r e   isFakeShadow    z o f f s e t   x o f f s e t   T a g   particleName    footprintType   force   set looping checkOwner  checkVisible    paramname   paramclass  paramtype   C C ESEffectParamLookup5    ESEffectParamLookup4    ESEffectParamLookup3    ESEffectParamLookup2    ESEffectParamLookup1    ESEffectParamValue5 ESEffectParamValue4 ESEffectParamValue3 ESEffectParamValue2 ESEffectParamValue1 ESEffectParamName5  ESEffectParamName4  ESEffectParamName3  ESEffectParamName2  ESEffectParamName1  treeshader  coolwater   alphatest   pixelxform3 pixelxform2 pixelxform1 ( c o l o r x f o r m 3 )   ( c o l o r x f o r m 2 )   ( c o l o r x f o r m 1 )   p i x e l x f o r m 3   p i x e l x f o r m 2   p i x e l x f o r m 1   ( p i x e l x f o r m 3 )   ( p i x e l x f o r m 2 )   ( p i x e l x f o r m 1 )   N a m e     Unknown E x i t     version L e v e l   l33tT e c h     S o u n d   t r u e     f a l s e   n o n e     U n i t     T y p e     value   I c o n     Tech    %Z ?Z ?Z ? eD? ? ? ?^ ? ?^ ? ; ^ c f)` 1.2.3   t y p e         ?k ?k % f   % f   % f   % f   B u i l d i n g     V i s i b l e   M a x C o u n t     ;$ $     D i s p l a y N a m e S t r i n g I D   R o l l o v e r S t r i n g I D     b o o l     r e s o u r c e     action  Player  protounit   P r o t o U n i t   u n i t     C o s t     A m b i e n t   amount  relativity  basepercent percent absolute     5?  
      ,5?        $5?      $ 5?      ( 5?      , maxHeight   minHeight   scale   zRes    xRes    i c o n     M i n C o u n t     e n d   A I I , ExcludeFromPlaytest resourcetype    resource    player  distance    Cost    1   0   p l a y e r     loop    p r o t o u n i t   *.xmb   e d g e     waveDensity < n o n e >     C r i t i c a l A t t a c k     K i l l i n g B l o w   S w e e p   CountsTowardMilitaryScore   CountsTowardEconomicScore   ButtonPos   Flag    RolloverTextID  DisplayNameID   IconTextureCoords   Icon    DBID     textColor   bevel   textureCoords   a m e S e t t i n g s  Japanese  GameUI-YorNBox  pregame-messagedialog2-OKButton - p o s  animgadget  soundsetdlg WeX ? /'T XPAztec XPSioux XPIroquois  A g e   C i v   U n i t s   P o r t r a i t     G a m e I D     S o f t w a r e \ M i c r o s o f t \ M i c r o s o f t   G a m e s \ A g e   o f   E m p i r e s   3   E x p a n s i o n   P a c k   2 \ 1 . 0     % s . % s   V S     P S     T S S   R S     t e c h n i q u e   e f f e c t     %s
    PreGame  %ld:   .\amain.cpp ??m p 3  n m i s s i n g . d d t   totalTime   a n i m a t e d t e x t u r e  ? U n i t % d     HomeCityAI  Bone_ShadowClip g a d g e t     l a y o u t     % d   % d   % d   % d  pregameUI   D e f a u l t   B o n e     V i s u a l     P r o p     D o o r     L i g h t S e t     rolloverSound   noSound <?      world   removeWhenBroken    thresholdSqrd   isBroken    H o m e C i t y     % c     V e r s i o n   b a c k g r o u n d     B a c k g r o u n d     H o m e C i t y A m b i e n t   . p a r t i c l e   P a r t i c l e F i l e     C o l o r   w e i g h t     art\    C o l l i s i o n S t a g e s   T e r r a i n D a m p e n F a c t o r   T e r r a i n H e i g h t V a r     T e r r a i n H e i g h t   T e r r a i n I n t e r a c t i o n T y p e     N u m T y p e s     C o l l i s i o n   Z A x i s V a r     Z A x i s   Y A x i s V a r     Y A x i s   X A x i s V a r     X A x i s   M a x A n g u l a r V e l o c i t y     M i n A n g u l a r V e l o c i t y     R i v e r F l o w I n f l u e n c e V a r   R i v e r F l o w I n f l u e n c e     E x t e r n a l W i n d D e l a y V a r     E x t e r n a l W i n d D e l a y   E x t e r n a l W i n d I n f l u e n c e V a r     E x t e r n a l W i n d I n f l u e n c e   I n t e r n a l W i n d D e l a y V a r     I n t e r n a l W i n d D e l a y   I n t e r n a l W i n d S p e e d V a r     I n t e r n a l W i n d S p e e d   I n t e r n a l W i n d D i r e c t i o n V a r     I n t e r n a l W i n d D i r e c t i o n   I n t e r n a l G r a v i t y V a r     I n t e r n a l G r a v i t y   R a n d o m A x i s     T u m b l e B o t h D i r e c t i o n s     T u m b l e     R a n d o m O r i e n t a t i o n   F o r c e s     C o l o r S t a g e s   P a l e t t e C o l o r s   f W o r l d L i g h t i n g I n f l u e n c e   N u m P a l e t t e C o l o r s     U s e P a l e t t e     I n t e n s i t y S t a g e s   I n t e n s i t y   S p e e d S t a g e s   Z S p e e d V a r   Z S p e e d     Y S p e e d V a r   Y S p e e d     X S p e e d V a r   X S p e e d     S p e e d V a r     S c a l e S t a g e s   Z S c a l e V a r   Y S c a l e V a r   Y S c a l e     X S c a l e V a r   X S c a l e     S c a l e V a r     S c a l e   f a d e     h o l d     O p a c i t y S t a g e s   C y c l e T i m e V a r     C y c l e T i m e   O p a c i t y V a r     N u m S t a g e s   L o o p i n g C y c l e     O p a c i t y   D e p t h B i a s W e i g h t s     D e p t h B i a s   S t a g e   A p p e a r a n c e W e i g h t s   A n i m a t i o n R a t e V a r     F r a m e s P e r S e c o n d   S p e c u l a r E x p o n e n t     S p e c u l a r     E m i s s i v e     M a t e r i a l T y p e     F r a m e H e i g h t   F r a m e W i d t h     N u m F r a m e s   N u m F i l e s     O r i e n t B y M o t i o n     F o r c e R i v e r F l o w E m i s s i o n     B i a s P o i n t H e i g h t   O f f P l a n e S p r e a d     O f f P l a n e     O f f A x i s S p r e a d   O f f A x i s   C e n t e r H e i g h t     I n n e r Z R a d i u s     O u t e r Z R a d i u s     I n n e r Y R a d i u s     O u t e r Y R a d i u s     I n n e r X R a d i u s     O u t e r X R a d i u s     S h a p e T y p e   U s e S p r e a d e r   E m i t A w a y F r o m B i a s     S t a r t F u l l   S h a p e   M a x V e l o c i t y V a r     M a x V e l o c i t y   M i n V e l o c i t y V a r     M i n V e l o c i t y   I n h e r i t I n f l u e n c e V a r   I n h e r i t I n f l u e n c e     A c c e l e r a t i o n V a r   A c c e l e r a t i o n     I n i t i a l V e l o c i t y V a r     I n i t i a l V e l o c i t y   I n i t i a l D i s t a n c e V a r     I n i t i a l D i s t a n c e   D o r m a n t T i m e V a r     D o r m a n t T i m e   E m i s s i o n T i m e V a r   E m i s s i o n T i m e     I n i t i a l U p d a t e V a r     I n i t i a l U p d a t e   I n i t i a l D o r m a n c y V a r     I n i t i a l D o r m a n c y   E m i s s i o n R a t e V a r   E m i s s i o n R a t e     E m i t D i s t a n c e V a r   E m i t D i s t a n c e     G l o b a l F a d e O u t V a r     G l o b a l F a d e O u t   G l o b a l F a d e I n V a r   G l o b a l F a d e I n     P a r t i c l e L i f e V a r   P a r t i c l e L i f e     M a x P a r t i c l e s V a r   U p d a t e R a d i u s     A p p e a r a n c e T y p e     M a x P a r t i c l e s     S y n c W i t h A t t a c k A n i m     C a s t S h a d o w s   A l w a y s A c t i v e     U s e M a x V e l o c i t y     U s e M i n V e l o c i t y     I n h e r i t V e l o c i t y   L o o p     E m i t B y M o t i o n     I g n o r e R o t a t i o n     T i e d T o E m i t t e r   E m i t t e r   o p a c i t y V a r     o p a c i t y   P a r t i c l e E v e n t s     I n t e n s i t y V a r     s c a l e V a r     s c a l e   u s e P a l e t t e         W o o d         S t o n e       F l e s h       A n i m a l     T e r r a i n G r a s s     S n o w         D i r t         T e r r a i n W a t e r     T e r r a i n D i r t       T e r r a i n S t o n e     T e r r a i n S n o w       T e r r a i n S a n d       R o o f T i l e E x i t B u i l d i n g     M e t a l       D a m a g e T y p e     R a t e     U n i t T y p e     w a t e r   M a p T y p e   P r o t o U n i t C o m m a n d     Armor   DamageBonus TrainPoints Damage  S o u n d S e t     CanTargetButTakesNoDamage   Invulnerable    delay   A c c u r a c y     M a x H P   e n e m y   a l l y     Type    count   JK_ Q YW_ V7? 
d_ Tactics E n e m y   Market  Arrow   Farm    D i s p l a y N a m e I D   General ActionEnable    MaximumResourceTrickleRate  MinimumResourceTrickleRate  ResourceTrickleRate MaximumVelocity SharedLOS   s  Wood    Food    Gold    Transport   Fish    Nature  Trade   XP  Generic . x m l     Hack    ImpactType  filename    f a d e T i m e     SubCiv  BuildBounty SlotCount   GathererLimit   AllowedAge  GrantsPowerDuration BuildPoints TrackRating BuildLimit  RechargeTime    PopulationCapAddition   PopulationCount MinimumRange    AnimationRate   MaximumRange    CarryCapacity   Poison  Decay   ResourceSubType UnitType    Persistent  d e f i n e     i f n d e f     i f d e f   p a r a m e t e r s     a l p h a   debugdump   avoidflowcontrol    preferflowcontrol   profile function    h l s l w i t h s y m b o l s   h l s l     a s m   p a s s     stage   swizzled    s t a g e   A L P H A B L E N D E N A B L E     D I T H E R E N A B L E     A L P H A F U N C   A L P H A R E F     Z F U N C   C U L L M O D E     D E S T B L E N D   S R C B L E N D     L A S T P I X E L   A L P H A T E S T E N A B L E   Z W R I T E E N A B L E     S H A D E M O D E   F I L L M O D E     Z E N A B L E   %x  #   !   T E X T U R E F A C T O R   S T E N C I L W R I T E M A S K     S T E N C I L M A S K   S T E N C I L R E F     S T E N C I L F U N C   S T E N C I L P A S S   S T E N C I L Z F A I L     S T E N C I L F A I L   S T E N C I L E N A B L E   R A N G E F O G E N A B L E     F O G D E N S I T Y     F O G E N D     F O G S T A R T     F O G T A B L E M O D E     F O G C O L O R     S P E C U L A R E N A B L E     F O G E N A B L E   s h a d o w g e n   s h a d o w o n l y     m a i n     % s . p s   % s . t e c h n i q u e     % s . e f f e c t   s h o w I n M a x   o p     d i s a b l e   m o d u l a t e     s e l e c t a r g 2     s e l e c t a r g 1     t e m p     s p e c u l a r     s e l e c t m a s k     c u r r e n t   a r g 2     a r g 1     % s . t s s     % s . r s   t f a c t o r   t e x t u r e I n t r i n s i c     v e c t o r 4   L I G H T I N G     C L I P P I N G     W R A P 7   W R A P 6   W R A P 5   W R A P 4   W R A P 3   W R A P 2   W R A P 1   W R A P 0   C O L O R V E R T E X   F O G V E R T E X M O D E   A M B I E N T   O N E   Z E R O     s h a d o w     m a t r i x 4 x 4   m a t r i x 4 x 3   t e x t u r e A b s o l u t e   register    v s h   % s . v s   p s h   I N V S R C A L P H A   S R C A L P H A     I N V S R C C O L O R   S R C C O L O R     a d d   b l e n d t e x t u r e a l p h a   b l e n d d i f f u s e a l p h a   a d d s m o o t h   s u b t r a c t     a d d s i g n e d 2 x   a d d s i g n e d   m o d u l a t e 4 x     m o d u l a t e 2 x     e m i s s i v e     p o w e r   a m b i e n t   p i x e l x f o r m     p o i n t   c l a m p   m i r r o r o n c e     m i r r o r     w r a p     c o n s t a n t     m a g f i l t e r   m i n f i l t e r   a d d r e s s w     a d d r e s s v     a d d r e s s u     t e x t u r e t r a n s f o r m f l a g s   t e x c o o r d i n d e x   r e s u l t a r g   D I F F U S E M A T E R I A L S O U R C E   N O R M A L I Z E N O R M A L S     L O C A L V I E W E R   t i n t     f l a t c o l o r   t i n t S h a d o w     l i n e a r     C O L O R W R I T E E N A B L E     I N D E X E D V E R T E X B L E N D E N A B L E     P O I N T S I Z E _ M A X   D E B U G M O N I T O R T O K E N   P A T C H E D G E S T Y L E     M U L T I S A M P L E M A S K   M U L T I S A M P L E A N T I A L I A S     P O I N T S C A L E _ C     P O I N T S C A L E _ B     P O I N T S C A L E _ A     P O I N T S C A L E E N A B L E     P O I N T S P R I T E E N A B L E   P O I N T S I Z E _ M I N   P O I N T S I Z E   C L I P P L A N E E N A B L E   V E R T E X B L E N D   E M I S S I V E M A T E R I A L S O U R C E     A M B I E N T M A T E R I A L S O U R C E   S P E C U L A R M A T E R I A L S O U R C E     o v e r a l l A l p h a     p o i n t L i g h t s   g l o w     G R E A T E R E Q U A L     N O T E Q U A L     G R E A T E R   L E S S E Q U A L   E Q U A L   L E S S     N E V E R   b l u e     g r e e n   r e d   i n t   c o m m e n t   a l l o c S i z e   
  w h i t e   b a d b u m p   r e n d e r \ c o n f i g \ d e f a u l t i b . x m l   i b C o u n t   i b S i z e     I B P o o l     S t a t i c I B M a n a g e r   w a v e d i s t o r t i o n m a p % d   r e f l e c t m a p     d e f a u l t   V S   s m 3     r e n d e r \ c o n f i g \ d e f a u l t v b . x m l   q u a r t e r % i   f u l l % i     v b C o u n t   v b S i z e     V B P o o l     S t a t i c V B M a n a g e r   mMonitorTop=%d  mMonitorLeft=%d mPresentParameters.BackBufferHeight=%d  mPresentParameters.BackBufferWidth=%d   d e f a u l t L o o k u p   n e e d A m b i e n t O c c l u s i o n     n e e d T a n g e n t s     d o t p r o d u c t 3   b u m p e n v m a p l u m i n a n c e   b u m p e n v m a p     m o d u l a t e i n v c o l o r _ a d d a l p h a   m o d u l a t e i n v a l p h a _ a d d c o l o r   m o d u l a t e c o l o r _ a d d a l p h a     m o d u l a t e a l p h a _ a d d c o l o r     p r e m o d u l a t e   b l e n d c u r r e n t a l p h a   b l e n d t e x t u r e a l p h a p m   b l e n d f a c t o r a l p h a     meshYaw meshScale   backgroundMesh  border1024  size1024    % d   % d   % d     wheelFocusWhenMouseInside   valign  align   anchorTooltipAutomatic  anchorTooltipBottomRight    anchorTooltipBottomLeft anchorTooltipTopRight   anchorTooltipTopLeft    maskColor   maskAlpha   maskFlip    maskInvert  maskVertical    useMask outlineColor    windowZStyle    persistentAlpha persistentPosition  lockTitlebarMove    fade    t o o l t i p T e x t   tooltipText m o u s e o v e r T e x t   mouseoverText   tileBackgroundVert  tileBackgroundHoriz tileBackground  resizeVert  resizeHorz  transparent moveable    closeOnESC  closeButton titlebar    Z   clickThruFile   clampBackground backgroundColor useColorTransform   background  drawBack    textureReplace  blockModeRendering  antiBlurReduction   hidden  context contextExclusive    keepFlashingOnActivate  backgroundAlpha centerVert  centerHoriz sunkenbevel textFontSize    textFont    stateButton checkButton button  .\uilayout.cpp  gadget  p o s i t i o n     dontHighlight   c o m m a n d   alpha   p i e C h a r t F i l l i n g   bevelInArt  bevelButton activateOnUp    activateOnDown  clampForeground foregroundColor foreground  useEventCode    allowRightClick stateButtonUseInternalStates    stateButtonDefaultState s t a t e E n t r y     useButtonSet    textCenterHoriz textCenterVert  formatText  textBox dialogEscapeButtonIndex dialogDefaultButtonIndex    textWrapOff dataRefreshRate multilineTab    formatTextBottomFill    formatTextScrollToBottom    formatTextUseDataReplace    formatTextConvertUserLF useHyperlinks   textMarkUp  textJustifyRight    timeout textScrollbar   textTrueCenterVert  textField   dialog  simpleTextBox   editBox b u t t o n     gamepadControl  dontAutoClose   verticalButtons .\gaddialog.cpp % s - t e x t A r e a   history dropDownButtonArt   dropDownDistance    noAlphaJump d r o p d o w n     dropDownVisItems    includeButtons  dropDownWidthOverride   fieldAllowDropEdits fieldVal    .\gadfield.cpp  - t e x t B o x     fieldMaxCharacters  chatBox enableIme   fieldHideOnInactive fieldTextBoxArt fieldTextBoxColor   alphaSort   fieldMaskText   fieldAlphaOnly  numberField fieldReadOnly   fieldRequireEnter   fieldNameTextFont   fieldNameTextColor  h o m e c i t y \   A c t i v e T e c h s   D e c k s   N u m P r o p U n l o c k s E a r n e d     S k i l l P o i n t s   H C I D     S h i p N a m e     M o n k N a m e s   H e r o D o g N a m e   H e r o N a m e     H C T y p e     M a x C a r d s P e r D e c k   L e v e l M o d i f i e r   S n o w     W a t e r T y p e   I n f i n i t e I n L a s t A g e   D i s p l a y U n i t C o u n t     S P C A c t     T i e r     P r e r e q T e c h     C a r d     C a r d s   R e v o l t D e c k     D e c k     V e n d o r E n t r y   V e n d o r A r e a     F i r e w o r k s   S h i p m e n t E n d   S h i p m e n t S t a r t   I l l R e p u t e A r e a   G u a r d A r e a   F i s h i n g A r e a   P e r f o r m a n c e A r e a   D o c k     W a y p o i n t     W a y p o i n t s   O b t a i n a b l e P r o p s   W i d e s c r e e n C a m e r a     C a m e r a     X S A I     W a t e r G a t h e r P o i n t U n i t     G a t h e r P o i n t U n i t   A m b i e n t S o u n d s   P a t h D a t a     B a c k g r o u n d V i s u a l     W a t e r V i s u a l   V a l i d U n i t s     O b t a i n a b l e T e c h s   U I Y   U I X   U n l o c k L e v e l   S e l e c t a b l e     C u s t o m i z a t i o n B u i l d i n g   I m p e r i a l A r m y B u i l d i n g     M e r c B u i l d i n g     T r a i n B u i l d i n g   M a x i m u m N u m b e r U n i t s     LastHomeCityY.xml   CreditsSubMenu-WithXPack    CreditsSubMenu-NoXPack  CreditsSubMenu  GrandConquestSubMenu    DemoSubMenu HelpAndToolsSubMenu MultiplayerSubMenu  CampaignSubMenu-WithXPack   CampaignSubMenu-NoXPack CampaignSubMenu SinglePlayerSubMenu LearnSubMenu    RegisteredString    VersionString   H o m e C i t y W a t e r S p a w n F l a g    SkirmHomeCity   Credits History SPCHomeCity Campaign    GCStats AGSMPClientWait GCQuest GCGame  GCSettings  GCCharacter Options S c r i p t     D e s c r i p t i o n   P o s i t i o n     V a r i a t i o n I D   L e v e l P r e r e q   D e s c r i p t i o n S t r i n g I D   O b j e c t     R e p l a c e V i s u a l   P e r f o r m e r U n i t   S h o w U n i t C h a t s   E x c l u s i v e P r o p s     n a t i v e h o m e c i t y p r o p s . x m l   Background  Emergency   HCChat  GCReward    GCObjective GCDescription   AIChat  S t r i n g I D     p r i o r i t y     chatset ? @?Q?)6{?? ?`Visibility  UnitAI  Checksum    Record  FinalRelease    GodPowers   Ballistic   ObMgr   DummyObject UnitDetail  Comm    TechDebug   TerrainLowLevel EntityMovement  Pathing UnitDebug   UG  SQ  Rand    finalReleaseRecordSync  Executing console file %s   a l t -     s h i f t -       )     (       .\gameui.cpp    list    xsdebugger  game    mainGameMenu    fileBrowser spsetup postgame    pregame editor  developer.con   ff&?A u d i o   I n p u t   p i n   ( r e n d e r e d )     O u t   I n     A u d i o   I n p u t   O u t p u t      ?M a i n T i t l e . m p 3   ------------------------------------------------------------    Game startup complete (%0.2f sec)!  - b a c k g r o u n d g a d g e t   .\screen.cpp    - c o n t a i n e r g a d g e t     . c o n     exec    u s e r     Load user configuration data    sliderRightBtn_18   sliderLeftBtn_18        u i \ f i l e _ s y s t e m \ s l i d e r _ b a c k g r o u n d _ h o r i z o n t a l _ 1 8     u i \ f i l e _ s y s t e m \ s l i d e r _ b a c k g r o u n d _ v e r t i c a l _ 1 8         u i \ f i l e _ s y s t e m \ s l i d e r _ p i p _ h o r i z o n t a l     .\gadslider.cpp u i \ i n g a m e \ b a c k g r o u n d _ b l u e _ b   r i g h t c o m m a n d     l e f t c o m m a n d   u i \ i n g a m e \ b a c k g r o u n d _ b l u e _ a   u i \ c o r e _ u i \ b a c k g r o u n d _ b l u e _ d a r k   .\gadcore.cpp   - t i t l e b a r   l i s t     enterKey    grabInput   scrollVert  scrollHoriz progressBar radioset    palette menu    slider  % d   % d   .\gadlist.cpp   u i \ f i l e _ s y s t e m \ c l o s e     - c l o s e     sliderDownBtn_18    sliderUpBtn_18  - s c r o l l h o r i z     - s c r o l l v e r t   .\gadtextsimple.cpp AGameMinimap    " )     M y   T e c h t r e e   g a d g e t U n r e a l ( "     techtree-CivBonus   techtree-CivChoice  pregame-messagedialog2-CancelButton u i w a i t i n g m s g . x m l     pregame-messagedialog2-prompt   . . .   * . *   % s * . *   % S _ d e f . x m l     P r o g r e s s     u i D e f a u l t P r o g r e s s B a r . x m l     u i i n g a m e m s g 3 . x m l     u i i n g a m e m s g 1 . x m l     u i p r e g a m e m s g 1 . x m l   BGameMessageBox GameUI: creating misc UI elements   u i p r e g a m e m s g 2 . x m l   flareAdditive   progressBarFlareSize    progressBarFlare    progressBarRightCapSize progressBarRightCap progressBarLeftCapSize  progressBarLeftCap  progressBarMask progressBarBackgroundSize   progressBarBackground   cursor_help cursor_work_off cursor_roundhouse_off   cursor_roundhouse   cursor_stun_off cursor_stun cursor_heal_off cursor_heal cursor_convert_guardian_off cursor_convert_guardian cursor_dance    cursor_bombard_off  cursor_bombard  cursor_broadside_off    cursor_broadside    cursor_sniper_off   cursor_sniper   cursor_rotate   cursor_pray cursor_treasure cursor_gatherxp cursor_gatherfood   cursor_gatherwood   cursor_gathergold   Command God No Isis Icon    cursor_select   cursor_ungarrison   cursor_repair   cursor_patrol   cursor_guard    cursor_garrison cursor_empower  cursor_dropgold cursor_dropwood cursor_dropfood cursor_convert  clock   cursor_gather   command no god power icon   command god power icon  cursor_build    cursor_workon   cursor_attack   Creating cursors    aiDebug Entering initial contexts   consoleInput    consoleOutput   C o m m a n d   C o n s o l e   C o n s u l a t e A c c e l     W o n d e r A c c e l   F i r e P i t A c c e l     A u t o g a t h e r e r s A c c e l     .\gadconsole.cpp    +   (   1   )   (   0   )   B a r r a c k s A c c e l   S t a b l e A c c e l   A r t i l l e r y D e p o t A c c e l   D o c k A c c e l   M o n a s t e r y A c c e l     W a r A c a d e m y A c c e l   C a s t l e A c c e l   V i l l a g e A c c e l     T e e p e e A c c e l   F a r m A c c e l   C o r r a l A c c e l   W a r H u t A c c e l   S a l o o n A c c e l   N a t i v e E m b a s s y A c c e l     N o b l e s H u t A c c e l     C h u r c h A c c e l   F a c t o r y W a g o n A c c e l   F o r t W a g o n A c c e l     O u t p o s t W a g o n A c c e l   C o v e r e d W a g o n A c c e l   C o u r e u r C r e e A c c e l     C o u r e u r A c c e l     S e t t l e r W a g o n A c c e l   S e t t l e r A c c e l     L i v e s t o c k P e n A c c e l   T r a d i n g P o s t A c c e l     F l u y t A c c e l     G a l l e o n A c c e l     F o r t F r o n t i e r A c c e l   B l o c k h o u s e A c c e l   T o w n C e n t e r A c c e l   Creating console    FadeGadget  .\agameui.cpp   AGameUI: creating minimap   u i \ m u l t i p l a y e r \ c h a t _ n o t i f y     u i \ e s o \ g a m e 2     u i \ f i l e _ s y s t e m \ f i l e _ s y s t e m _ f i l e   u i \ f i l e _ s y s t e m \ d i r e c t o r y _ n e w     u i \ i n g a m e \ s t a t _ i c o n _ r a n g e   u i \ i n g a m e \ s t a t _ i c o n _ a r e a     u i \ i n g a m e \ s t a t _ m e r c e n a r y     u i \ i n g a m e \ s t a t _ h e r o   u i \ i n g a m e \ s t a t _ i c o n _ h e a v y _ i n f a n t r y     u i \ i n g a m e \ s t a t _ l i g h t _ i n f a n t r y       u i \ i n g a m e \ s t a t _ i c o n _ s i e g e _ t r o o p   u i \ i n g a m e \ s t a t _ i c o n _ g u a r d i a n     u i \ i n g a m e \ s t a t _ i c o n _ h u n t a b l e     u i \ i n g a m e \ s t a t _ i c o n _ p e t   u i \ i n g a m e \ s t a t _ i c o n _ s h i p     u i \ i n g a m e \ s t a t _ i c o n _ v i l l a g e r     u i \ i n g a m e \ s t a t _ i c o n _ i n f a n t r y     u i \ i n g a m e \ s t a t _ i c o n _ b u i l d i n g     u i \ i n g a m e \ s t a t _ l i g h t _ c a v     u i \ i n g a m e \ s t a t _ i c o n _ c a v a l r y   u i \ i n g a m e \ s t a t _ i c o n _ a r t i l l e r y   u i \ i n g a m e \ s t a t _ i c o n _ s i e g e   u i \ i n g a m e \ s t a t _ i c o n _ r a n g e d     u i \ i n g a m e \ s t a t _ i c o n _ a t t a c k     u i \ i n g a m e \ s c o r e _ r e v o l u t i o n     u i \ i n g a m e \ s c o r e _ a g e _ 5   u i \ i n g a m e \ s c o r e _ a g e _ 4   u i \ i n g a m e \ s c o r e _ a g e _ 3   u i \ i n g a m e \ s c o r e _ a g e _ 2   u i \ i n g a m e \ s c o r e _ a g e _ 1   u i \ t e c h s \ q u e s t i o n \ q u e s t i o n     u i \ i n g a m e \ g a m e _ t y p e _ s u p r e m a c y   u i \ i n g a m e \ g a m e _ t y p e _ d e a t h m a t c h     u i \ h o m e _ c i t y \ i n f i n i t y _ h c _ i c o n   u i \ h o m e _ c i t y \ 2 x _ h c _ i c o n   u i \ h o m e _ c i t y \ 2 s h i p s _ h c _ i c o n   u i \ h o m e _ c i t y \ w o o d _ h c _ i c o n   u i \ h o m e _ c i t y \ g o l d _ h c _ i c o n   u i \ h o m e _ c i t y \ f o o d _ h c _ i c o n   u i \ i n g a m e \ r e s o u r c e _ t r a d e     u i \ i n g a m e \ r e s o u r c e _ p o p u l a t i o n   u i \ i n g a m e \ r e s o u r c e _ g o l d   u i \ i n g a m e \ r e s o u r c e _ w o o d   u i \ i n g a m e \ r e s o u r c e _ f o o d   u i \ i n g a m e \ t r a d e _ r o u t e   u i \ i n g a m e \ n a t i v e _ s e t t l e m e n t   SPCNoteDlg      u i \ m i n i m a p \ m i n i m a p b a c k g r o u n d . t g a     u i \ m i n i m a p \ g a t h e r _ f l a g     SPCNoteDlg_AcceptBtn    SPCNoteDlg_Text SPCNoteDlg_Title    u i s p c n o t e d l g . x m l     % 0 . 3 f   aioutput    AIDebugInfo aiGathererDistribution  aiPopDistribution   aiPastResourceNeeds aiTimedStats    okbutton    neveraskbutton  text    nobutton    yesbutton   - d r o p B u t t o n   - d r o p L i s t   soundgadget techtree-TechInfoArea   techtree-BottomScrollArea   techtree-TopScrollArea  techtree-RightScrollArea    techtree-LeftScrollArea techTree-CloseButton    techTree-DownButton techTree-UpButton   techTree-RightButton    techTree-LeftButton techtree-Legend techtree-CenterPanel    u i t e c h t r e e . x m l     xsDebugger-variableDisplay  xsDebugger-heapDisplay  xsDebugger-heap xsDebugger-callStack    xsDebugger-output   xsDebugger-source   < N o   s o u r c e   f i l e s   1 >   xsDebugger-sourceFilter xsDebugger-sourceLabel  xsDebugger-breakpointSingleStepOver xsDebugger-breakpointSingleStep xsDebugger-breakpointGo xsDebugger-breakpointRemove xsDebugger-breakpointAdd    T a h o m a     pregame-waitingDialog-prompt    GameUI-WaitingBox   GadAIPrompt u i a i p r o m p t . x m l     u i x s d e b u g g e r . x m l     A I   B a t t l e s     aiDebugBattles  A I   C h a t   H i s t o r y   aiChatHistory   A I   O p p o r t u n i t i e s     aiOpportunities K B   T i m e d   S t a t s     A I   P a s t   R e s o u r c e s   N e e d s   A I   P o p u l a t i o n   D i s t r i b u t i o n     A I   G a t h e r e r   D i s t r i b u t i o n     A I   D e b u g   O u t p u t   AIDebugShowPlansToggle()    S h o w   P l a n s     AIDebugShowBattlesToggle()  S h o w   B a t t l e s     AIDebugShowChatHistoryToggle()  S h o w   C h a t   H i s t o r y   AIDebugShowOpportunitiesToggle()    S h o w   O p p o r t u n i t i e s   -   V i s u a l   AIDebugShowBasesToggle()    S h o w   B a s e s     AIDebugTimedStatsToggle()   T i m e d   S t a t s .     AIDebugPastResourceNeedToggle() P a s t   R e s o u r c e s   N e e d s .   AIDebugToggleBPText()   T o g g l e   S h o w   B l d g   P l c m t   v a l u e s .     AIDebugPopToggle()  P o p   D i s t r i b u t i o n .   AIDebugGathererToggle() S h o w   G a t h e r e r   D i s t r i b u t i o n .   AIDebugOutputToggle()   T o g g l e   A I   o u t p u t   w i n d o w .     S h o w   S e l e c t e d   K B U n i t   ( D y n a m i c )     uiShowAIDebugInfoKBUnit(1)  S h o w   S e l e c t e d   K B U n i t     M i s c     U n i t P i c k s   A r m i e s     E s c r o w s   K B R s     A R o u t e s   A r e a G r p s     A r e a s   P r o g s   B P s   G o a l s   P l a n s       - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -     techtree    uispcloadscreen.xml W e a t h e r   D e n s i t y   animationslider animationgadget .\titanuilayout.cpp meshButton  % 0 . 4 f   A r i a l   1 0     333?    u i \ f i l e _ s y s t e m \ s l i d e r _ p i p _ v e r t i c a l     % s - s l i d e r - % d     % s - r e a d o u t     command cursorAlwaysOn  textWrapOn  commandHistory  multiEdit   singleEdit  noDataReplace   u i \ c o r e _ u i \ a r r o w _ d o w n _ c l i c k e d   mouseOverColor  wordWrapSpacing sliderAutoUnreal    wordWrap    textSimpleAddMaintainsPosition  textSimpleAddScrollsToBottom    inverseCursorAlwaysOn   normalCursorAlwaysOn    selectable  I n v a l i d   C o m m a n d   I n v a l i d   C o n t e n t s     .\gadlistSimple.cpp InvalidFileDialog-prompt    invalidFileDialog   warningDialog-OKButton  warningDialog-prompt    warningDialog   Filebrowser-Label   Filebrowser-cancelbtn   Filebrowser-actionbtn   Filebrowser-filename    Filebrowser-dirlist Filebrowser-dirupbtn    Filebrowser-curfolder   u i f i l e m a n a g e r . x m l   *.* timeoutstatus   GAMEUI-FileBrowser  GameUI: creating browsers   scale_both cursor   scale_vert cursor   scale_horiz cursor  sizeRel1024 configIndex cursor_hyperlink    sliderVertical  sliderSlowUpdate    sliderClickInc  sliderEndButtons    sliderButtons   showValue   sliderQuantize  sliderMinMax    buttonSize1024  % s - h o r i z s c r o l l b a r   h o r i z s c r o l l b a r     checkbutton listActivateOnAlphaJump selectedColor   allowDoubleClick    showSelect  columnOrder editBoxMaxChars cursorColor editBoxPrompt   editBoxMaskChars    editBoxFileSystem   editBoxReadOnly editBoxNumericOnly  editBoxPosIntOnly   editBoxAlphaOnly    n a t i v e T r a i n R e g r o w   b u i l d V e r s i o n     c u r r e n t U n i t L i m b e r P e r c e n t     g a m e V e r s i o n   p r o d u c t I D   c u r r e n t U n i t I F F c o l o r   c o l o r i z e P o p   X P S h i p m e n t P r o g r e s s i o n S t r i n g   X P P r o g r e s s i o n S t r i n g 2     X P P r o g r e s s i o n S t r i n g   c u r r e n t U n i t G a t h e r R a t e S t r i n g   c u r r e n t U n i t A t t a c k S t r i n g   P l a y e r I D N a m e S t r i n g     P l a y e r N a m e S t r i n g     c u r r e n t U n i t C a p a c i t y   c o l o r i z e C o s t     e s c r o w D e b u g T e x t   k b U n i t P i c k D e b u g T e x t   k b A r m y D e b u g T e x t   k b R e s o u r c e s D e b u g T e x t     a t t a c k R o u t e D e b u g T e x t     a r e a G r o u p D e b u g T e x t     a r e a D e b u g T e x t   b a s e D e b u g T e x t   k b u n i t D e b u g T e x t   p r o g r e s s i o n D e b u g T e x t     b u i l d i n g P l a c e m e n t D e b u g T e x t     p l a n D e b u g L i n e s     p o p u l a t i o n H e l p     c u r r e n t U n i t I n v L i s t     c o n f i g D e f i n e d   t e c h R e s e a r c h N a m e     a i D i f f i c u l t y     g a m e s p e e d   c o u n t d o w n   g a m e t i m e t o r e a l t i m e d e l t a   r e a l t i m e     g a m e t i m e     n e x t Y e a r P e r c e n t   n e x t A g e P e r c e n t     w o r l d Y e a r   p l a y e r A g e   p l a y e r A c t i v e     p l a y e r C i v i l i z a t i o n     p l a y e r C u l t u r e   p l a y e r H o m e C i t y N a m e     p l a y e r N a m e     c u r r e n t U n i t A t t a c k L i s t   c u r r e n t U n i t P l a y e r I F F     c u r r e n t U n i t S c e n a r i o N a m e   c u r r e n t U n i t N a m e   d a n c e Q u i c k V a l u e   d a n c e D e s c r i p t i o n     n u m T r a d e P o s t s C o n t r o l l e d   n u m T r a d e P o s t s N e e d e d   n u m T r a d e P o s t S i t e s   n u m D a n c e r s     n u m G a t h e r e r s N o t G a t h e r i n g     p l a y e r H o m e C i t y L e v e l   n u m G a t h e r e r s     n u m U n i t s     n u m I d l e   p l a y e r T e a m S c o r e   p l a y e r S c o r e   p l a y e r T e a m     t r a i n U n i t P e r c e n t a g e   u n i q u e T e c h R e s e a r c h P e r c e n t a g e T e x t     u n i q u e T e c h R e s e a r c h P e r c e n t a g e     t e c h R e s e a r c h P e r c e n t a g e T e x t     t e c h R e s e a r c h P e r c e n t a g e     c u r r e n t U n i t G r o u p     c u r r e n t U n i t O w n e r I D     c u r r e n t U n i t I D   c u r r e n t P l a y e r T e a m   c u r r e n t P l a y e r N u m     t o t a l p o p     f u t u r e p o p   p o p c a p     p o p   m a r k e t S e l l     m a r k e t B u y   t o t a l R e s o u r c e   m a x R e s o u r c e   c u r r e n t U n i t C u r r e n t A n i m L e n g t h     c u r r e n t U n i t R e c h a r g e   c u r r e n t U n i t G a t h e r R a t e F l o a t     c u r r e n t U n i t G a t h e r R a t e   c u r r e n t U n i t B u i l d i n g W o r k R a t e F l o a t     c u r r e n t U n i t B u i l d i n g W o r k R a t e   c u r r e n t U n i t B u i l d P o i n t s F l o a t   c u r r e n t U n i t B u i l d P o i n t s     c u r r e n t U n i t T r a i n P o i n t s F l o a t   c u r r e n t U n i t T r a i n P o i n t s     c u r r e n t U n i t B u i l d R a t e F l o a t   c u r r e n t U n i t B u i l d R a t e     c u r r e n t U n i t M a x V e l o c i t y F l o a t   c u r r e n t U n i t M a x V e l o c i t y     c u r r e n t U n i t M i n A t t a c k R a n g e F l o a t     c u r r e n t U n i t M i n A t t a c k R a n g e   c u r r e n t U n i t A t t a c k R a n g e F l o a t   c u r r e n t U n i t A t t a c k R a n g e     c u r r e n t U n i t A t t a c k F l o a t     c u r r e n t U n i t A t t a c k T e x t   c u r r e n t U n i t A t t a c k   c u r r e n t U n i t I n v F l o a t   c u r r e n t U n i t I n v     c u r r e n t U n i t L O S F l o a t   c u r r e n t U n i t L O S     c u r r e n t U n i t M a x i m u m H P F l o a t   c u r r e n t U n i t M a x i m u m H P     c u r r e n t U n i t H P F l o a t     c u r r e n t U n i t H P   GCHomeCity  Campaign2   RMSetup BMPESOScreen    BMPLoginScreen  mpsetup MPSetupScreen   SPRMScreen  PostgameScreen  hotkeysetup HotKeySetupScreen   OptionsScreen   PregameMainUIScreen GameUI  EditorUI    AGameUI: creating screens   Creating UI Gadgets ?? persistentstatus    GameUI: creating status lines   WonderAccel gcstrategicmap  campaign    options AMPSetupScreen  playerComms commandPanel    playerstatusdialog  tributedialog   objectives  detailHelp  MonasteryAccel  WarAcademyAccel CastleAccel ConsulateAccel  VillageAccel    AutogatherersAccel  TeepeeAccel FirePitAccel    FarmAccel   CorralAccel WarHutAccel SaloonAccel NativeEmbassyAccel  NoblesHutAccel  ChurchAccel FactoryWagonAccel   FortWagonAccel  OutpostWagonAccel   CoveredWagonAccel   CoureurCreeAccel    CoureurAccel    SettlerWagonAccel   SettlerAccel    DockAccel   LivestockPenAccel   TradingPostAccel    FluytAccel  GalleonAccel    FortFrontierAccel   BlockhouseAccel ArtilleryDepotAccel StableAccel BarracksAccel   TownCenterAccel CommandAccel    ResearchAccel   BuildAccel  moveAllMilitary selectTransportUnit placeHCGatherpoint  placeTradeRoute attackMove  AIDebug AILocSelect empower repair  patrol  guard   ejectat camtrack    triggroups  trigger trigselect  deleteunits roughen garrison    definegrouping  unitpaste   terrainpaste    copy    playerCommsFlare    flare   nousercontrols  cinematic   specialpower    rallyPoint  setHomeCityWaterSpawnPoint  setHomeCityGatherPoint  setGatherPointEconomy   setGatherPointMilitary  setGatherPoint  buildWall   coveredwagon    building    createRiverShallow  createRiver placeTrack  paintterrainoverlay moveunit    createhull  earthquake  modifyterrain   smooth  paintCliff  editCliff   editForest  editWater   paintWater  placeunit   paintforest paintmix    paint   paintsample elevationcircular   elevationsample elevation   circlemenu  textbox fieldSet    editory.con gamey.con   Load configuration data Creating UI Contexts    a s i a n h o m e c i t y p r o p s . x m l     h o m e c i t y p r o p s . x m l   A n i m S t a t e M a c h i n e     L o c k e d     <M i n T u r n A n g l e     T u r n R a t e     M a x W a l k V e l o c i t y   M a x S h i p m e n t C o u n t     T e c h s   G o l d     W o o d     F o o d     S h i p m e n t V i s u a l     C u l t u r e G r o u p     S h o w I n C a m p a i g n     P r o t o U n i t C u l t u r e G r o u p   Invalid h o m e c i t y p r o t o u n i t s . x m l     R a n k T i t l e s     r a n k t i t l e s . x m l     e m i s s i v e C o l o r   e m i s s i v e c u b e     T a r g e t T y p e     Turtle  Boom    Rush    Location    UnitTypes   Units   Players Strategy    Feed    V a l i d T a r g e t   V a l i d T a r g e t T y p e   unitSelect  flared  targetSelectText    V e r b     chatText    buttonText  mapToStrategyID mapToUnitTypeID mapToResourceID T a r g e t     V e r b s   T a r g e t s   T a r g e t T y p e s   P l a y e r C o m m s D e f     p l a y e r c o m m s d e f . x m l     t i t l e   l a s t n a m e     f i r s t n a m e   cursor_pointer  m e s s a g e   r o o m     t o p i c   n i c k     id  <limitPitch  Initializing main camera    w h o l e   b e g i n n i n g   s u b s t r i n g   k i l l     h i d e     i g n o r e     locale  y e s   repetition-ok   match-type  w o r d s   w o r d - b r e a k s   e q u i v a l e n c e s     o p t i o n s   r a n d o m n a m e s y . x m l     -_k 3_k ??Finished creating modes Creating cModeCreditsY  Creating cModeCreditsX  Creating cModeCredits   Creating cModeSkirmHomeCity Creating SPCHomeCity Mode   Creating OutsideGameHomeCity Mode   Creating GCQuest Mode   Creating BMPESOMode Creating MPLoginMode    Creating AGSMPClientWait Mode   Creating History Mode   Creating CampaignSinglePlayer Mode  Creating Campaign Mode  Creating GCSinglePlayer Mode    Creating GCStats Mode   Creating GCGame Mode    Creating GCSettings Mode    Creating GCCharacter Mode   Creating HotkeySetup Mode   Creating Options Mode   Creating MPGameSetup Mode   Creating GameMenu Mode  Creating RecordedGame Mode  Creating PostGame Mode  Creating Cinematic Mode Creating Build Cinematic Mode   Creating Playtest Mode  Creating Editor Mode    Creating SinglePlayer Mode  Creating RM setup mode  Creating simulation mode    Creating profileselect mode Creating single player setup mode   Creating pregame mode   PrFilter    RandomMapGame   SavedGame   ScenarioGame    HotKeySetup Pregame ProfileSelect   Random Map Setup    Simulation  SinglePlayerSetup   c i v   GameMenu    h i s t o r y   p l a y e r N a m e s   c h a t s e t   r u s h b o o m     f o r c e d c i v   t o o l t i p I D   n a m e I D     s c r i p t     v e r s i o n   A I     % s % s . p e r s o n a l i t y     c u a u h t e m o c     c r a z y h o r s e     h i a w a t h a     i s a b e l l a     h e n r y   f r e d e r i c k   e l i z a b e t h   w i l l i a m   s u l e i m a n     n a p o l e o n     i v a n     k a n g x i     t o k u g a w a     a k b a r   h o m e c i t y c h a t s e t s . x m l     Creating communications Creating modes  BuildCinematic  CampaignSinglePlayer    CreditsX    CreditsY    AutoSaveTime    Editor  GCSinglePlayer  MPGameSetup OutsideGameHomeCity Playtest    PostGame    RecordedGame    SinglePlayer    ModeMPESO   ModeMPLogin %s$ E X T E R N     const vector cOriginVector=vector(0.0, 0.0, 0.0);   const vector cInvalidVector=vector(-1.0, -1.0, -1.0);   void xsDisableRule( string ruleName ): Disables the given rule. xsDisableRule   int xsGetFuntionID( string functionName ): Runs the secret XSFID for the function. USE WITH CAUTION.    xsGetFunctionID bool xsAddRuntimeEvent( string foo, string bar, int something ): Setups a runtime event.  Don't use this.   xsAddRuntimeEvent   int xsGetTime( void ): Returns the current gametime (in milliseconds).  xsGetTime       void xsSetContextPlayer( int playerID ): Sets the current context player ID (DO NOT DO THIS IF YOU DO NOT KNOW WHAT YOU ARE DOING). xsSetContextPlayer  int xsGetContextPlayer( void ): Returns the current context player ID.  xsGetContextPlayer  int xsDumpArrays(): blogs out all XS arrays.    xsDumpArrays        int xsArrayGetSize(int arrayID): Gets the specified array's size.   xsArrayGetSize      vector xsArrayGetVector(int arrayID, int index): Gets the value at the specified index in the requested array.  xsArrayGetVector        int xsArraySetVector(int arrayID, int index, vector value): Sets a value at the specified index in the requested array. xsArraySetVector        int xsArrayCreateVector(int size, vector defaultValue, string name): creates a sized and named vector array, returning an arrayID.  xsArrayCreateVector string xsArrayGetString(int arrayID, int index): Gets the value at the specified index in the requested array.  xsArrayGetString        int xsArraySetString(int arrayID, int index, string value): Sets a value at the specified index in the requested array. xsArraySetString        int xsArrayCreateString(int size, string defaultValue, string name): creates a sized and named string array, returning an arrayID.  <default string>    xsArrayCreateString     bool xsArrayGetInt(int arrayID, int index): Gets the value at the specified index in the requested array.   xsArrayGetBool      int xsArraySetBool(int arrayID, int index, bool value): Sets a value at the specified index in the requested array. xsArraySetBool      int xsArrayCreateBool(int size, bool defaultValue, string name): creates a sized and named boolean array, returning an arrayID. xsArrayCreateBool       float xsArrayGetFloat(int arrayID, int index): Gets the value at the specified index in the requested array.    xsArrayGetFloat int xsArraySetFloat(int arrayID, int index, float value): Sets a value at the specified index in the requested array.   xsArraySetFloat int xsArrayCreateFloat(int size, float defaultValue, string name): creates a sized and named float array, returning an arrayID. xsArrayCreateFloat      int xsArrayGetInt(int arrayID, int index): Gets the value at the specified index in the requested array.    xsArrayGetInt       int xsArraySetInt(int arrayID, int index, int value): Sets a value at the specified index in the requested array.   xsArraySetInt       int xsArrayCreateInt(int size, int defaultValue, string name): creates a sized and named integer array, returning an arrayID.   xsArrayCreateInt        float xsVectorNormalize( vector v): Returns the normalized version of the given vector. xsVectorNormalize       float xsVectorLength( vector v ): Returns the length of the given vector.   xsVectorLength      float xsVectorSet( float x, float y, float z ): Set the 3 components into a vector, returns the new vector. xsVectorSet float xsVectorSetZ( vector v, float z ): Set the z component of the given vector, returns the new vector.   xsVectorSetZ        float xsVectorSetY( vector v, float y ): Set the y component of the given vector, returns the new vector.   xsVectorSetY        float xsVectorSetX( vector v, float x ): Set the x component of the given vector, returns the new vector.   xsVectorSetX        float xsVectorGetZ( vector v ): Returns the z component of the given vector.    xsVectorGetZ    float xsVectorGetY( vector v ): Returns the y component of the given vector.    xsVectorGetY    float xsVectorGetX( vector v ): Returns the x component of the given vector.    xsVectorGetX    void xsIsRuleGroupEnabled( string ruleGroupName ): Returns true if the rule group is enabled.   xsIsRuleGroupEnabled    void xsDisableRuleGroup( string ruleGroupName ): Disables all rules in the given rule group.    xsDisableRuleGroup      void xsEnableRuleGroup( string ruleGroupName ): Enables all rule in the given rule group.   xsEnableRuleGroup   void xsSetRuleMaxIntervalSelf( int interval ): Sets the max interval of the current rule.   xsSetRuleMaxIntervalSelf    void xsSetRuleMaxInterval( string ruleName, int interval ): Sets the max interval of the given rule.    xsSetRuleMaxInterval    void xsSetRuleMinIntervalSelf( int interval ): Sets the min interval of the current rule.   xsSetRuleMinIntervalSelf    void xsSetRuleMinInterval( string ruleName, int interval ): Sets the min interval of the given rule.    xsSetRuleMinInterval    void xsSetRulePrioritySelf( int priority ): Sets the priority of the current rule.  xsSetRulePrioritySelf       void xsSetRulePriority( string ruleName, int priority ): Sets the priority of the given rule.   xsSetRulePriority       bool xsIsRuleEnabled( string ruleName ): Returns true if the rule is enabled.   xsIsRuleEnabled void xsEnableRule( string ruleName ): Enables the given rule.   xsEnableRule    void xsDisableSelf( void ): Disables the current rule.  xsDisableSelf   % s . x s       //==============================================================================    //====================  Info 0000: PrepareCompilation: file '%s'.   %sL%d   %sTEMPVAR%d main    // Function '%s':   %s$%s%d$        //==============================================================================

  Info 0004: No errors found in file '%s'.    Info 0001: Compiling file '%s'. //%-8s  %-8s    //%s.   %-8s    %-8s %d %-8s %s, %d //%s, %d, %f.   %-8s %s, %f %-8s %s.%d  //%s, %d.   %-8s %s %-8s Pop=%d, %s //%s, %d, %d.   ASS LT  CALLS   POPADD  POP PUSHADD PUSHI   PUSH    LABEL   JUMPZ   RET homeCityAIDebug int hcGetBuildingIDByName( string buildingName ): Returns the ID for a building with the specified name.    hcGetBuildingIDByName       long hcGetRandomFreeWPID(long waypointMask): Returns the WPID of a random waypoint. hcGetRandomFreeWPID long hcGetRandomWPID(long waypointMask): Returns the WPID of a random waypoint. hcGetRandomWPID int hcGetNearestWPID( vector position ): Returns the WPID closest to the position.  hcGetNearestWPID    vector hcGetWaypointDir( int waypoint ): Returns the direction for a waypoint.  hcGetWaypointDir        vector hcGetWaypointPos( int waypoint ): Returns the position for a waypoint.   hcGetWaypointPos        long hcGetNumberWaypoints( void ): Returns the number of waypoints. hcGetNumberWaypoints        int hcGetPerformerInProximity( long unitID ): Returns the index-th performer unit in the proximity. hcGetPerformerInProximity   int hcGetUnitWithAI( string aiFilename, int index ): Returns the index-th unit with the given AI filename.  hcGetUnitWithAI     int hcGetNumberUnitsWithAI( string aiFilename ): Returns the number of units with a given AI filename.  hcGetNumberUnitsWithAI  void hcOccupyWPID(long wpid): Occupies the given waypoint.  hcOccupyWPID        void hcUnitFreeWPID(long unitID, long wpid, bool queue): Frees the given waypoint.  hcUnitFreeWPID      bool hcUnitWait(long unitID, float pauseTime, bool queue) : Makes script wait a number of seconds   hcUnitWait  bool hcUnitSetVisible(long unitID, bool state, bool queue) : Makes unit visible/invisible.  hcUnitSetVisible    bool hcUnitEnterBuilding(long unitID, long buildingID, float speed, bool queue) : Unit enters a building.   hcUnitEnterBuilding bool hcUnitExitBuilding(long unitID, long buildingID, float pauseTime, float speed, bool queue) : Unit exits a building.    hcUnitExitBuilding  bool hcUnitFollow(long unitID, long unitToFollowID, float speed, bool queue) : Unit follows another unit.   hcUnitFollow        bool hcUnitTeleportToWPID(long unitID, long WPID): Moves the unit to the given waypoint immediately.    hcUnitTeleportToWPID    bool hcUnitTurn( int unitID, BVector forward, float turnRateInDegreesPerSec, bool queue ): Turns the unit towards the forward vector.   hcUnitTurn      bool hcUnitMoveToPos( int unitID, int startWPID, BVector goalPos, float speed, float goalTolerance, bool queue ): Walks the unit to the position.   hcUnitMoveToPos     bool hcUnitMoveToWPID( int unitID, int startWPID, int goalWPID, float speed, float goalTolerance, bool queue ): Walks the unit to the WPID. hcUnitMoveToWPID    bool hcUnitPlayAnim( int unitID, string animation, float seconds, long loop, bool queue ): Plays the anim for the unit. hcUnitPlayAnim  void hcUnitDestroyAll( void ): Nukes all HC units.  hcUnitDestroyAll    bool hcUnitExit( int unitID, bool queue ): Exits the unit (this will kill the unit).    hcUnitExit      void hcAddUnitToPerformerGroup( int groupID, int unitID ): Adds a unit to a group of performers.    hcAddUnitToPerformerGroup   long hcGetNumPerformerGroups(): Returns how many performer groups are currently playing.    hcGetNumPerformerGroups     bool hcReservePerformerArea( long groupID ): Reserves a performer area. hcReservePerformerArea  long hcCreatePerformerGroup( int numPerformers, float attentionRadius ): Creates a performer group. hcCreatePerformerGroup      void hcUnitSetFlag( int unitID, int unitFlag, bool enable, bool queue ): Enables / disables a unit's flag.  hcUnitSetFlag       void hcUnitSetInitialPauseTime( int unitID, float pauseTime ): Sets the initial time a unit should pause before spawning.   hcUnitSetInitialPauseTime   float hcUnitGetInitialPauseTime( int unitID ): Gets the initial time a unit should pause before spawning.   hcUnitGetInitialPauseTime   void hcPopulateHomeCity(): Populates the home city with all units needed.   hcPopulateHomeCity  int hcUnitCreateAtBone( int protoUnitID, string visualFilename, string aiFilename, string boneName ): Creates a unit at the bone position; specify either protoUnitID or visualFilename; returns the new unit's ID. hcUnitCreateAtBone  int hcUnitCreate( int protoUnitID, string visualFilename, string aiFilename, int waypoint ): Creates a unit; specify either protoUnitID or visualFilename; returns the new unit's ID.   hcUnitCreate    int hcUnitCreateUsingPos( int protoUnitID, string visualFilename, string aiFilename, vector position, vector forward, bool visible ): Creates a unit; specify either protoUnitID or visualFilename; returns the new unit's ID.  hcUnitCreateUsingPos    vector hcUnitGetPerformForwardFromGroup( int groupID, int unitID ): Returns the performance forward vector for a unit.  hcUnitGetPerformForwardFromGroup        vector hcUnitGetPerformPosFromGroup( int groupID, int unitID ): Returns the performance position for a unit.    hcUnitGetPerformPosFromGroup    const char* hcGetUnlockedUnitScriptFilename( int unitIndex, bool regularUnits, bool performerUnits ): Returns the script file name for an unlocked unit.    hcGetUnlockedUnitScriptFilename     const char* hcGetUnlockedUnitVisualFilename( int unitIndex, bool regularUnits, bool performerUnits ): Returns the visual file name for an unlocked unit.    hcGetUnlockedUnitVisualFilename     int hcGetUnlockedUnitProtoUnitID( int unitIndex, bool regularUnits, bool performerUnits ): Returns the proto unit ID for an unlocked unit.  hcGetUnlockedUnitProtoUnitID        int hcGetNumUnlockedUnits( bool regularUnits, bool performerUnits ): Returns the number of unlocked units available.    hcGetNumUnlockedUnits   string hcUnitGetScript( int unitID ): Returns the script for the unit.  hcUnitGetScript bool hcUnitGoIdle(long unitID, bool queue): Makes the unit go into idle mode forever.   hcUnitGoIdle    int hcUnitGetActionType( int unitID ): Returns the action type of the unit. hcUnitGetActionType vector hcUnitGetPosition( int unitID ): Returns the position of the unit.   hcUnitGetPosition   long hcUnitGetGroupID( int unitID ): Returns the HomeCity group ID for this unit.   hcUnitGetGroupID    int hcGetMyUnitID( void ): Returns the HomeCity Unit ID for this unit.  hcGetMyUnitID   vector hcRandPosition( void ): Returns a random position guaranteed to be on the map.   hcRandPosition  int hcRandInt( int max ): Returns a random number (mod'ed by max if provided).  hcRandInt       bool hcSetUnitXSHandler( int unitID, string handlerFunctionName, int type ): Sets the handler for a unit for a given type of event. hcSetUnitXSHandler  bool hcSetXSHandler( string handlerFunctionName, int type ): Sets the handler for given type of event.  hcSetXSHandler  void hcErrorMessage( string errorString ): HC error.    hcErrorMessage  void hcEcho( string echoString ): HC echo.  hcEcho  % s H C U   const int cWaypointMaskVendorEntry=%d;  const int cWaypointMaskVendorArea=%d;   const int cWaypointMaskShipmentEnd=%d;  const int cWaypointMaskShipmentStart=%d;    const int cWaypointMaskIllReputeArea=%d;    const int cWaypointMaskGuardArea=%d;    const int cWaypointMaskFishingArea=%d;  const int cWaypointMaskDock=%d; const int cWaypointMaskSweeper=%d;  const int cWaypointMaskDrunk=%d;    const int cWaypointMaskCitizen=%d;  const int cWaypointMaskDoor=%d; const int cWaypointMaskExit=%d; const int cDonePerforming=%d;   const int cWaitingToPerform=%d; const int cComeOutHandler=%d;   const int cPerformHandler=%d;   const int cRestartShipmentHandler=%d;   const int cCancelShipmentHandler=%d;    const int cAction%s=%d; %scActivationTime   // Rule '%s':   %s$%s$  %-8s Check=%d, %s   ADD EQ  NE  GE  CALLF   JUMP    LE  u   % s H C % s     const int cXSHCGameOverHandler=%d;  a l p h a t e s t _ n o c o l o r   a l p h a t e s t _ c o l o r   b l e n d i n g     ESEffectParamLookup ESEffectParamValue  ESEffectParamName   f l a g     C l o t h F l a g   G e o m e t r y T r a i l   ypOttomanMosqueFaith    YPHCShipCastleWagonsTeam2   YPHCShipManchuTeam  YPHCShipHandMortarTeam  YPSetAge5Japan  ypDisciplinedHowdahShadow   ypDisciplinedMahoutShadow   ypDisciplinedYabusameShadow ypDisciplinedChangdaoShadow ypDisciplinedArquebusierShadow  ypDisciplinedMeteorHammerShadow ypDisciplinedIronFlailShadow    YPHCShipYabusame3   YPHCShipFishingVillage  ypImpLegendaryNatives2  YPHCArtilleryHitpointsChinese   YPHCArtilleryDamageChinese  ypMonkMakeDisciple  YPSPCEdwardsonBuff  ypShrineFortressUpgrade YPHCShipKeshik4 ypHCSilversmith ypHCSawmills    ypHCImprovedBuildings   ypHCFishMarket  ypHCExtensiveFortificationsJapan    YPHCShipCoveredWagonsJapan  ypHCShipWoodCrates4 ypHCShipWoodCrates2 ypHCShipFoodCrates4 ypHCShipFoodCrates2 ypHCShipCoinCrates4 ypHCShipCoinCrates2 ypBigConsulateSPCFrench ypBigConsulateSPCOttomans   ypTradeRouteCaptureable YPHCShipMahout3 YPHCShipMahout2 YPHCShipMahout1 YPHCShipHowdah2 YPHCShipHowdah1 YPHCShipGurkha4 YPHCShipGurkha3 ypTradeRouteUpgrade2    ypTradeRouteUpgrade1    YPExaltedGurkha YPHonoredGurkha YPDisciplinedGurkha ypMonasteryCompunction  YPSPCBountyBonus    YPHCAdmiralityIndians   YPHCAtonementIndians    YPHCAtonementChinese    YPHCAtonementJapanese   YPNativeJunk    YPNativeCatamaran   ypSaloonThuggee ypSaloonDacoit  ypSaloonArsonist    YPHCElephantCombatIndians   YPHCMercsRonin2 ypSpawnPeasants YPHCShipFlamingArrow3   YPHCMorutaruRangeJapanese   YPHCShipFishingArmada   YPHCShipMissionary2 YPHCShipMissionary1 YPHCShipMonitorLizard2  YPHCShipMonitorLizard1  YPHCShipHowdahRegiment  YPHCShipSowarRegiment   YPHCShipUrumiRegiment   YPSPCWokouNerf  YPHCWesternReforms  YPHCShipMeteorHammer3   YPHCMercenaryLoyaltyIndians ypImperialMonitors  YPHCNativeLearningIndians   YPHCNativeLearning  YPHCShipGurkha2 YPHCShipGurkha1 YPHCEastIndiaCompany    YPHCCommoditiesMarket   ypBloody    YPHCNativeTradeTaxIndians   YPHCNativeTradeTax  YPHCNativeIncorporationIndians  YPHCNativeIncorporation YPHCNativeHitpoints YPHCNativeHitpointsIndians  YPHCNativeDamageIndians YPHCNativeDamage    ypHCConsulateRelationsIndians   ypConsulateRelationsPortuguese  ypHCConsulateRelations  YPHCFarmlandConservation    YPHCHouseHitpointsTeam  YPHCHanAntiCavalryBonus YPHCManchuCombat    YPHCCheapUnitUpgradesTeam   YPHCRainbowTrickleTeam  YPHCNomads  YPHCCheapWarAcademyTeam YPHCEngineeringSchoolTeam   YPHCGurkhaAid   YPHCNobleCombat YPHCLandGrabIndians YPHCShipCastleWagonsTeam    YPHCShipMongolScoutTeam YPHCRainbowTrickle  YPHCRainbowTrickleIndians   YPHCShrineLearning  YPHCSmoothRelationsIndians  YPHCSmoothRelations YPHCConscriptSepoys ypFreeIndianSepoy   ypFreeIndianVillager    YPHCZenDiet YPHCTheRaj  ypNuggetCavVilBonus ypNuggetCavSiege    ypNuggetCavSpeed    ypNuggetCavTrainSpeed   ypBigSequesterSPCChina  ypBigSequesterSPCIndia  ypBigSequesterSPCJapan  ypBigConsulateSPCIndia  ypBigConsulateSPCJapan  ypBigConsulateSPCChina  ypDecreaseCoinCostsNugget   ypMarketWheelbarrow ypMarketWheelbarrow2    YPHonoredMorutaru   YPHCShipRicePaddyWagon3 YPHCShipRicePaddyWagon2 YPHCShipShaolinMaster   YPHCShipGroveWagonIndians2  YPSPCCC4TreeBomb    ypSaloonWanderingHorseman   ypSaloonWaywardRonin    ypSaloonBlindMonk   ypSaloonJat ypSaloonYojimbo ypSaloonIronTroop   YPSPCTownCenterBuildSpeed   ypBigTradeTaxEnable ypBigTradeTaxRemove YPHCDojoGenbukan    YPHCBakufu  YPHCEmpressDowager  ypConsulateJapaneseMeijiRestoration ypConsulateJapaneseKoujou   ypConsulateJapaneseMasterTraining   ypConsulateJapaneseMilitaryRickshaw ypBigSequesterJapanese  ypBigConsulateJapanese  ypConsulateFrenchHotAirBalloonsPreq YPHCMercsArsonist1  TradeRouteUpgradeCapturable1    TradeRouteUpgradeCapturable2    YPExaltedChangdao   YPExaltedQiangPikeman   YPExaltedSteppeRider    YPExaltedMeteorHammer   YPHonoredQiangPikeman   YPHonoredChangdao   YPHonoredSteppeRider    YPHonoredMeteorHammer   YPDisciplinedSteppeRider    YPDisciplinedQiangPikeman   ypConsulateOttomansBrigade  ypConsulatePortugueseBrigade    ypConsulateSpanishBrigade   ypConsulateDutchBrigade ypConsulateFrenchBrigade    ypConsulateRussianBrigade   ypConsulateGermansBrigade   ypConsulateBritishBrigade   ypBigSequesterSPCPortuguese ypBigSequesterSPCDutch  YPHCEnlistGurkhas   YPHCAdvancedIrregulars  ypNuggetShipBuilding    YPNuggetShipGather  YPNuggetShipHP  ypMarketSpiritMedicine  YPHCShipIndianRangedCavalry4    YPHCShipIndianRangedCavalry3    YPHCShipIndianRangedCavalry2    YPHCShipIndianHandCavalry3  YPHCShipIndianHandCavalry2  ypDojoUpgrade1  YPHCMercsIndianArmy YPHCExtensiveFortificationsIndians  YPHCStoneCastles    YPHCEuropeanCannonsIndians  YPHCEuropeanCannons YPHCPeacetimeFishing    YPHCSepoyRebellion  ypBigConsulateSPCPortuguese ypBigConsulateSPCDutch  YPHCShipWoodCratesInf1Indians   ypNuggetShipLOS YPSPCHCShipDaimyoTadaoki    YPSPCHCShipDaimyoMasamune   YPSPCHCShipDaimyoKiyomasa   YPHCMercsIronTroop1 YPExaltedYamabushiShadow    ypExaltedShinobiShadow  YPHonoredShinobiShadow  YPDisciplinedShinobiShadow  YPHCSpawnRefugees2  YPHCSpawnRefugees1  YPHCSpawnMigrants1  ypVillagePopCapIncrease4    YPHCArtilleryCostJapanese   YPHCArtilleryHitpointsJapanese  YPHCShipMorutaru2   YPHCShipMorutaru1   YPHCShipFlamingArrow2   YPHCShipFlamingArrow1   YPHCSchoonersJapanese   ypFrontierAgra  ypFortifiedAgra YPHCAgrarianism YPHCSpawnLivestock2 YPHCSpawnLivestock1 ypFortifiedCastle   ypFrontierCastle    YPHonoredFlamingArrow   YPHonoredSiegeElephant  YPExaltedFlamingArrow   YPExaltedMorutaru   ypMonasteryAttackSpeed  ypMonasteryRangedSplash ypMonasteryKillingBlowUpgrade   ypMonasteryJapaneseHealing  ypMonasteryJapaneseCombat   ypMonasteryIndianSpeed  ypMonasteryStompUpgrade ypMonasteryImprovedHealing  ypMonasteryPetAura  ypMonasteryCriticalUpgrade  ypMonasteryShaolinWarrior   ypMonasteryDiscipleAura YPHCMercsWarElephant1   YPHCShipDisciple2   YPHCShipDisciple1   ypBigSequesterRemoveClone1  ypBigSequesterInitialClone1 ypConsulateGermansWoodTrickle   ypConsulateGermansFoodTrickle   ypConsulateGermansCoinTrickle   ypBigSequesterGermans   ypBigConsulateGermans   ypExaltedDaimyoShadow   ypHonoredDaimyoShadow   ypDisciplinedDaimyoShadow   YPHCShipGroveWagonIndians1  YPHCBerryGrove  YPHCRumDistilleryIndians    YPWonderJapaneseToshoguShrineDisable    YPWonderJapaneseToriiGatesDisable   YPWonderJapaneseShogunateDisable    YPWonderJapaneseGoldenPavillionDisable  YPWonderJapaneseGiantBuddhaDisable  YPWonderIndianTowerOfVictoryDisable YPWonderIndianTajMahalDisable   YPWonderIndianKarniMataDisable  YPWonderIndianCharminarDisable  YPWonderIndianAgraFortDisable   YPWonderChineseTempleOfHeavenDisable    YPWonderChineseConfucianAcademyDisable  YPWonderChinesePorcelainTowerDisable    YPWonderChineseSummerPalaceDisable  YPWonderChineseWhitePagodaDisable   ypSettlerHPNugget   YPHCArtilleryCombatChinese  YPHCMingTraining    YPHCShipQiangPikeman3   YPHCShipQiangPikeman2   YPHCShipQiangPikeman1   YPHCShipChuKoNu3    YPHCShipChuKoNu2    YPHCShipChuKoNu1    YPHCShipSteppeRider3    YPHCShipSteppeRider2    YPHCShipSteppeRider1    YPHCShipKeshik3 YPHCShipKeshik2 YPHCShipKeshik1 YPHCShipChangdao2   YPHCShipChangdao1   YPHCShipArquebusier2    YPHCShipArquebusier1    YPHCShipMeteorHammer2   YPHCShipMeteorHammer1   YPHCShipIronFlail2  YPHCShipIronFlail1  YPHCShipFlailiphant3    YPHCShipFlailiphant2    YPHCShipFlailiphant1    YPHCShipIndianRangedCavalry1    YPHCMeleeDamageIndians  ypBigSequesterInitialFrench YPHCShipTekkousen   YPHCShipAtakabune2  YPHCShipAtakabune1  ypBigSequesterSpanish   ypBigSequesterRussians  ypBigSequesterPortuguese    ypBigSequesterOttomans  ypBigSequesterFrench    ypBigSequesterDutch ypBigSequesterBritish   ypBigConsoluteActivate  YPHonoredFlailElephant  YPDisciplinedFlailElephant  YPHCShipShrineWagon2    YPHCShipWoodCrates3Indians  YPHCShipWoodCratesInf4Indians   YPHCShipLions1  YPHCShipWhiteTigers1    ypCropMarket    ypMarketBerryTraps  ypMarketBerryDogs   ypConsulateOttomansGunpowderSiege   ypConsulateOttomansInfantrySpeed    YPHCShipCastleWagons3   ypBuildingSpeedNugget   ypBigConsulateOttomans  ypDecreaseInfantryCostsNugget   ypTreasureMap   ypColonializeJapaneseSPC    ypCharminarGateElephantBonus    ypGiantBuddhaShrineBonus    ypToshoguShrineDaimyoBonus  ypToriiGatesRicePaddyBonus  ypWhitePagodaMonkBonus  YPWonderIndianCharminar5    YPWonderIndianCharminar4    YPWonderIndianCharminar3    YPWonderIndianCharminar2    YPWonderIndianTowerOfVictory5   YPWonderIndianTowerOfVictory4   YPWonderIndianTowerOfVictory3   YPWonderIndianTowerOfVictory2   YPWonderIndianAgra5 YPWonderIndianAgra4 YPWonderIndianAgra3 YPWonderIndianAgra2 YPWonderChinesePorcelainTower5  YPWonderChinesePorcelainTower4  YPWonderChinesePorcelainTower3  YPWonderChinesePorcelainTower2  YPWonderChineseTempleOfHeaven5  YPWonderChineseTempleOfHeaven4  YPWonderChineseTempleOfHeaven3  YPWonderChineseTempleOfHeaven2  YPWonderChineseConfucianAcademy5    YPWonderChineseConfucianAcademy4    YPWonderChineseConfucianAcademy3    YPWonderChineseConfucianAcademy2    YPWonderChineseSummerPalace5    YPWonderChineseSummerPalace4    YPWonderChineseSummerPalace3    YPWonderChineseSummerPalace2    YPWonderChineseWhitePagoda5 YPWonderChineseWhitePagoda4 YPWonderChineseWhitePagoda3 YPWonderChineseWhitePagoda2 YPWonderIndianKarniMata5    YPWonderIndianKarniMata4    YPWonderIndianKarniMata3    YPWonderIndianKarniMata2    YPWonderIndianTajMahal5 YPWonderIndianTajMahal4 YPWonderIndianTajMahal3 YPWonderIndianTajMahal2 YPWonderJapaneseGiantBuddha5    YPWonderJapaneseGiantBuddha4    YPWonderJapaneseGiantBuddha3    YPWonderJapaneseGiantBuddha2    YPWonderJapaneseGoldenPavillion5    YPWonderJapaneseGoldenPavillion4    YPWonderJapaneseGoldenPavillion3    YPWonderJapaneseGoldenPavillion2    YPWonderJapaneseToshoguShrine2  YPWonderJapaneseToshoguShrine5  YPWonderJapaneseToshoguShrine4  YPWonderJapaneseToshoguShrine3  YPWonderJapaneseShogunate5  YPWonderJapaneseShogunate4  YPWonderJapaneseShogunate3  YPWonderJapaneseShogunate2  YPWonderJapaneseToriiGates5 YPWonderJapaneseToriiGates4 YPWonderJapaneseToriiGates3 YPWonderJapaneseToriiGates2 ypBigSequester  ypImperialManOWar   ypBigFakeTech   YPHCSpawnSaigaHerd  ypFakeImperialAge   ypFakeIndustrialAge YPHCArmedFishermenIndians   ypConsulateFrenchFoodCrates ypConsulateFrenchCoinCrates ypConsulatePortugueseFishingFleet   ypConsulateDutchChurchWagon YPHCShipShogunate   YPHCShipDaimyoSatsuma   YPHCShipDaimyoTokushima YPHCShipDaimyoAizu  YPHCDojoRenpeikan   ypIncomparableMonasteryArtilleryBonus   ypToriiGatesInfantryBonus   ypTempleOfHeavenMonkBonus   ypConsulateFrenchWoodCrates ypConsulateRussianOutpostWagon  ypConsulateRussianFortWagon ypConsulateRussianFactoryWagon  ypConsulateBritishLifeGuards    ypConsulateBritishRedcoats  ypConsulateOttomansSettlerCombat    ypConsulateBritishRogersRangers ypConsulatePortugueseExplorationFleet   ypConsulatePortugueseExpeditionaryFleet ypConsulateDutchSaloonWagon ypConsulateDutchArsenalWagon    ypBigConsulateFrench    ypBigConsulateSpanish   ypBigConsulateRussians  ypBigConsulateDutch ypBigConsulatePortuguese    ypFakeFortressAge   ypMarketCircularSaw ypMarketAmalgamation    ypMarketSteelTraps  ypMarketPlacerMines ypMarketGangsaw ypMarketHuntingDogs ypFakeColonialAge   ypBigConsulateBritish   ypLivestockHoliness YPHCShipNaginataRider4  YPHCShipSamurai4    YPHCShipFune2   YPAge2YamabushiShadow   YPHonoredYamabushiShadow    YPDisciplinedYamabushiShadow    YPHCBattlefieldConstruction ypSpawnIrregulars   ypColonializeWonderHelperSPCJapanese    ypColonializeWonderHelperSPC    ypIndustializeWonderHelperSPC   ypIndustrializeIndiansSPC   ypImpDeforestationAsian ypImpExcessiveTributeAsian  ypImpLargeScaleAgricultureAsian ypCooperative   ypLandRedistribution    ypSharecropping ypIrrigationSystems ypWaterConservancy  ypLandSurvey    ypDecreaseFoodCostsNugget   ypImperializeWonderHelper   ypIndustializeWonderHelper  ypFortessizeWonderHelper    ypColonializeWonderHelper   YPHCShipCastleWagons3Indians    YPHCShipCastleWagons2Indians    YPHCWokouIndians3Double YPHCWokouIndians2   YPHCWokouIndians1   YPHCNavalCombatIndians  YPHCShipFrigateDoubleIndians    YPHCShipCaravel3Double  YPHCFurTradeIndians YPHCSustainableAgricultureIndians   YPHCFoodSilosIndians    YPHCSilversmithIndians  YPHCRoyalMintIndians    YPHCIronmongerIndians   YPHCWoodcraftingIndians YPHCExoticHardwoodsIndians  YPHCSawmillsIndians YPHCSchoonersIndians    YPHCRenderingPlantIndians   YPHCFishMarketIndians   YPHCVillagemasonsIndians    YPHCAdvancedDockIndians YPHCAdvancedWondersIndians  YPHCAdvancedConsulateIndians    YPHCAdvancedRicePaddyIndians    YPHCAdvancedMonasteryIndians    YPHCCalltoArms1 YPHCEnlistIrregularsIndians YPHCShipCastleWagons1Indians    YPHCPioneersIndians YPHCExtensiveFortifications2    YPHCRidingSchoolIndians YPHCFencingSchoolIndians    YPHCExpandedTradingPostIndians  YPHCShipSepoy4  YPHCShipSepoy3  YPHCShipSepoy2  YPHCShipSepoy1  YPHCIndianMonkFrighten  YPHCShipCoveredWagons2Indians   YPHCShipCoveredWagonsIndians    YPHCShipCoinCrates4Indians  YPHCShipCoinCrates3Indians  YPHCShipCoinCrates2Indians  YPHCShipCoinCrates1Indians  YPHCShipWoodCrates5Indians  YPHCShipWoodCrates4Indians  YPHCShipWoodCratesInf2Indians   YPHCShipWoodCratesInf3Indians   YPHCShipWoodCrates2Indians  YPHCShipWoodCrates1Indians  YPHCShipFoodCrates4Indians  YPHCShipFoodCrates3Indians  YPHCShipFoodCrates2Indians  YPHCShipFoodCrates1Indians  ypPopulationCapBonus    YPExaltedSamurai    YPHonoredSamurai    YPDisciplinedSamurai    ypVillagePopCapIncrease ypConsulateSpanishEnhancedProfits   ypConsulateSpanishMercantilism  ypConsulateSpanishFasterShipments   YPHCShipSettlersAsian5  YPHCShipSettlersAsian2  YPHCShipSettlersAsian1  YPHCWokouChinese2   YPHCWokouChinese3   YPHCWokouChinese1   YPHCNavalCombatTeam YPHCShipFuchuanTeam YPHCShipFuchuan1    YPHCVillageShooty   ypCultivateWasteland    YPHCRedSealShip YPHCAdvancedWonders YPHCJapaneseSiege   YPHCIncreasedTribute    YPHCShipShrineWagon YPHCEnlistIrregulars    YPSPCTreasureFleetCrates    YPSPCSekigaharaTCCoin   YPHCWoodcraftingAsia    YPHCExtensiveFortifications YPHCShipCows2   YPHCShipCows1   YPExaltedTekkousen  YPExaltedFuchuan    YPHCMercsRonin1 YPHCShipCaravel2    YPHCSpiceTradeAsia  YPHCShipBeiyangArmy YPHCEconomicTheoryAsia  YPHCExpandedTradingPost YPHCShipCoveredWagonsChina  YPExaltedFlailElephant  YPExaltedYojimbo    YPExaltedFlyingCrow ypVillagePopCapIncrease3    YPHonoredSepoy  YPExaltedSepoy  YPDisciplinedSepoy  YPHCMercsJapaneseArmy   YPHCMercsYojimbo1   YPHCMercsSohei3 YPHCMercsSohei2 YPHCMercsSohei1 YPHCMercsNinja2 YPHCMercsNinja1 YPHCShipFune1   YPHCShipFishingFlotillaTeam YPHCShipFishingFlotilla YPHCExpandedMarket  YPHCShipCastleWagons2   YPHCShipCastleWagons1   YPHCPioneersTeam    YPHCAccupuncture    ypVillagePopCapIncrease2    YPHCYabusameAntiArtilleryDamage YPHCYabusameDamage  YPHCSamuraiDamage   YPHCSamuraiSpeed    YPHCNaginataAntiInfantryDamage  YPHCNaginataHitpoints   YPHCAshigaruAntiCavalryDamage   YPHCAshigaruDamage  YPHCYumiRange   YPHCYumiDamage  ypTradeRouteUpgradeIndia2   YPHCMercsTigerClaw3 YPHCMercsTigerClaw2 YPHCMercsTigerClaw1 YPHCMercsChakram3   YPHCMercsChakram2   YPHCMercsChakram1   YPHCMercsJatLancer1 YPHCBombayMarine    YPHCShipCaravel1    YPHCShipMonitorIndians  YPHCShipFrigateIndians  YPHCBazaar  YPHCMughalArchitecture  YPHCImprovedBuildingsTeam   YPHCElephantLimit   ypTradeRouteUpgradeIndia1   YPHCGrazing YPHCElephantTrampling   YPHCCamelFrightening    YPHCCamelDamageIndians  YPHCInfantryCombatIndians   YPHCInfantrySpeedHitpointsTeam  YPHCWokouJapanese3  YPHCWokouJapanese2  YPHCWokouJapanese1  YPHCMercsMandarinArmy1  YPHCMercsRattanShield3  YPHCMercsRattanShield2  YPHCMercsRattanShield1  YPHCFireshipDamage  YPHCChineseImperialNavy YPHCShipWarJunk2    YPHCShipWarJunk1    YPHCShipFireshipTeam    YPHCShipFireship1   YPHCAdvancedConsulate   YPHCRanchingWaterBuffalo    YPHCAdvancedRicePaddy   YPHCAdvancedMonastery   YPHCConfusciousGift YPHCGreatWall   YPHCBannerSchool    YPHCBannerReforms   YPHCOldHanArmyReforms   YPHCMongolianScourge    YPHCTerritorialArmyCombat   YPHCStandardArmyHitpoints   YPHCForbiddenArmyArmor  YPHCShipFlyingCrow2 YPHCShipFlyingCrow1 YPHCShipHandMortar2 YPHCShipHandMortar1 YPHCShipFlameThrower3   YPHCShipFlameThrower2   YPHCShipFlameThrower1   YPHCShipEverVictoriousArmy  YPHCShipEmperorsArmy    YPHCShipIronCapPrincesArmy  YPHCShipMandarinDuckSquad   YPHCShipSiegeElephant2  YPHCShipSiegeElephant1  YPHCShipIndianHandCavalry1  YPHCShipUrumiTeam   YPHCShipUrumi2  YPHCShipUrumi1  YPHCShipRajput4 YPHCShipRajput3 YPHCShipRajput2 YPHCShipRajput1 YPHCShipYabusame2   YPHCShipYabusame1   YPHCShipSamurai2    YPHCShipSamurai3    YPHCShipSamurai1    YPHCShipNaginataRider3  YPHCShipNaginataRider2  YPHCShipNaginataRider1  YPHCShipAshigaru4   YPHCShipAshigaru3   YPHCShipAshigaru2   YPHCShipAshigaru1   YPHCShipYumi4   YPHCShipYumi3   YPHCShipYumi2   YPHCShipYumi1   ypImperializeJapanese   ypImperializeIndians    ypImperializeChinese    ypIndustrializeJapanese ypIndustrializeIndians  ypIndustrializeChinese  ypFortressizeJapanese   ypFortressizeIndians    ypFortressizeChinese    ypColonializeJapanese   ypColonializeIndians    ypColonializeChinese    ypNatHonoredUdasi   ypNatHonoredSufi    ypNatHonoredShaolin ypNatHonoredBhakti  ypNatHonoredZen ypNatHonoredJesuit  ypNatDisciplinedUdasi   ypNatDisciplinedZen ypNatDisciplinedShaolin ypNatDisciplinedJesuit  ypNatDisciplinedSufi    ypNatDisciplinedBhakti  YPNatZenMeritocracy YPNatZenMeditation  YPNatZenMasterLessons   YPNatBhaktiVegetarianism    YPNatBhaktiReinforcedGuantlets  YPNatBhaktiYoga YPNatUdasiNewYear   YPNatUdasiGurus YPNatUdasiArmyOfThePure YPNatShaolinWoodClearing    YPNatShaolinDimMak  YPNatShaolinClenchedFist    YPNatJesuitSmokelessPowder  YPNatJesuitSchools  YPNatJesuitFlyingButtress   YPNatSufiPilgramage YPNatSufiFasting    YPNatSufiSharia YPHCShipRicePaddyWagon1 YPHCArmedFishermenJapanese  YPHCChonindoTeam    YPHCGoraksha    YPHCSpiceTradeIndian    YPHCFurrierIndian   YPHCShipBerryWagon2 YPHCShipBerryWagon1 YPHCForeignLogging  YPHCVillagemasons   YPHCShipRhino1  YPHCShipTigers1 YPHCSacredFieldHealing  YPExaltedHandMortar YPExaltedFlameThrower   YPHonoredHandMortar YPHonoredFlameThrower   YPDisciplinedFlameThrower   YPExaltedIronFlail  YPExaltedKeshik YPExaltedArquebusier    YPExaltedChuKoNu    YPHonoredIronFlail  YPHonoredKeshik YPHonoredArquebusier    YPHonoredChuKoNu    YPDisciplinedKeshik YPDisciplinedChuKoNu    YPExaltedYabusame   YPExaltedNaginataRider  YPExaltedAshigaru   YPExaltedYumi   YPHonoredYabusame   YPHonoredNaginataRider  YPHonoredAshigaru   YPHonoredYumi   YPDisciplinedNaginataRider  YPDisciplinedAshigaru   YPDisciplinedSohei  YPDisciplinedYumi   YPHCJapaneseMonkRangeAura   YPExaltedSiegeElephant  YPExaltedHowdah YPExaltedMahout YPExaltedCamelGun   YPExaltedCamel  YPExaltedUrumi  YPHonoredHowdah YPHonoredMahout YPHonoredCamelGun   YPHonoredCamel  YPHonoredUrumi  YPHonoredRajput YPExaltedRajput YPHCJapaneseMonkCombat  YPDisciplinedCamelGun   YPDisciplinedCamel  YPDisciplinedRajput YPDisciplinedUrumi  YPHCChineseMonkRoundhouse   YPHCChineseMonkMakeDisciple YPHCIndianMonkCombat    YPHCShipVillageWagon2   YPHCShipVillageWagon1   YPHCShipCoveredWagonsAsian  HCShipCoinCrates5   HeavyHorseArtillery ImperialHorseArtillery  SaloonGreatCannon   HCBlockadeNative    ImpLegendaryNativesNatives  HCXPShipSettlerWagons5  HCXPShipMedicineMen2    HCXPShipMedicineMen2Aztec   HCXPNationalUnity   HCXPFurTrade    HCXPSiegeCombat HCXPShipMantletsRepeat  HCXPSiegeDiscipline HCXPConservativeTactics HCXPCommandSkill    HCXPCheyenneAlliesTeam  HCXPWindRunner  HCXPMustangs    HCXPEveningStar HCXPEarthBounty HCXPUprising    HCShipMedicineMan2  HCXPShipMedicineMenTeamAztec    HCXPShipMacehualtinsRepeat  HCXPCavalryDamageSPC    HCXPRuthlessness    HCXPAdvancedScouts  HCXPShipBearsTeam   HCXPShipJaguarsTeam HCXPShipCoyotesTeam HCXPAggressivePolicy    HCXPReligiousUnity  HCXPStoneTowers HCXPSilentStrike    HCXPShipAxeRidersRepeat HCXPMarauders   HCXPAgrarianWays    HCXPShipTradingPostTravois  HCXPShipJaguarKnightsRepeat HCXPNewWaysSioux    HCXPNewWaysIroquois HCXPBloodBrothersGerman HCXPShipHorseArtillery2German   HCXPShipHorseArtillery1German   HCXPShipRocketsRepeat   HCXPSpanishGold HCXPSuvorovReforms  HCXPShipSpiesTeam   HCXPNationalRedoubt HCXPHouseofBraganca HCPrivateersRepeat  HCShipSpahisTeam    HCXPShipGalleysRepeat   HCXPMercsCorsairsRepeat HCXPSublimePorte    HCXPMercsHessiansRepeatTeam HCXPMercsFusiliersRepeat    HCXPAdmiralTromp    HCXPShipPetards1    HCXPSouthSeaBubble  HCXPFlorenceNightingale HCXPOffshoreSupport HCXPShipCulverins2  HCXPThoroughbreds   HCXPTirailleurs HCXPTercioTactics   HCXPUnction HCXPDistributivism  HCXPColbertism  HCXPCapitalism  SaloonWildWest  HCXPBanditGangRepeat    HCXPCreeAlliesTeam  HCXPZapotecAlliesRepeat HCXPMayanAlliesRepeat   HCXPCaribAlliesRepeat   HCXPTupiAlliesRepeat    HCXPNootkaAlliesRepeat  HCXPHuronAlliesRepeat   HCXPBloodBrothers   HCXPCherokeeAlliesRepeat    IncendiaryGrenades  ChurchStateReligion ChurchMissionFervor HCXPShipMixedCratesRepeat   HCXPShipCuirassiersRepeat   HCXPShipMusketeersRepeat    HCXPShipCavArchersRepeat    HCXPShipHalberdiersRepeat   HCXPShipGrenadiersRepeat    HCXPShipRedolerosRepeat HCXPShipCannonsRepeat   HCXPShipHorseArtillery2 HCXPShipHorseArtillery1 HCXPFriendlyTerritory   HCXPNomadicExpansion    HCXPDutchAllies1    HCXPDutchAllies2    HCXPFrenchAllies2   HCXPFrenchAllies1   HCXPBuccaneers2 HCXPBuccaneers  HCXPMedicineTeam    HCXPOldWaysAztec    HCXPOldWaysSioux    HCXPOldWaysIroquois HCXPFixedGunWagon   HCXPShipDemolitionSquadGerman   HCXPMilitaryReforms HCXPSolingenSteel   HCXPBankWagon   HCXPRangefinding    HCXPShipSpies1German    HCXPShipSpies3  HCXPWhaleOil    HCXPLandGrab    HCXPEconomicTheory  HCXPIrregulars  HCXPGenitours   HCXPSevastopol  HCXPGribeauvalSystem    HCXPAdvancedBalloon HCShipCoureurs4 HCShipAbusGuns3 HCShipDopplesoldners6   HCShipOrganGuns3    HCShipRuyters5  HCXPShipOprichniks4 HCShipLongbowmen5   HCXPImprovedGrenades    HCXPAgents  HCXPAssassins   HCXPShipSpies2  HCXPShipSpies1  HCXPKinshipTies HCXPRanchingLlama   HCXPRanching    HCXPDanceHallGerman HCXPMasterSurgeonsGerman    HCXPMasterSurgeons  HCXPDanceHall   HCXPCoinCratesAztec4    HCXPCoinCratesAztec3    HCXPCoinCratesAztec2    HCXPShipMonitorsTeam    HCXPMercsElmetiGerman   HCXPMercsFusiliersGerman    HCXPMercsNinja  HCXPMercsFusiliers  HCXPMercsElmeti HCXPShipSurgeons2German HCXPShipSurgeons2   HCXPShipMortarsTeam HCXPUnlockFort2German   HCXPIndustrialRevolutionGerman  HCXPIndustrialRevolution    HCXPUnlockFort2 SPCXPBozemanTrail   EliteDogSoldierShadow   ChampionDogSoldierShadow    LegendaryDogSoldierShadow   LegendarySkullKnightShadow  ChampionSkullKnightShadow   EliteSkullKnightShadow  HCXPMercsGreatCannon    ImpLegendaryBowRider    ChampionBowRider    EliteBowRider   HCXPShipFarmTravois3    HCXPShipFarmTravois2    HCXPShipFarmTravois1    HCXPShipNoblesHutTravois3   HCXPShipWarHutTravois1  SPCXPSaratoga   BigHouseCoatlicue   BigDockCipactli BigPlantationTezcatlipoca   BigNoblesHutWarSong BigWarHutBarometz   BigAztecWarParty    BigAztecRaidingParty    BigAztecScoutingParty   BigFarmCinteotl SaloonBlackRider    SaloonCorsair   SaloonElmeti    SaloonSwissPikeman  BigPlantationGunTrade   BigFarmHorsemanship SaloonTechPirate    SaloonTechOutlawRider   SaloonTechOutlawPistol  SaloonNinja SaloonRonin SaloonJaeger    SaloonStradiot  SaloonLandsknecht   SaloonHighlander    SaloonHackapell SaloonManchu    SaloonMameluke  SaloonFusilier  SaloonTechOutlawRifleman    HCXPWaterDance  HCXPTownDance   ImpImmigrantsNative SpiesNative XPRevolutionOHiggins    XPRevolutionSantander   XPRevolutionSanMartin   XPRevolutionBolivar XPRevolutionBonifacio   XPRevolutionHidalgo XPRevolutionWashington  XPRevolutionLouverture  SPCXPFortsAndOutposts   HCXPCanoes  SPCXPValleyForge    BigSiouxDogSoldiers BigWarHutWarDrums   EliteWarRifleShadow EliteRifleRiderShadow   BigIroquoisWarParty BigIroquoisRaidingParty BigLonghouseWoodlandDwellers    BigMarketNewYear    BigPlantationMapleFestival  BigFarmStrawberry   BigDockFlamingArrows    BigDockRawhideCovers    ImpLegendaryWarRifles   ImpLegendaryWarClubs    ImpLegendaryRifleRiders ImpLegendaryCoupRiders  ImpLegendaryAxeRiders   ChampionCoupRiders  ChampionAxeRiders   EliteAxeRiders  ImpDeforestationNative  EliteMusketWarriorShadow    EliteMusketRiderShadow  HCXPSPCShipColonialMilitia2 HCXPSPCShipColonialMilitia1 SPCXPEuropeanHouses BloodSpeed  XPFAKEGreatHeart    NatXPMapucheTactics NatXPMapucheTreatyOfQuillin HCXPMorningStar NatXPMapucheAdMapu  NatXPNavajoWeaving  NatXPNavajoShepherds    NatXPNavajoCraftsmanship    NatXPKlamathWorkEthos   NatXPKlamathHuckleberryFeast    NatXPKlamathStrategy    ChampionMapuche WarriorSocietyMapuche   NatXPApacheRaiding  NatXPApacheCactus   NatXPApacheEndurance    NatXPCheyenneFury   NatXPHuronTradeMonopoly NatXPHuronSunCeremony   NatXPHuronFishWedding   NatXPCheyenneHuntingGrounds NatXPCheyenneHorseTrading   NatXPZapotecCloudPeople NatXPZapotecFoodOfTheGods   NatXPZapotecCultOfTheDead   FirepitSPCWarDance  SPCXPNatBuildCampfires  HCREVShipIronclads  HCREVShipFortWagon  HCREVShipGatlingGuns    HCREVShipColonialMilitia    XPRevolution    TribalSiouxYouth5   TribalSiouxYouth4   TribalSiouxYouth3   TribalSiouxYouth2   TribalSiouxWisewoman5   TribalSiouxWisewoman4   TribalSiouxWisewoman3   TribalSiouxWisewoman2   TribalSiouxWarrior5 TribalSiouxWarrior4 TribalSiouxWarrior3 TribalSiouxWarrior2 TribalSiouxShaman5  TribalSiouxShaman4  TribalSiouxShaman3  TribalSiouxShaman2  TribalSiouxChief5   TribalSiouxChief4   TribalSiouxChief3   TribalSiouxChief2   TribalAztecShaman5  TribalAztecShaman4  TribalAztecShaman3  XPAztecSwashbucklerShadow   TribalAztecYouth5   TribalAztecYouth4   TribalAztecYouth3   TribalAztecYouth2   TribalAztecWisewoman5   TribalAztecWisewoman4   TribalAztecWisewoman3   TribalAztecWisewoman2   TribalAztecWarrior5 TribalAztecWarrior4 TribalAztecWarrior3 TribalAztecWarrior2 TribalAztecShaman2  TribalAztecChief5   TribalAztecChief4   TribalAztecChief3   TribalAztecChief2   GuardColonialMilitia    VeteranColonialMilitia  ImpLargeScaleGathering  ImpExcessiveTributeNative   HCXPMayanAllies2    HCXPMayanAllies1    HCXPWarChiefAztec2  HCXPShipJaguars3    HCXPShipJaguars2    HCXPShipJaguars1    HCXPSiouxTwoKettleSupport   HCXPSiouxYanktonSupport HCXPSiouxSanteeSupport  HCXPSiouxHunkpapaSupport    HCXPSiouxBurntThighSupport  HCXPSiouxOglalaSupport  HCXPSiouxSansArcSupport HCXPSiouxNakotaSupport  HCXPSiouxLakotaSupport  HCXPSiouxDakotaSupport  HCXPBanditGang  HCXPComancheroAllies    HCXPPistoleroAllies HCXPRenegadoAllies  HCXPCheyenneAllies2 HCXPCheyenneAllies1 HCXPComancheAllies2 HCXPComancheAllies1 HCXPBlackArrow  HCXPShipRifleRiders4    HCXPShipRifleRiders3    HCXPShipRifleRiders2    HCXPShipRifleRiders1    HCXPShipGrizzlies   HCXPShipCougars HCXPWarChiefSioux3  HCXPTeamFoodCrates2 HCXPTeamFoodCrates1 HCXPWoodcrafting    EarthGiftCeremony   EarthCeremony   LumberCeremony  ForestPeopleCeremony    ForestSpiritCeremony    SpiritMedicine  GreenCornCeremony   HarvestCeremony GreatFeast  HCXPOnikare HCXPShipDogsoldiersTeam2    HCXPShipDogsoldiersTeam1    HCXPShipDogsoldiers4    HCXPShipDogsoldiers3    HCXPShipDogsoldiers2    HCXPShipDogsoldiers1    HCXPShipCoupRiders4 HCXPShipCoupRiders3 HCXPShipCoupRiders2 HCXPShipCoupRiders1 HCXPCavalryCombatSioux  HCXPCavalryHitpointsSioux   HCXPCavalryDamageSioux  HCXPShipAxeRiders5  HCXPShipAxeRiders4  HCXPShipAxeRiders3  HCXPShipAxeRiders2  HCXPShipAxeRiders1  HCXPShipWarRifles3  HCXPShipWarRifles2  HCXPShipWarRifles1  HCXPShipWarClubs3   HCXPShipWarClubs2   HCXPShipWarClubs1   HCXPShipWarBows2    HCXPShipWarBows1    HCXPAdoption    HCXPGreatHunter HCXPBuffalo4    HCXPBuffalo3    HCXPBuffalo2    HCXPBuffaloTeam HCXPShipCoyotes HCXPWarChiefSioux2  ChampionCheyenne    ChampionNavajo  ChampionApache  ChampionKlamath WarriorSocietyCheyenne  WarriorSocietyNavajo    WarriorSocietyApache    WarriorSocietyKlamath   HCXPExoticHardwoodsTeam HCXPChinampa2   HCXPChinampa1   HCXPAztecMining HCXPSilversmithTeam HCXPIroquoisWoodworking HCXPForestMother    HCXPGreatTempleTezcatlipoca HCXPGreatTempleQuetzalcoatl HCXPGreatTempleHuitzilopochtli  HCXPTempleTlaloc    HCXPTempleCoatlicue HCXPTempleXolotl    HCXPTempleXochipilli    HCXPTempleXipeTotec HCXPTempleCenteotl  HCXPSpanishAllies2  HCXPSpanishAllies1  HCXPZapotecAllies2  HCXPZapotecAllies1  HCXPShipHeavyWarCanoes2 HCXPShipHeavyWarCanoes1 ChampionZapotec ChampionHuron   WarriorSocietyZapotec   WarriorSocietyHuron HCXPCheapWarHuts    HCXPShipNoblesHutTravois2   HCXPShipNoblesHutTravois1   HCXPCheapFishingBoatTeam    HCXPArtificialIslands   MightyNoblesHut StrongNoblesHut HCXPExtensiveFortificationsAztec    HCXPShipSkullKnights4   HCXPShipSkullKnights3   HCXPShipSkullKnights2   HCXPShipSkullKnights1   HCXPKnightCombat    HCXPKnightHitpoints HCXPKnightDamage    HCXPScorchedEarth   HCXPShipJaguarKnights4  HCXPShipJaguarKnights3  HCXPShipJaguarKnights2  HCXPShipJaguarKnights5  HCXPShipJaguarKnights1  HCXPShipEagleKnights3   HCXPShipEagleKnights2   HCXPShipEagleKnights1   HCXPShipArrowKnightsRepeat  HCXPShipArrowKnights1   HCXPWarHutTraining  HCXPShipMacehualtins4   HCXPShipMacehualtins3   HCXPShipMacehualtins2   HCXPShipMacehualtins5   HCXPShipMacehualtins1   HCXPShipPumaMen2    HCXPShipPumaMen1    HCXPCoyoteCombat    HCXPShipCoyoteMen3  HCXPShipCoyoteMen2  HCXPShipCoyoteMen5  HCXPShipCoyoteMen4  HCXPShipCoyoteMen1  HCXPShipVillagers5  HCXPShipVillagersTeam   ImpLegendaryJaguarKnights   ImpLegendaryEagleKnights    ImpLegendaryArrowKnights    ImpLegendaryMacehualtins    ImpLegendaryPumaMen ImpLegendaryCoyoteMen   ElitePumaMen    ChampionJaguarKnight    ChampionArrowKnight ChampionEagleKnight ChampionPumaMen ChampionWarRifles   HCXPSiegeDamage HCXPSiegeHitpoints  HCXPShipSiege   HCXPShipMantlets4   HCXPShipMantlets3   HCXPInfantryLOSTeam HCXPShipTomahawk5   HCXPShipTomahawk4   HCXPShipTomahawk3   HCXPShipTomahawk2   HCXPShipTomahawk1   HCXPShipAennas5 HCXPShipAennas4 HCXPShipHorsemen4   HCXPShipHorsemen3   HCXPShipTravois3    HCXPShipMixedCrates6    HCXPWarChiefIroquois2   HCXPWarChiefSioux1  HCXPWarChiefAztec1  HCXPWarChiefIroquois1   HCXPShipMixedCrates5    ImperializeXPSPC    IndustrializeXPSPC  FortressizeXPSPC    ColonializeXPSPC    HCXPHuronAllies2    HCXPCreeAllies2 HCXPCherokeeAllies2 HCXPHuronAllies1    HCXPCherokeeAllies1 HCXPCreeAllies1 HCXPBirchbarkTeam   HCXPShipWarCanoes3  HCXPShipFishingBoats    HCXPShipCanoes1 HCXPExtensiveFortifications2    HCXPWarHouses   HCXPPioneers2   HCXPBattlefieldConstructionIroquois HCXPGreatHouse  HCXPShipTravois2    ChampionCoyotemen   ChampionMacehualtins    EliteCoyotemen  EliteMacehualtins   HCXPShipMedicineMenTeam HCXPShipMixedCrates4    ChampionRifleRiders ChampionWarClubs    ChampionWarBows EliteWarClubs   EliteWarBows    ImpLegendaryWarBows HCXPShipBears   HCXPShipWolves  HCXPShipTravois1    HCXPIroquoisTuscaroraSupport    HCXPIroquoisCayugaSupport   HCXPIroquoisSenecaSupport   HCXPIroquoisOneidaSupport   HCXPIroquoisOnondagaSupport HCXPIroquoisMohawkSupport   HCXPAdvancedFarms   HCXPShipWarCanoes2  HCXPShipWarCanoes1  HCXPInfantryHitpointsIroquois   HCXPInfantryDamageIroquois  HCXPInfantryCombatIroquois  HCXPCavalryHitpointsIroquois    HCXPCavalryDamageIroquois   HCXPShipMantlets2   HCXPShipMantlets1   HCXPShipRams1   HCXPShipLightCannon2    HCXPShipLightCannon1    HCXPShipMusketRiders2   HCXPShipMusketRiders1   HCXPShipHorsemen2   HCXPShipHorsemen1   HCXPShipAennas3 HCXPShipAennas2 HCXPShipAennas1 HCXPShipMusketWarriors3 HCXPShipMusketWarriors2 HCXPShipMusketWarriors1 HCXPShipMixedCrates3    HCXPShipMixedCrates2    HCXPShipMixedCrates1    HCXPShipVillagers4  HCXPShipVillagers3  HCXPShipVillagers2  HCXPShipVillagers1  TribalIroquoisWisewoman5    TribalIroquoisWisewoman4    TribalIroquoisWisewoman3    TribalIroquoisWisewoman2    TribalIroquoisChief5    TribalIroquoisChief4    TribalIroquoisChief3    TribalIroquoisChief2    TribalIroquoisYouth5    TribalIroquoisYouth4    TribalIroquoisYouth3    TribalIroquoisYouth2    TribalIroquoisShaman5   TribalIroquoisShaman4   TribalIroquoisShaman3   TribalIroquoisShaman2   TribalIroquoisWarrior5  TribalIroquoisWarrior4  TribalIroquoisWarrior3  TribalIroquoisWarrior2  BigFirepitBattleAnger   BigFirepitFounder   BigFirepitSecretSociety BigSiegeshopSiegeDrill  BigCorralBonepipeArmor  ImperializeXPSioux  ImperializeXPAztec  IndustrializeXPSioux    IndustrializeXPAztec    FortressizeXPSioux  FortressizeXPAztec  ColonializeXPSioux  ColonializeXPAztec  BigCorralHorseSecrets   BigIroquoisScoutingParty    BigWarHutLacrosse   StrongWarHut    MightyWarHut    ImpLegendaryTomahawks   ImpLegendaryMusketWarriors  ImpLegendaryMusketRiders    ImpLegendaryMantlets    ImpLegendaryRams    ImpLegendaryHorsemen    ImpLegendaryAennas  ImpLegendaryLightCannon FieldCannon ChampionTomahawk    ChampionHorsemen    ChampionAennas  ChampionMusketWarriors  ChampionMusketRiders    EliteHorsemen   ChampionMantlets    ChampionRams    EliteTomahawks  EliteAennas ImperializeXPIroquois   IndustrializeXPIroquois FortressizeXPIroquois   ColonializeXPIroquois   HCBattlefieldConstruction   HCShipSettlerWagonsTeam HCShipPikemen3Spanish   PoliticianWarMinisterAct3   PoliticianTycoonAct3    VeteranCavalryArchersShadow VeteranRuytersShadow    VeteranCacadoresShadow  HCMercsMediterraneanGerman  HCMercsHighlandGerman   HCMercsHolyRomanGerman  HCMercsHackapellsGerman HCMercsHessiansGerman   HCMercsLandsknecht2German   HCMercsBlackRidersGerman    HCRobberBaronsGerman    HCShipCrossbowmen3  HCShipLongbowmen4   HCShipRodeleros5    HCShipPikemen5  HCShipSpahis4   HCFrontierDefenses2 SPCBetterCulverin   ChurchTanzimat  ChurchGalataTowerDistrict   ChurchKopruluViziers    PoliticianBishopGerman  VeteranDragoonsShadow   VeteranSkirmishersShadow    HCUnlockFortVauban  HCFrontierDefensesGerman    HCGermantownFarmers HCShipBandeirantes  Caracole    HCPalatineSettlements   HCAdvancedArtilleryGerman   HCRoyalDecreePortuguese HCRoyalDecreeRussian    HCRoyalDecreeDutch  HCRoyalDecreeFrench HCRoyalDecreeBritish    HCRoyalDecreeOttoman    HCShipSkirmishers4German    HCUhlanCombatGerman HCShipWingedHussars HCRidingSchoolGerman2   UniqueJoeIsTehSuX   HCBlockhouseCannon  HCShipHalberdiersRussian3   HCShipGrenadiers3   HCShipCannons2  HCShipMusketeersRussian3    HCShipMusketeersRussian2    HCShipHalberdiersRussian2   HCShipHalberdiersRussian1   HCShipSkirmishers5  HCSpawnFishingBoats HCShipPortugueseExpForce    HCTeamWoodCrates    HCDonatarios    HCShipWarWagonsSPC2 HCShipWarWagonsSPC  HCColonialEstancias HCCaballeros    HCCoastalDefensesTeam   HCSpanishTreasureFleet  HCShipSpanishSquare HCShipLancers5  HCShipWoodCrates2German HCShipCoinCrates2German HCShipFoodCrates2German HCHouseEstates  HCFullingMills  HCPrivateers3   HCMonitorCombatTeam HCBetterBanks   HCShipDutchCounterCavForce  HCShipDutchRaidingFleet HCStockyards    HCSchooners HCPrivateers2   HCJanissaryCost HCShipOttomanAssaultFleet   HCShipGalleys3  HCBastionsTeam  HCShipFalconets4    HCShipArtilleryDivision HCTeamCoinCrates2   HCShipMonitors2 HCSpanishGalleons   HCWildernessWarfare HCShipRichelieuRegiment HCShipRussianFleet  HCRansack   HCShipSheep3    HCUnicorne  HCSpawnStrelet  FactoryMassProduction   SPCBoneguardWeapons SPCBoneguardArmor   PoliticianGeneralSkirmisher ImperialNeedleGun   HCRangedInfantryHitpointsGerman HCShipUhlans5   HCShipDopplesoldners5   HCCavalryCombatOttoman  HCMercsHessians2    HCShipHalberdiers5  HCShipCoinCrates1   HCShipWoodCrates1   HCShipFoodCrates1   HCFrontierDefenses  HCShipCuirassiers5  HCShipCuirassiers4  HCNativeLore    HCShipSettlers5 HCShipGrenadiers2   HCShipHussars5  HCShipMusketeers5   HCShipPikemen4  HCShipLancers4  GuardAbusGuns   HCMercsCorsairs HCMercsMamelukes    HCPrivateersTeam    HCMercsManchu   HCMercsHackapells   HCMercsLandsknecht2 HCMercsBlackRiders  HCMercsRonin    HCMercsSwissPikemen HCMercsStradiots    HCMercsHessians HCMercsHighlanders  HCAdvancedArtillerySPCAct3  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    B l o o m S t r e a k C o l o r     B l o o m S t r e a k F a l l o f f     B l o o m S t r e a k I n t e n s i t y     B l o o m S t r e a k E x p o s u r e   B l o o m S t r e a k E l e m e n t O f f s e t     B l o o m S t r e a k P a s s e s   B l o o m S t r e a k C o u n t     D i t h e r N o i s e I n t e n s i t y     K n e e H i g h     K n e e L o w   G r e y F S t o p s     L D R B l o o m I n t e n s i t y   L D R B l o o m S i g m a   L D R B l o o m T i n t C o l o r   B l o o m I n t e n s i t y     B l o o m N u m S a m p l e s   B l o o m S i g m a     D i s p l a y G a m m a     E x p o s u r e     H e m i A x i s Y a w   H e m i A x i s P i t c h   H e m i T e r r a i n I n t e n s i t y     H e m i U n i t I n t e n s i t y   S h a d o w S l o p e F a c t o r   S h a d o w B i a s A T I   S h a d o w B i a s N V     S h a d o w P C F S c a l a r   S h a d o w C o l o r   S k y C u b e M a p     F a k e S u n R o t a t i o n   F a k e S u n I n c l i n a t i o n     S u n R o t a t i o n   S u n I n c l i n a t i o n     T e r r a i n A m b i e n t C o l o r   A m b i e n t 2     F a k e S u n P a r a m s   S u n I n t e n s i t y     S u n C o l o r     L i g h t i n g S e t   S o u r c e A r t G a m m a     S c e n e G l o s s C o n t r a s t     . d p l     . d d t     m a x E d g e D i s t   m i n E d g e D i s t   c h a n c e     r a n d o m Y a w   M o d e l S e t     B o t t o m O b j e c t s   o b j e c t     T o p O b j e c t s     c a p P i e c e T e x   p i e c e T e x     d i s p l a c e m e n t     b o t t o m e d g e     t o p e d g e   s i d e     t o p   T e x t u r i n g   b l o c k W a t e r     b l o c k L a n d   c l i f f   I n n e r C o r n e r   O u t e r C o r n e r   S i d e     lowpoly highpoly    M o d e l   c l i f f p i e c e m o d e l s     CliffTypes2.xml t r a d e r o u t e s . x m l   u n i t s   C o u n t I n c r e m e n t     prob    u n d e r b r u s h o b j   underbrush  clumpiness  density floorMix    floor   iconname    f o r e s t     CliffTypes.xml  forest2.xml forest.xml  R e w a r d     c o r n e r 9 0 D i a g o n a l     f i l l c o r n e r     e n d 4 5   c o r n e r 4 5 b   c o r n e r 4 5 a   c o r n e r 9 0     s t r a i g h t 4 5     s t r a i g h t     nautical    minimapColor    blockSize   T o     F r o m     U p g r a d e   N a u t i c a l I c o n T e x t u r e   N a u t i c a l L e v e l N a m e   L e v e l N a m e   I c o n T e x t u r e   A w a r d S o u n d     G r a n t s V i s i b i l i t y     T r a n s p o r t   T r i c k l e R e s o u r c e R a t e   T r i c k l e R e s o u r c e T y p e   T e c h P r e r e q     D i s a b l e d T o o l t i p I D   A c t i v e T o o l t i p I D   B u i l d R e s o u r c e A w a r d     T r a d e R o u t e L e n g t h S c a l e   r o u t e   i t e m     r i v e r l i n e   s h o r e l i n e   f l o t s a m   s u r f a c e B l e n d     b e a c h T e x t u r e P l a c e m e n t   t e x t u r e P l a c e m e n t     o b j e c t P l a c e m e n t   o b j e c t C l u s t e r   r i v e r T e x C o o r d s     t e x R o t a t i o n   t e x S c r o l l S p e e d     t e x S c a l e     f o a m S c a l e   r e f l e c t i o n B u m p S c a l e   b u m p S c a l e   r e f l e c t i o n A m o u n t     c o l o r A m o u n t   w a t e r P l a n e O f f s e t     m a x R i v e r B a n k H e i g h t     m i n R i v e r B a n k H e i g h t     a l p h a M a x D e p t h   a l p h a M i n D e p t h   a l p h a M a x V a l u e   a l p h a M i n V a l u e   c l i f f B a n k s     f r e s n e l B i a s   f r e s n e l S c a l e     d e e p C o l o r   f l a t     s l o p e   o u t e r b a n k   b a n k     b o t t o m     s u r f a c e   b u m p m a p   i c o n n a m e     l a k e     o c e a n   r i v e r   jitter  chance  endTile startTile   *.lgt   variance    l o c k T o W a t e r E d g e   d i s t a n c e V a r i a t i o n   d i s t a n c e B e t w e e n   c u r v e A n g l e     clusterSpread   clusterMaxNum   clusterMinNum   f i l l     b o t h     d o w n s t r e a m     u p s t r e a m     shallowsLining  randomYaw   mirror  maxPercentToShore   maxCrossDistance    minCrossDistance    maxSplineDistance   minSplineDistance   r i v e r o b j     paintEdge   noiseMax    noiseMin    SmoothDistance  TopHeight   LowHeight   LengthMax   LengthMin   b a c k C l i f f   w a t e r C l i f f     concavityLimit  convexityLimit  sectionLength   maxStartDistance    minStartDistance    recedeMotion    recedeEndScale  recedeTime  foamFadeOutTime foamFadeInTime  foam2ScrollSpeed    foam1ScrollSpeed    foamMaxNormalizedWidth  foamNormalizedSpeed foamStartNormalizedTime maxSpeed    minSpeed    maxFadeLength   minFadeLength   maxWidth    minWidth    maxConcaveLength    minConcaveLength    maxLength   minLength   foamAlphaBackTex    foamAlphaSideTex    foam2Tex    foam1Tex    bumpmapCrashPosition    w a v e s   backCliffProb   BackCliffDistMax    BackCliffDistMin    s h o r e c l i f f     s h o r e l o n g   asUnit  onCliff deltaBeachMax   deltaBeachMin   deltaWaterMax   deltaWaterMin   maxDistance minDistance s h o r e o b j     waterbodies2.xml    waterbodies.xml RiverBanks2.xml RiverBanks.xml  e n t r y   u n i t H e l p T e x t     h i s t o r y T e x t   p r o t o N a m e   s u b c a t e g o r y   texture c a t e g o r y     s k i p H i s t o r y   '%S has an invalid "unitHelpText" tag.  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Ignoring. % s * . x s     c o n t e n t s     Initializing random map generator   R a n d o m   M a p   G e n e r a t o r     % s . x m l     l o a d S S     loadBackground  loadDetails cannotReplace   displayNameID   imagepath   details m a p i n f o   helpTextID  r a n d o m M a p s     . s e t     r a n d o m m a p s     f a s t r a n d o m     % s * . s e t   Initializing trigger system % S * . x m l   C o n t i n u e T o C r e d i t s   L o a d M o d e     L o a d T e x t I D     L o a d I m a g e   N o H C A c c e s s     F o r c e L o a d H C   A c t   P o s t C i n e m a t i c   C i n e m a t i c   L o s e F i l e n a m e     W i n F i l e n a m e   R o l l o v e r     F i l e n a m e     C a m p a i g n N o d e     T u t o r i a l S t y l e   H C N o t e 2 T e x t   H C N o t e 2 T i t l e     H C N o t e T e x t     H C N o t e T i t l e   C a m p a i g n     c h a t s e t s . x m l         c a m p a i g n \ W o n d e r s \ C h i n a I n d i a J a p a n . x m l         c a m p a i g n \ a g e   3   t u t o r i a l \ t u t o r i a l 2 . x m l       c a m p a i g n \ a g e   3   t u t o r i a l \ t u t o r i a l 1 . x m l       c a m p a i g n \ w a r   c h i e f \ W a r C h i e f . x m l   c a m p a i g n \ b l o o d   i c e   s t e e l \ B l o o d I c e S t e e l . x m l     '%S has an invalid "texture" tag.  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Ignoring.   >   <   f r i e n d O r F o e E n e m y     f r i e n d O r F o e A l l y   f r i e n d O r F o e S e l f   num p l a y e r c o l o r s . x m l     Creating unit help manager  Creating help manager   Creating inventory manager  Loading player colors   S h i p     I n v T y p e R i f l e     I n v T y p e P i s t o l   I n v T y p e L o o t   I n v T y p e   minimap color3  color2  color1  o b j e c t i v e   t r a d e r o u t e     Obtainable  Unobtainable    condition   E f f e c t s   C o n d i t i o n s     t r i g g e r   Build Bounty    Research Points R a n g e d   B o n u s   v .   % s     H a n d   B o n u s   v .   % s     H u n t a b l e   A n i m a l s     V i l l a g e r s   T o w e r   S i e g e   A r c h e r     I n f a n t r y     C a v a l r y   H e r o     R a n g e d   A t t a c k   % s     H a n d   A t t a c k   % s     A r m o r   % s     C r u s h   P i e r c e     H a c k     C a r r y   C a p a c i t y   % s   C o s t   % s   Healing Range   LogicalTypeCanBeHealed  Healing Rate    Minimum Range   Build Limit Recharge Time   Pop Cap Addition    Population Count    Max Contained   Build Points    Train Points    > =     = =     < =     loopParm    c i v i l i z a t i o n     c u l t u r e   p u f i e l d   k b s t a t     u i c a t e g o r y     u n i t s t a n c e     c a m e r a i n f o     a l l i a n c e     g o d p o w e r     o p e r a t o r     u n i t t y p e     t e c h s t a t u s     c a m t r a c k     s o u n d   a r e a     g r o u p   s t r i n g i d     s t r i n g n o n l o c     s t r i n g     l o n g     varType dispName    E x p r e s s i o n     P a r a m   u n i t h e l p y . x m l   m a p g a m e k e y . x m l     r e s o u r c e s . x m l   r m f i l e c r c   m a p g a m e k e y     M P S c e n a r i o I m a g e P a t h   m a p s e t n a m e s   m a p s e t n a m e s . x m l   rmSetOcean(bool reveal): Sets whether or not to reveal oceans.  rmSetOceanReveal        rmSetNuggetDifficulty(int minLevel, int maxLevel): Sets the min/max difficulty levels for placing nuggets.  rmSetNuggetDifficulty       rmAddAreaCliffRandomWaypoints(int areaID, float endXFraction, float endZFraction, int count, float maxVariation): Adds random waypoints to the specified cliff valley area. rmAddAreaCliffRandomWaypoints       rmAddAreaCliffWaypoint(int areaID, float xFraction, float zFraction): Adds the given waypoint to the specified cliff area (for valleys).    rmAddAreaCliffWaypoint      rmFindCloserArea(float xFraction, float zFraction, int area1, int area2): Returns which area is closer. rmFindCloserArea    rmFindClosestPointVector    rmFindClosestPoint(float xFraction, float zFraction, float maxDistance): Finds closest point satisfying the preset constraints. rmFindClosestPoint      rmClearClosestPointConstraints(): Clears constraints for closest point finder.  rmClearClosestPointConstraints  rmAddClosestPointConstraint( int constraintID ): Adds constraint to closest point finder.   rmAddClosestPointConstraint rmEnableLocalWater( bool enable ): Enables / disables local water disturbances. rmEnableLocalWater      rmIsMapType( string type ): Returns true if the map belongs to the given type.  rmIsMapType     rmSetMapType( string type ): Indicates that this map is of a certain type (it can be multiple types simultaneously. rmSetMapType        vector rmGetUnitPosition( int unitID ): Returns the position of the unit.   rmGetUnitPosition   int rmGetHomeCityLevel( int playerID ): Returns the HC Level of the given player.   rmGetHomeCityLevel  int rmGetHighHomeCityLevel( void ): Returns the highest HC Level of the players in the game.    rmGetHighHomeCityLevel  int rmGetAverageHomeCityLevel( void ): Returns the average (rounded down) HC Level of the players in the game.  rmGetAverageHomeCityLevel       int rmGetLowHomeCityLevel( void ): Returns the lowest HC Level of the players in the game.  rmGetLowHomeCityLevel       bool rmSetHomeCityWaterSpawnPoint( int playerID, vector point ): Sets the HCWSP for the given player.   rmSetHomeCityWaterSpawnPoint    bool rmSetHomeCityGatherPoint( int playerID, vector point ): Sets the HCGP for the given player.    rmSetHomeCityGatherPoint    rmBuildTradeRoute(int tradeRouteID, string terrainTypeName): Builds the trade route with the given terrain type.    rmBuildTradeRoute   rmGetTradeRouteWayPoint(int tradeRouteID, float fraction): Retrieves a waypoint along the trade route based on the fraction.    rmGetTradeRouteWayPoint rmCreateTradeRouteWaypointsInArea(int tradeRouteID, int areaID, float length): Creates a trade route in the specified area. rmCreateTradeRouteWaypointsInArea   rmAddRandomTradeRouteWaypointsVector(int tradeRouteID, vector v, int count, float maxVariation): Adds random waypoints to the specified trade route.    rmAddRandomTradeRouteWaypointsVector    rmAddRandomTradeRouteWaypoints(int tradeRouteID, float endXFraction, float endZFraction, int count, float maxVariation): Adds random waypoints to the specified trade route.    rmAddRandomTradeRouteWaypoints  rmAddTradeRouteWaypointVector(int tradeRouteID, vector v): Adds the given waypoint to the specified trade route.    rmAddTradeRouteWaypointVector       rmAddTradeRouteWaypoint(int tradeRouteID, float xFraction, float zFraction): Adds the given waypoint to the specified trade route.  rmAddTradeRouteWaypoint rmCreateTradeRoute(): Creates a trade route.    rmCreateTradeRoute  bool rmAddGroupingToClass(int GroupingID, int classID): Add given grouping to specified class.  rmAddGroupingToClass    rmSetGroupingMaxDistance(int defID, float dist): Set the maximum distance for the grouping (in meters). rmSetGroupingMaxDistance        rmSetGroupingMinDistance(int defID, float dist): Set the minimum distance for the grouping (in meters). rmSetGroupingMinDistance        rmPlaceGroupingInArea(int groupingID, int playerID, int areaID, int placeCount): Place grouping for the player in the given area.   rmPlaceGroupingInArea       bool rmPlaceGroupingAtPoint(int groupingID, int playerID, vector point, int placeCount): Place grouping at specified point. rmPlaceGroupingAtPoint      bool rmPlaceGroupingAtLoc(int groupingID, int playerID, float xFraction, float zFraction, int placeCount): Place grouping at specified location.    rmPlaceGroupingAtLoc        bool rmAddGroupingConstraint(int GroupingID, int constraintID): Add specified constraint to a grouping. rmAddGroupingConstraint rmCreateGrouping(string name, string filename): Creates a grouping. rmCreateGrouping    rmSetIgnoreForceToGaia(bool val)    rmSetIgnoreForceToGaia  rmDefineConstant(string name, int value)    rmDefineConstant    rmGetUnitPlacedOfPlayer(int objectDefID, int playerID)  rmGetUnitPlacedOfPlayer rmGetUnitPlaced(int objectDefID, int index) rmGetUnitPlaced rmGetNumberUnitsPlaced(int objectDefID) rmGetNumberUnitsPlaced  rmAddUnitsToArmy(int playerID, int armyID, int objectDefID) rmAddUnitsToArmy    rmCreateArmy(int playerID, string armyName) rmCreateArmy        rmSetTriggerEffectParamArmy(string paramName, int playerID, int armyID, bool add)   rmSetTriggerEffectParamArmy rmSetTriggerEffectParamFloat(string paramName, float value, bool add)   rmSetTriggerEffectParamFloat    rmSetTriggerEffectParamInt(string paramName, int value, bool add)   rmSetTriggerEffectParamInt  rmSetTriggerEffectParam(string paramName, string value, bool add)   rmSetTriggerEffectParam rmAddTriggerEffect(string effectType)   rmAddTriggerEffect  rmSetTriggerConditionParamArmy(string paramName, int playerID, int armyID, bool add)    rmSetTriggerConditionParamArmy  rmSetTriggerConditionParamFloat(string paramName, float value, bool add)    rmSetTriggerConditionParamFloat     rmSetTriggerConditionParamInt(string paramName, int value, bool add)    rmSetTriggerConditionParamInt   rmSetTriggerConditionParam(string paramName, string value, bool add)    rmSetTriggerConditionParam  rmAddTriggerCondition(string conditionType) rmAddTriggerCondition   rmSetTriggerLoop(bool loop) rmSetTriggerLoop    rmSetTriggerRunImmediately(bool runImmediately) rmSetTriggerRunImmediately  rmSetTriggerActive(bool active) rmSetTriggerActive  rmSetTriggerPriority(int priority)  rmSetTriggerPriority    rmTriggerID(string triggerName) rmTriggerID rmSwitchToTrigger(int triggerID)    rmSwitchToTrigger   rmCreateTrigger(string triggerName) rmCreateTrigger rmSetVPFile(string filename)    rmSetVPFile sqrt(float x): Returns the square root of x.    sqrt    rmSetStatusText(status, progress) : Sets the friendly cool loading screen text. rmSetStatusText bool rmAddConnectionEndConstraint(int connectionID, int constraintID): Add specified constraint for a connection end point. rmAddConnectionEndConstraint        bool rmAddConnectionStartConstraint(int connectionID, int constraintID): Add specified constraint for a connection start point. rmAddConnectionStartConstraint  bool rmAddConnectionConstraint(int connectionID, int constraintID): Add specified constraint to a connection.   rmAddConnectionConstraint       rmAddConnectionToClass(int connectionID, int classID): Adds the connection to specified class.  rmAddConnectionToClass  rmBuildConnection(int connectionID): Builds the given connection.   rmBuildConnection   rmSetConnectionBaseTerrainCost(int connectionID, float cost): Sets the base terrain cost for a connection.  rmSetConnectionBaseTerrainCost      rmSetConnectionTerrainCost(int connectionID, string terrainTypeName, float cost): Sets the terrain cost for a connection.   rmSetConnectionTerrainCost  rmAddConnectionTerrainReplacement(int connectionID, string terrainTypeName, string newTypeName): Adds a terrain replacement rule to the connection. rmAddConnectionTerrainReplacement   rmSetConnectionSmoothDistance(int connectionID, float width): Sets connection edge smoothing distance (distance is number of neighboring points to consider in each direction). rmSetConnectionSmoothDistance   rmSetConnectionHeightBlend(int connectionID, float width): Sets how smoothly connection height blends into surroundings.    rmSetConnectionHeightBlend  rmSetConnectionWarnFailure(int connectionID, bool warn): Sets whether a connection warns on failure.    rmSetConnectionWarnFailure      rmSetConnectionCoherence(int connectionID, float width): Sets area coherence (0-1). rmSetConnectionCoherence    rmSetConnectionBaseHeight(int connectionID, float width): Sets the base height of a connection. rmSetConnectionBaseHeight       rmSetConnectionWidth(int connectionID, float width, float variance): Sets the width of a connection.    rmSetConnectionWidth    rmSetConnectionPositionVariance(int connectionID, float variance): Sets the position variance of a connection.  rmSetConnectionPositionVariance rmAddConnectionArea(int connectionID, int areaID): Adds an area to the connection.  rmAddConnectionArea rmSetConnectionType(int connectionID, int connectionType, bool connectAll, float connectPercentage): Sets the connection type.  rmSetConnectionType rmCreateConnection(string name): Creates an connection. rmCreateConnection  rmPlaceObjectDefInRandomAreaOfClass(int defID, int playerID, int classID, int placeCount): Place object definition for the player in a random area in the given class.  rmPlaceObjectDefInRandomAreaOfClass     rmPlaceObjectDefAtRandomAreaOfClass(int defID, int playerID, int classID, int placeCount): Place object definition for the player at the location of a random area in the given class.  rmPlaceObjectDefAtRandomAreaOfClass     rmPlaceObjectDefInArea(int defID, int playerID, int areaID, int placeCount): Place object definition for the player in the given area.  rmPlaceObjectDefInArea  rmPlaceObjectDefAtAreaLoc(int defID, int playerID, int areaID, int placeCount): Place object definition for the player at the given area's location.    rmPlaceObjectDefAtAreaLoc       rmPlaceObjectDefPerPlayer(int defID, bool playerOwned, int placeCount): Place object definition per player. rmPlaceObjectDefPerPlayer   rmSetObjectDefTradeRouteID(int defID, int tradeRouteID): Set the trade route for all objects in this object definition. rmSetObjectDefTradeRouteID      rmPlaceObjectDefAtPoint(int defID, int playerID, vector point, int placeCount): Place object definition at specific point for given player. rmPlaceObjectDefAtPoint     rmPlaceObjectDefAtLoc(int defID, int playerID, float xFraction, float zFraction, int placeCount): Place object definition at specific location for given player.    rmPlaceObjectDefAtLoc       rmAddObjectDefItemByTypeID(int defID, int unitTypeID, int count, float clusterDistance): Add item to object definition. rmAddObjectDefItemByTypeID      rmAddObjectDefItem(int defID, string unitName, int count, float clusterDistance): Add item to object definition.    rmAddObjectDefItem  rmSetObjectDefForceFullRotation(int defID, bool on): Forces things in this object def to get full arbitrary rotation.   rmSetObjectDefForceFullRotation rmSetObjectDefAllowOverlap(int defID, bool on): Lets objects overlap within this object def.    rmSetObjectDefAllowOverlap      rmSetObjectDefHerdAngle(int defID, float angle): Set a herd angle(clockwise from +z) in the object def. rmSetObjectDefHerdAngle rmSetObjectDefCreateHerd(int defID, bool on): Creates a herd out of all units placed in this object def.    rmSetObjectDefCreateHerd    rmSetObjectDefGarrisonStartingUnits(int defID, bool on): Turn on the garrison starting units flag.  rmSetObjectDefGarrisonStartingUnits rmSetObjectDefGarrisonSecondaryUnits(int defID, bool on): Turn on the garrison secondary units flag.    rmSetObjectDefGarrisonSecondaryUnits    rmSetObjectDefMaxDistance(int defID, float dist): Set the maximum distance for the object definition (in meters).   rmSetObjectDefMaxDistance   rmSetObjectDefMinDistance(int defID, float dist): Set the minimum distance for the object definition (in meters).   rmSetObjectDefMinDistance   rmCreateStartingUnitsObjectDef(float clusterDistance): Creates special object definition for starting units with the given cluster distance.    rmCreateStartingUnitsObjectDef  rmCreateObjectDef(string name): Creates an object definition.   rmCreateObjectDef       rmConstraintID(string name): Gets constraint ID for given constraint name.  rmConstraintID  rmClassID(string name): Gets class ID for given class name. rmClassID       bool rmAddObjectDefToClass(int objectDefID, int classID): Add given object def to specified class.  rmAddObjectDefToClass       bool rmAddAreaToClass(int areaID, int classID): Add given area to specified class.  rmAddAreaToClass    int rmDefineClass(string className): Define a class with the given name.    rmDefineClass       bool rmAddObjectDefConstraint(int defID, int constraintID): Add specified constraint to given object def.   rmAddObjectDefConstraint    bool rmAddFairLocConstraint(int fairLocID, int constraintID): Add specified constraint to a fairLoc placement.  rmAddFairLocConstraint  int rmCreateMaxHeightConstraint(string name, float height): Make an max height constraint (terrain must be less than given height). rmCreateMaxHeightConstraint bool rmCreateHCGPEnemyConstraint(string name, long playerID, float minDistance): Create home city gather point constraint to avoid given player's enemy's HCGPs.    rmCreateHCGPEnemyConstraint bool rmCreateHCGPAllyConstraint(string name, long playerID, float minDistance): Create home city gather point constraint to avoid given player's ally's HCGPs.  rmCreateHCGPAllyConstraint      bool rmCreateHCGPSelfConstraint(string name, long playerID, float minDistance): Create home city gather point constraint to avoid given player's HCGP.  rmCreateHCGPSelfConstraint      bool rmCreateHCGPConstraint(string name, float minDistance): Create home city gather point constraint to avoid all HCGPs.   rmCreateHCGPConstraint      bool rmAddAreaConstraint(int areaID, int constraintID): Add specified constraint to an area.    rmAddAreaConstraint     int rmCreateTradeRouteDistanceConstraint(string name, float minDistance): Make a constraint to avoid trade routes.  rmCreateTradeRouteDistanceConstraint        int rmCreateCornerConstraint(string name, int corner, bool outside): Make a constraint to pass if in or out of a corner.    rmCreateCornerConstraint    int rmCreateTerrainMaxDistanceConstraint(string name, string type, bool passable, float distance): Make a constraint to be close to terrain with certain a passability. rmCreateTerrainMaxDistanceConstraint    int rmCreateTerrainDistanceConstraint(string name, string type, bool passable, float distance): Make a constraint to avoid terrain with certain a passability.  rmCreateTerrainDistanceConstraint       int rmCreateTypeDistanceConstraint(string name, int classID, float distance): Make a type distance constraint.  rmCreateTypeDistanceConstraint  int rmCreateClassDistanceConstraint(string name, int classID, float distance): Make a class distance constraint.    rmCreateClassDistanceConstraint     int rmCreateCliffRampMaxDistanceConstraint(string name, int areaID, float distance): Make an area cliff ramp edge max distance constraint.  rmCreateCliffRampMaxDistanceConstraint      int rmCreateCliffRampDistanceConstraint(string name, int areaID, float distance): Make an area cliff ramp edge distance constraint. rmCreateCliffRampDistanceConstraint int rmCreateCliffRampConstraint(string name, int areaID): Make a constraint that forces something to remain within an area's cliff ramp edge.   rmCreateCliffRampConstraint     int rmCreateCliffEdgeMaxDistanceConstraint(string name, int areaID, float distance): Make an area cliff edge max distance constraint.   rmCreateCliffEdgeMaxDistanceConstraint  int rmCreateCliffEdgeDistanceConstraint(string name, int areaID, float distance): Make an area cliff edge distance constraint.  rmCreateCliffEdgeDistanceConstraint     int rmCreateCliffEdgeConstraint(string name, int areaID): Make a constraint that forces something to remain within an area's cliff edge.    rmCreateCliffEdgeConstraint int rmCreateEdgeMaxDistanceConstraint(string name, int areaID, float distance): Make an area edge max distance constraint.  rmCreateEdgeMaxDistanceConstraint   int rmCreateEdgeDistanceConstraint(string name, int areaID, float distance): Make an area edge distance constraint. rmCreateEdgeDistanceConstraint      int rmCreateEdgeConstraint(string name, int areaID): Make a constraint that forces something to remain within an area's edge.   rmCreateEdgeConstraint  int rmCreateAreaMaxDistanceConstraint(string name, int areaID, float distance): Make an area max distance constraint.   rmCreateAreaMaxDistanceConstraint       int rmCreateAreaDistanceConstraint(string name, int areaID, float distance): Make an area distance constraint.  rmCreateAreaDistanceConstraint  int rmCreateAreaConstraint(string name, int areaID): Make a constraint that forces something to remain within an area.  rmCreateAreaConstraint  int rmCreateAreaOverlapConstraint(string name, int areaID): Make an area overlap constraint.    rmCreateAreaOverlapConstraint   int rmCreatePieConstraint(string name, float xFraction, float zFraction, float insideRadius, float outsideRadius, float minAngle, float maxAngle, float bufferFraction): Makes a 'pie' constraint.  rmCreatePieConstraint       int rmCreateBoxConstraint(string name, float startX, float startZ, float endX, float endZ, float bufferFraction): Make a box constraint.    rmCreateBoxConstraint       rmSetTeamArea(int teamID, int areaID): Sets a team's 'official' area.   rmSetTeamArea   rmGetNumberPlayersOnTeam(int teamID): Gets the number of players on the given team. rmGetNumberPlayersOnTeam    rmGetPlayerCulture(int playerID): Gets the culture the specified player is on.  rmGetPlayerCulture      rmGetPlayerCiv(int playerID): Gets the civilization the specified player is on. rmGetPlayerCiv  rmGetPlayerTeam(int playerID): Gets the team the specified player is on.    rmGetPlayerTeam rmGetPlayerName(int playerID): Gets a player's name.    rmGetPlayerName     rmMultiplyPlayerResource(int playerID, string resourceName, float factor): Multiplys a player's resource amount by the given factor.    rmMultiplyPlayerResource        rmAddPlayerResource(int playerID, string resourceName, float amount): Adds to a player's resource amount.   rmAddPlayerResource rmSetPlayerResource(int playerID, string resourceName, float amount): Sets a player's resource amount.  rmSetPlayerResource     float rmFairLocZFraction(int playerID, int index): Gets a player's fairLoc z fraction.  rmFairLocZFraction      float rmFairLocXFraction(int playerID, int index): Gets a player's fairLoc x fraction.  rmFairLocXFraction      int rmGetNumberFairLocs(int playerID): Gets a player's number of fairLocs.  rmGetNumberFairLocs rmResetFairLocs(): Resets fairLoc placment info.    rmResetFairLocs bool rmPlaceFairLocs(): Sets fairLoc placement locations.   rmPlaceFairLocs int rmAddFairLoc(string unitName, bool forward, bool inside, float minPlayerDist, float maxPlayerDist, float locDist, float edgeDist, bool playerArea, bool teamArea): Adds some fairLoc placement info.    rmAddFairLoc        rmPlayerLocZFraction(int playerID): Gets a player's start location z fraction.  rmPlayerLocZFraction    rmPlayerLocXFraction(int playerID): Gets a player's start location x fraction.  rmPlayerLocXFraction    rmSetPlayerArea(int playerID, int areaID): Sets a player's 'official' area. rmSetPlayerArea     rmPlacePlayer(int playerID, float xFraction, float zFraction): Sets one player location.    rmPlacePlayer       rmPlacePlayersRiver(int riverID, float distVariation, float spacingVariation, float edgeDistance): Makes a line of player locations along the specified river.  rmPlacePlayersRiver     rmPlacePlayersLine(float x1, float z1, float x2, float z2, float distVariation, float spacingVariation): Makes a line of player locations.  rmPlacePlayersLine  rmPlacePlayersSquare(float dist, float distVariation, float spacingVariationfloat): Makes a square of player locations. rmPlacePlayersSquare    rmPlacePlayersCircular(float minFraction, float maxFraction, float angleVariation): Makes a circle of player locations. rmPlacePlayersCircular  rmSetPlacementSection(float fromPercent, float toPercent): Sets the section of the placement line to use.   rmSetPlacementSection   rmSetPlacementTeam(int teamID): Sets the team to place. rmSetPlacementTeam  rmSetTeamSpacingModifier(float modifier): Sets the team spacing modifier.   rmSetTeamSpacingModifier    rmSetPlayerPlacementArea(float minX, float minZ, float maxX, float maxZ): Sets the area of the map to use for player placement. rmSetPlayerPlacementArea        rmSetPlayerLocation (int playerID, float xFraction, float zFraction): Manually sets a player's starting location.   rmSetPlayerLocation rmAddMerc(string unitName, float count, float minCount, float maxCount, float countIncrement, bool multipleUses ) : Adds mercs of to the merc manager for this game.    rmAddMerc   rmGetCivID(string civName) : Returns the civ ID.    rmGetCivID      rmSetSubCiv(int index, string civName, bool big) : Sets a given sub civ in the world.   rmSetSubCiv     rmAllocateSubCivs(int number) : Allocates the number of sub civs in the world.  rmAllocateSubCivs   rmSetGaiaCiv(int civ) : Sets Gaia's civilization    rmSetGaiaCiv    rmDoLightingEffect("lightSetName", blendInTime, effectTime, blendOutTime):  applies a lighting set effect.  rmDoLightingEffect  rmDoLightingFade("lightSetName", fadeTime):  applies a lighting set fade.   rmDoLightingFade    rmSetLightingSet(string name) : Sets a lighting set rmSetLightingSet    rmFillMapCorners(): Fill map corners with blackmap. rmFillMapCorners    rmTerrainInitialize( string baseTerrain, float height ): Initializes the terrain to the base type and height.   rmTerrainInitialize     rmSetWindMagnitude(float magnitude): sets the global wind magnitude (1.0f is default).  rmSetWindMagnitude      rmSetGlobalStormLength(length, timeBetweenStorms): sets storm length and time between storm in seconds. rmSetGlobalStormLength  rmSetGlobalRain(percent): sets the global rain percent. rmSetGlobalRain rmSetGlobalSnow(percent): sets the global snow percent. rmSetGlobalSnow rmSetAreaReveal(int areaID, int tiles): Sets the area to be revealed (-1 means don't reveal, 0 means reveal, >0 means reveal plus that number of extra tiles.   rmSetAreaReveal rmSetAreaElevationNoiseBias(int areaID, float bias): Sets the area elevation variation noise bias (-1 means down only, 0 means +- equally, 1 means up only.)    rmSetAreaElevationNoiseBias     rmSetAreaElevationEdgeFalloffDist(int areaID, float dist): Sets the area elevation noise to falloff as it gets closer to the area edge. rmSetAreaElevationEdgeFalloffDist       rmSetAreaElevationVariation(int areaID, float variation): Sets the area elevation variation height (amount to vary +- from area base height).   rmSetAreaElevationVariation     rmSetAreaElevationPersistence(int areaID, float persistence): Sets the area elevation variation noise persistence (best >0 and <1). rmSetAreaElevationPersistence       rmSetAreaElevationOctaves(int areaID, int octaves): Sets the area elevation variation noise octaves.    rmSetAreaElevationOctaves       rmSetAreaElevationMinFrequency(int areaID, float freq): Sets the area elevation variation noise frequency (best >0 and <1). rmSetAreaElevationMinFrequency      rmSetAreaElevationType(int areaID, int type): Sets the area elevation variation type (cElevNormal, cElevFractalSum, cElevTurbulence).   rmSetAreaElevationType  rmAddAreaTerrainReplacement(int areaID, string terrainTypeName, string newTypeName): Adds a terrain replacement rule to the area.   rmAddAreaTerrainReplacement rmAddAreaRemoveType(int areaID, string typeName): Add an unit type that the specified area removes. rmAddAreaRemoveType rmAddAreaInfluenceSegment(int areaID, float xFraction1, float zFraction1, float xFraction2, float zFraction2): Adds an area influence segment.  rmAddAreaInfluenceSegment       rmAddAreaInfluencePoint(int areaID, float xFraction, float zFraction): Adds an area influence point.    rmAddAreaInfluencePoint rmAreaID(string name): Gets area ID for given area name.    rmAreaID    rmSetAreaHeightBlend(int areaID, int heightBlend): Sets how smoothly area height blends into surroundings.  rmSetAreaHeightBlend        rmSetAreaSmoothDistance(int areaID, int smoothDistance): Sets area edge smoothing distance (distance is number of neighboring points to consider in each direction).    rmSetAreaSmoothDistance rmSetAreaCoherence(int areaID, float coherence): Sets area coherence (0-1). rmSetAreaCoherence  rmSetAreaMaxBlobDistance(int areaID, float dist): Sets maximum blob distance.   rmSetAreaMaxBlobDistance        rmSetAreaMinBlobDistance(int areaID, float dist): Sets minimum blob distance.   rmSetAreaMinBlobDistance        rmSetAreaMaxBlobs(int areaID, int blobs): Sets maximum number of area blobs.    rmSetAreaMaxBlobs       rmSetAreaMinBlobs(int areaID, int blobs): Sets minimum number of area blobs.    rmSetAreaMinBlobs       rmSetAreaTerrainLayerVariance(int areaID, bool variance): Specifies if the area should vary the terrain layer edges.    rmSetAreaTerrainLayerVariance   rmAddAreaTerrainLayer(int areaID, string terrain, float minDist, float maxDist): Adds a terrain layer to an area.   rmAddAreaTerrainLayer       rmSetAreaObeyWorldCircleConstraint(int areaID, bool constrain): Determines whether an area obeys world circle constraint.   rmSetAreaObeyWorldCircleConstraint  rmSetWorldCircleConstraint(bool constrain): sets whether RM activities should be constrained to the main world circle.  rmSetWorldCircleConstraint      rmSetRiverFoundationParams(int tileBuffer, float heightOffset) -- sets up river foundation parameters: the terrain buffer around the river, and the height of the banks above water level   rmSetRiverFoundationParams  rmRiverReveal(int riverID, int extraTiles) -- reveals a river plus the specified number of extra tiles around it.   rmRiverReveal   rmRiverBuild    rmRiverAvoid(riverID, riverID2, minDist)    rmRiverAvoid    rmRiverAddShallows(riverID, count, radius); rmRiverAddShallows  rmRiverAddShallow(riverID, distancePct);    rmRiverAddShallow   rmRiverSetShallowRadius(riverID, radius);   rmRiverSetShallowRadius     rmRiverSetBankNoiseParams(riverID, frequency, octaves, persistence, sineLength, sineAmt, variation);    rmRiverSetBankNoiseParams       rmRiverAddWaypoint(riverID, xFraction, zFraction): Add waypoint to a river.  Don't mix with rmRiverSetConnections or rmRiverConnectRiver    rmRiverAddWaypoint  rmRiverConnectRiver(riverID, riverID, pct, end);    rmRiverConnectRiver rmRiverSetConnections(riverID, start, end); rmRiverSetConnections       rmRiverCreate(int areaID, string waterType, int breaks, int offset, int minR, int maxR): make a river dude. rmRiverCreate       rmAddAreaCliffEdgeAvoidClass(int areaID, int avoidID, float minDist): Adds a class for an area's cliff edge to avoid.   rmAddAreaCliffEdgeAvoidClass    rmSetAreaCliffHeight(int areaID, float val, float variance, float ramp): Set an area's cliff height.    rmSetAreaCliffHeight    rmSetAreaCliffEdge(int areaID, int count, float size, float variance, float spacing, int mapEdge): Set cliff edge parameters for an area.   rmSetAreaCliffEdge  rmSetAreaCliffPainting(int areaID, bool paintGround, bool paintOutsideEdge, bool paintSide, float minSideHeight, bool paintInsideEdge): Set cliff painting options for an area. rmSetAreaCliffPainting  rmSetAreaCliffType(int areaID, string cliffName): Sets the cliff type for an area.  rmSetAreaCliffType  vector rmGetAreaClosestPoint( int areaID, vector point, float pullback, int constraintID ): Returns the point in areaID that's closest to the given point, optionally requiring that it pass the given constraint.  rmGetAreaClosestPoint       rmSetAreaWaterType(int areaID, string waterName): Sets the water type for an area.  rmSetAreaWaterType  rmSetAreaForestUnderbrush(int areaID, float density): Sets the forest density for an area.  rmSetAreaForestUnderbrush   rmSetAreaForestClumpiness(int areaID, float density): Sets the forest density for an area.  rmSetAreaForestClumpiness   rmSetAreaForestDensity(int areaID, float density): Sets the forest density for an area. rmSetAreaForestDensity  rmSetAreaForestType(int areaID, string forestName): Sets the forest type for an area.   rmSetAreaForestType     rmSetAreaWarnFailure(int areaID, bool warn): Sets whether the area build process will warn if it fails. rmSetAreaWarnFailure    rmSetAreaBaseHeight(int areaID, float height): Sets the base height for an area.    rmSetAreaBaseHeight rmPaintAreaTerrainByAngle(long areaID, string terrain, float minAngle, float maxAngle, float outerRange): Paints the area's tiles in the specified angle range with specified terrain (with outerRange buffer if feathering is desired).    rmPaintAreaTerrainByAngle   rmPaintAreaTerrainByHeight(long areaID, string terrain, float minHeight, float maxHeight, float outerRange): Paints the area's tiles in the specified height range with specified terrain (with outerRange buffer if feathering is desired).    rmPaintAreaTerrainByHeight      rmPaintAreaTerrain(int areaID): Paints the terrain for a specified area.    rmPaintAreaTerrain  rmSetAreaMix(int areaID, string mixName): Sets the mix for an area.  Overrides terrain type if it is also set.  rmSetAreaMix    rmSetAreaTerrainType(int areaID, string terrainTypeName): Sets the terrain type for an area.    rmSetAreaTerrainType    rmBuildAllAreas(): Simulatenously builds all unbuilt areas. rmBuildAllAreas rmBuildArea(int areaID): Builds the specified area. rmBuildArea     rmSetAreaLocTeam(int areaID, int teamID): Set the area location to team's location. rmSetAreaLocTeam    rmSetAreaLocPlayer(int areaID, int playerID): Set the area location to player's location.   rmSetAreaLocPlayer  rmSetAreaLocation(int areaID, float xFraction, float zFraction): Set the area location. rmSetAreaLocation       rmSetAreaEdgeFilling(int areaID, int borderSize): Enable edge filling and set a border search size (for Carolina and similar maps with a big continent).    rmSetAreaEdgeFilling        rmSetAreaSize(float minFraction, float maxFraction): Set the area size to a min/max fraction of the map.    rmSetAreaSize   rmCreateArea(string name, int parentAreaID): Creates an area.   rmCreateArea        rmZFractionToMeters(float meters): Converts meters a fraction of the map in the z direction to meters.  rmZFractionToMeters     rmXFractionToMeters(float meters): Converts a fraction of the map in the x direction to meters. rmXFractionToMeters     rmZMetersToFraction(float meters): Converts meters into a fraction of the map in the z direction.   rmZMetersToFraction rmXMetersToFraction(float meters): Converts meters into a fraction of the map in the x direction.   rmXMetersToFraction rmTilesToMeters(int tiles): Converts a number of tiles to a distance in meters. rmTilesToMeters rmMetersToTiles(float meters): Converts a distance in meters to a number of tiles.  rmMetersToTiles     rmDegreesToRadians(float degrees): Converts an angle in degrees to radians. rmDegreesToRadians  rmZTilesToFraction(int tiles): Converts tile count in the z direction to fraction of map.   rmZTilesToFraction  rmZFractionToTiles(float fraction): Converts an fraction of the map in the z direction to tile count.   rmZFractionToTiles      rmXTilesToFraction(int tiles): Converts tile count in the x direction to fraction of map.   rmXTilesToFraction  rmXFractionToTiles(float fraction): Converts an fraction of the map in the x direction to tile count.   rmXFractionToTiles      rmAreaTilesToFraction(int tiles): Converts area tile count to fraction of map.  rmAreaTilesToFraction   rmAreaFractionToTiles(float fraction): Converts an area from fraction of the map to tile count. rmAreaFractionToTiles   rmSetMapClusteringNoiseParams(float minFrequency, int octaves, float persistence): sets up cluster system; standard inputs to noise generator used to determine cluster placement.  rmSetMapClusteringNoiseParams       rmSetMapClusteringObjectParams(int minObjectCount, int maxObjectCount, float maxPosOffset): sets up cluster system; min/max objects per tile (default: 0-3), and max random offset when placing (default: 0.5 tiles).   rmSetMapClusteringObjectParams  rmSetMapClusteringPlacementParams(float paintThreshold, float placeMinVal, float placeMaxVal, int type): sets up cluster system; valid ranges are from -1.0 to 1.0 and are compared to the internal noise field for deciding where to paint terrain and place clusters. Type is cClusterLand, or cClusterWater, or cClusterShallowWater, or cClusterEverywhere. rmSetMapClusteringPlacementParams       rmPlaceMapClusters(string terrain, string protounit): place object clusters (of the specified protounit) around the map, and also optionally paint with the specified terrain.  rmPlaceMapClusters      rmSetMapElevationHeightBlend(int blend): Sets how much to smooth the overall terrain after initializing with noise. rmSetMapElevationHeightBlend        rmAddMapTerrainByAngleInfo(string terrain, float minSlope, float maxSlope, float outerRange): Adds a terrain to paint on tiles that are sloped between the specified angles (0 degrees is flat terrain, 90 degrees is sheer terrain), modified by a random number between 0.0 and outerRange.   rmAddMapTerrainByAngleInfo      rmAddMapTerrainByHeightInfo(string terrain, float minHeight, float maxHeight, float outerRange): Adds a terrain to paint between the specified heights, modified by a random number between 0.0 and outerRange. rmAddMapTerrainByHeightInfo     rmSetBaseTerrainMix(string mixName): Initializes the base terrain with the requested mix.  Call before rmTerrainInitialize. rmSetBaseTerrainMix rmSetMapElevationParameters(int type, float freq, int octaves, float persistence, float variation): Sets up terrain for initializing with a noise layer.    rmSetMapElevationParameters rmSetSeaType(string name): Sets the sea type for the map.  This is used if terrain is initialized to water. rmSetSeaType    rmGetSeaLevel(): Gets the sea level for the map.    rmGetSeaLevel   rmSetSeaLevel(): Sets the sea level for the map.    rmSetSeaLevel   int rmGetMapZSize( void ): Returns the Z size of the map.   rmGetMapZSize   int rmGetMapXSize( void ): Returns the X size of the map.   rmGetMapXSize   rmSetMapSize( int x, int z ): Sets the size of the map. rmSetMapSize        rmGetIsKOTH(): Returns true if this map is set to be a King of the Hill game.   rmGetIsKOTH     rmGetIsRelicCapture(): Returns true if this map is set to be a relic game.. rmGetIsRelicCapture rmGetIsFFA(): Returns true if this map is set to be a FFA game which means each player on their own team.   rmGetIsFFA  rmGetNomadStart(): Returns true if this map is to place a covered wagon instead of a town center.   rmGetNomadStart     rmRandInt(int min, int max): Returns a random integer between min and max.  rmRandInt   rmRandFloat(float min, float max): Returns a random float between min and max.  rmRandFloat rmEchoInfo( string echoString, int level ): Random map echo.    rmEchoInfo  rmEchoError( string echoString, int level ): Random map echo.   rmEchoError     rmEchoWarning( string echoString, int level ): Random map echo. rmEchoWarning   ColonyBuilding  FlyingUnit  Projectile  ??l a n d     page    column  row CivSpecificText EnterHotkeyContext  ShowTactics AllowOverPopCap YPForceTrainAtBaseTrainPoints   YPUsesExtraWorkerSlot   DoNotShowAutoGatherRate ExcludeFromMoveAllMilitary  CanAutoHeal ForcePopulationImpactWhenPlaced PlaceAnywhereRules  SelectOnTrain   LockedSquad Blocker Airfield    PerimeterGenerator  TCBuildLimit    OrientWithRiver WorldToolTip    Nugget  TileAlignPlacement  CreateUniqueInstance    ColonyPlacementL    ColonyPlacementCenter   StartingColonyBuilding  PreventsWallBuilding    HideCostFromDetailHelp  HeroName2   HeroName1   AdjustPositionOnTerrainCollision    RotateInPlace   BattleMusicTrigger  AnnounceDestruction FadeOutDecalOnDeath ExperienceUnit  VariationLocked KnockoutDeath   RMCanRotate VisibleUnderFogOnlyAfterSeen    DontMarkExtraFog    DontSortAlphaPolys  RenderAfterWater    UseAlignedObstructionOnMinimap  UseObstructionOnMinimap InvalidTownBellLocation MutateDopples   Burnable    PaintTextureWhenPlacing VictoryBuilding AnnounceFoundationStarted   FlareOnFullyBuilt   HideHitpointsIfGaia CorpseDecays    InvulnerableIfGaia  SingleGatherer  DeadReplaceOnlyOnTimeout    GodPowerExclusion   NotScalable DestroyUnderBuilding    NotRotateable   HideResourceInventory   HideFromHelp    VisibleOwnerOnly    Tracked ApplyHandicapTraining   ColorTransformNonGaia   RevealFoundation    MeteredGarrison TownBellButton  OverrideInitialGarrison AllowAutoGarrison   DecalStickToWaterSurface    ForceBuildingData   DirectProjectile    DoppleOnlyWhenDead  HideGarrisonFlag    SolidFoundation MakeUnbuiltAtZeroHitpoints  ConvertToGaiaAtZeroHitpoints    PlaceAsFoundation   ConvertOnStartBuild SelectWithObstruction   AnnounceConversion  DeadReplacementWhenDestroyed    StartOnNoUpdate StartOnAnimationUpdate  AlwaysShowAsSocket  PlaceSocketWhenPlacing  PlayerOwnsObstruction   ProjectileTerrainOnly   PlaceAnywhere   NoProjectileDamage  NoIdleActions   AreaDamageConstant  AlwaysCheckCollisions   KillOnAnimLoop  NotCommandable  ShowGarrisonButton  WallBuild   InitialGarrisonOnly ConstrainOrientation    AlwaysFullColorAsCursor OrientUnitWithGround    CannotAttackDisabledUnits   OnlyInEditor    DestroyProjectile   GarrisonSpeedBonus  GarrisonBonus   NotDeleteable   Doppled GivesLOSToAll   MarketAbility   DoNotYawDuringMovement  ForceToGaia FadeOutDuringDeathAnimation SplitAtMaxInventory SnapPlacement   FaceOutwards    UnlimitedSupply NotSearchable   FadeInOnBuild   CollidesWithProjectiles Wanders AlphaFadeLifespan   VisibleUnderFogIfGaia   VisibleUnderFog DoNotCreateUnitGroupAutomatically   DontRotateObstruction   NonAutoFormedUnit   DoNotShowOnMinimap  NotObscuredByUnitsAsFoundation  ObscuredByUnits ObscuresUnits   FadeInOnCreation    FlattenGround   NotSelectable   Selectable  NonSolid    PlayerPlaceable HasGatherPoint  DoesNotHaveGatherPoint  BloodOnDeath    NoBloodOnDeath  DoNotValidateResourceInventory  ValidateResourceInventory   DoNotDieAtZeroResources DieAtZeroResources  DoNotDieAtZeroHitpoints DieAtZeroHitpoints  NoHPBar Immoveable  NonCollideable  Collideable NoTieToGround   TieToWaterSurface   NotAlive    StartEnabled    NotPlayerPlaceable  NoUnitAI    Reading protounit: %s   blue    green   red NeverCountDeathAsLoss   AlwaysAllowOverPopCap   a i r   external    R O F   A l l y     T i m e r   I m p a c t E f f e c t     I d l e A n i m     A c t i o n     D a m a g e     D a m a g e B o n u s   M o d e l A t t a c h m e n t B o n e   M o d e l A t t a c h m e n t   R u n A n i m   J o g A n i m   W a l k A n i m     M o v e A n i m     D e a t h A n i m   B o r e d A n i m   C h e c k I f C a n S t e a l t h   M o v e A t t a c k     A u t o R e t a r g e t     R u n A w a y   A t t a c k R e s p o n s e T y p e     A u t o A t t a c k T y p e     A t t a c k T y p e     U n i t D a m a g e M o d i f i e r     S i e g e D a m a g e M o d i f i e r   M o v i n g D a m a g e M o d i f i e r     D a m a g e M o d i f i e r     M a x H P M o d i f i e r   S p e e d M o d i f i e r   A n i m     T r a n s i t i o n     E x c l u s i v e   A c t i v e     T o o l t i p S t r i n g I D   M o d i f y E x c l u s i v e   T a r g e t E n e m y   D o N o t A u t o G a t h e r U n l e s s G a t h e r i n g     S h o w Q u e u e W h i l e W a i t i n g   C h a r g e A c t i o n     D a n c e B o n u s T y p e     M o d i f y P r o t o I D   M o d i f y A b s t r a c t T y p e     M o d i f y B a s e     M o d i f y E x p o n e n t     M o d i f y M u l t i p l i e r     M o d i f y P r o t o P o w e r     M o d i f y T y p e     P h y s i c s O n S e l f D e s t r u c t   P e r f e c t A c c u r a c y   P e r i m e t e r W a l l C h e c k     S e l f D e s t r u c t     I m p a c t L a u n c h A n g l e   I m p a c t F o r c e M a x     I m p a c t F o r c e M i n     I n s t a n t B a l l i s t i c s   T a r g e t G r o u n d     A r e a S o r t M o d e     D r o p s i t e G a t h e r i n g   B a s e D a m a g e C a p   N o C o s t     L i n e a r     I n i t i a l R O F     T h r o w   Y e a r B a s e d   T r a c k R a t i n g   D a m a g e F a c t o r C a p   H i t P e r c e n t T y p e     D a m a g e M u l t i p l i e r     H i t P e r c e n t     Y i e l d   T u r r e t     N u m b e r B o u n c e s   H e i g h t B o n u s M u l t i p l i e r   M a x H e i g h t   P r o j e c t i l e     S i n g l e U s e P l a y e r   S i n g l e U s e   A d d R e s o u r c e s F a s t e r W h e n O w n e d   A d d R e s o u r c e s T o I n v e n t o r y   U s e B u c k e t s     P e r s i s t e n t     T a r g e t S p e e d B o o s t     S p e e d B o o s t     R a n g e d A t t a c k M o d e     R a n g e d L o g i c   H a n d L o g i c   S e l f     G A I A     D a m a g e F l a g s   D a m a g e C a p   O u t e r D a m a g e A r e a F a c t o r   O u t e r D a m a g e A r e a D i s t a n c e   D a m a g e A r e a     R e l o a d A n i m     S c a l e B y C o n t a i n e d U n i t s   A c t i v e I f C o n t a i n s U n i t s   A t t a c k A c t i o n     T y p e d O p t i m a l R a n g e   T y p e d M i n R a n g e   T y p e d M a x R a n g e   O p t i m a l R a n g e     M i n R a n g e     M a x R a n g e     StringID    D B A c t i o n     D i r e c t i o n a l   R a d i a l     L e n g t h     C o m m a n d A u t o m a t i c     A u t o m a t i c   E n t e r   range   L a n d O n l y     F i r e T y p e     A g e R e q u i r e m e n t     linkUnit    successStringID errorStringID   P l a c e m e n t R u l e s     ? 9 _ N O b s t r u c t i o n A t L e a s t F r o m T y p e     D i s t a n c e A t L e a s t F r o m T y p e   D i s t a n c e A t M o s t F r o m T y p e     o r     a n d   noRushOnly  t e a m     a n y   F i r s t T C   includeObstructionRadius    foundation  ^ I R ? ^ I # ? D i s t a n c e A t L e a s t F r o m C l i f f     I n s i d e P e r i m e t e r W a l l   D i s t a n c e A t M o s t F r o m M a p E d g e   F o r t L i n k T y p e     D i s t a n c e A t M o s t F r o m W a t e r   D i s t a n c e A t L e a s t F r o m T r a d e R o u t e   D i s t a n c e A t M o s t F r o m T r a d e R o u t e     D i s t a n c e A t M o s t F r o m S o c k e t     I n C o l o n y     ANIMFILE ERROR (%S):  Invalid dimensions for decal      ANIMFILE ERROR (%S): Failed to parse decal info for component %S.   s o u n d S e t     s e c o n d a r y P a r t i c l e S e t     p a r t i c l e S e t   exitEffectSpawnChance   exitUnitLifespan    exitImpulseMult exitDelayMult   fireExistTime   meterLength meterCount  . i m p a c t e f f e c t   U n i t S p a w n   U n i t M o d i f i c a t i o n     X P T r i c k l e   T r a i n i n g     U n i t D a m a g e     B o u n t y     S i e g e D a m a g e   M o v i n g D a m a g e     G a t h e r R a t e     A r m o r   L O S   A u t o G a t h e r R a t e     A b i l i t y R O F     M i l i t a r y     E c o n o m i c     G a t h e r i n g   W a r C h i e f R a n s o m     P o p C a p     R e g e n e r a t i o n     ypPowerRoundhouse   ypPowerGuardianStun PowerConvertGuardian    PowerLongRange  PowerBroadside  PowerSharpshooter   Initializing Proto Unit Sounds. Initializing powers ypPowerStun PowerHawkeye    PowerEagleEye   PowerHeal   p o w e r s . x m l     P o w e r   P o w e r s     A l l   speed   A l w a y s A d d T o P l a y e r   A l l o w D u r i n g N o R u s h   C o s t M u l t i p l i e r     C a n c e l W h e n L o s t     E x p a n d C h e c k P l a c e m e n t H u l l     P l a y s B a t t l e M u s i c     R a n g e I n d i c a t o r 2   indicatorCount  R a n g e I n d i c a t o r P r o t o I D   G P D a m a g e M o d e l   D u a l P o w e r M i n D i s t a n c e     n e u t r a l   M e s s a g e A l e r t P l a y e r R e l a t i o n     o w n   P o w e r P l a y e r R e l a t i o n       E x p l i c i t l y R e s t r i c t e d A t t a c k T a r g e t T y p e     A b s t r a c t P l a c e m e n t T a r g e t T y p e   A b s t r a c t A t t a c k T a r g e t T y p e     R e v e a l L O S   I c o n L o c a t i o n     U s e d I c o n     P l a c e m e n t P r o t o U n i t I D     P o w e r B l o c k e r     matchType   LOSProtoUnit    gaiaOnly    UseTargetUnitPositionForPlacement   allowGaia   ally    s k i p     L O S D o n t C a r e   n o L o s   forceOnMap  P l a c e m e n t   C a m e r a S h a k e   S l o w e s t S t r i k e T i m e   F a s t e s t S t r i k e T i m e   B o u n d i n g S p h e r e     A c k n o w l e d g e S o u n d S e t   C a s t e r     ListenerType    S t a r t S o u n d     PlayDelay   useSecondLocation   positional  E n d S o u n d S e t   S t a r t S o u n d S e t   T o t a l D a m a g e   R a d i u s     U n i t A I T y p e     S h u t d o w n T i m e     a l l   SendAlertTo M i n i m a p E v e n t T i m e     A c t i v e T i m e     R o l l o v e r I D     B u i l d u p T i m e   HitPoints   TechAll ProtoUnit   E f f e c t     t a r g e t     quantity    s t u n D a m a g e     A t t a c h P r o t o   forcePosition   WaterProtoID    pattern noRotate    maxRadius   minRadius   C r e a t e U n i t     H i t p o i n t s T o H e a l   ??M u l t i p l y     A d d   S e t   apply   u n i t M o d i f y     u n i t A c t i o n     Initializing sounds Teepee  Corral  WarHut  NativeEmbassy   NoblesHut   Saloon  xpBuilderStart  XPBuilder   xpColonialMilitia   FirePit SPCWeaponsCache InvisibleProjectile MapObjective    SPCXPWoodFortGate   SPCFortGate CWallGate   Church  FactoryWagon    FortWagon   OutpostWagon    CoureurCree Coureur SettlerWagon    Fluyt   Galleon Blockhouse  ArtilleryDepot  Stable  Barracks    FortFrontier    LivestockPen    Factory HomeCityWaterSpawnFlag  ExplorerDog xpAztecWarchief xpLakotaWarchief    xpIroquoisWarChief  Explorer    Viceroy Governor    GCRequest   CrateofXP   ypWCPorcelainTower5 ypWCPorcelainTower4 ypWCPorcelainTower3 ypWCPorcelainTower2 ypWCSummerPalace5   ypWCSummerPalace4   ypWCSummerPalace3   ypWCSummerPalace2   ypWCConfucianAcademy5   ypWCConfucianAcademy4   ypWCConfucianAcademy3   ypWCConfucianAcademy2   ypWJGoldenPavillion5    ypWJGoldenPavillion4    ypWJGoldenPavillion3    ypWJGoldenPavillion2    ypTradingPostCapture    ypTajMahal  ypImperialPalace    ypConfucianAcademy  ypStunStars ypKensei    ypSacredField   ypSettlerIndian ypSettlerJapanese   ypSettlerAsian  YPDockWagon ypKingsHill ypRelic ypLivestockPenAsian ypHwaseongFortress  ypAgraFort  ypOsakaCastle   ypGreatWallTower    ypVillage   ypOutpostAsian  ypBankAsian Bank    ypSPCPravar ypSPCEdwardson  ypSPCNanib  ypSPCJinhai ypSPCChen   ypSPCHuang  ypSPCTokugawa   ypSPCMototada   ypSPCKichiro    ypVillageWagon  ypTradingPostWagon  YPStableWagon   ypShrineWagon   YPSacredFieldWagon  YPRicePaddyWagon    YPMonasteryWagon    ypMarketWagon   YPGroveWagon    ypGroveBuilding YPDojoWagon ypChurchWagon   ypChurch    YPCastleWagonJapan  YPCastleWagonIndians    YPCastleWagon   ypBlockhouseWagon   ypBankWagon ypArsenalWagon  ypArsenalAsian  ypSPCIndianFortGate ypSPCJapaneseFortGate   ypAtakabune ypFuchuan   ypShogunTokugawa    ypDaimyoRegicide    ypDaimyoMasamune    ypDaimyoMototada    ypDaimyoKiyomasa    ypMonastery ypWarAcademy    ypCastle    YPDockAsian ypSiegeWorkshop ypStableJapanese    ypCaravanserai  ypBarracksJapanese  YPBarracksIndian    ypMonkDisciple  ypMonkIndian3   ypMonkIndian2   ypMonkIndian    ypMonkJapanese3 ypMonkJapanese2 ypMonkJapanese  ypMonkChinese3  ypMonkChinese2  ypMonkChinese   ypPotala    ypBerryBuilding ypRicePaddy ypConsulate ypDojo  ypShrineJapanese    ypTradeMarketAsian  Plantation  Mill    TradingPost SocketPlantation    SocketTradeRoute    CrateofCoinLarge    CrateofWoodLarge    CrateofFoodLarge    CrateOfCoin CrateOfWood CrateOfFood Macaw   House   Mine    Canoe   Settler Dock    Outpost Tunnel  CoveredWagon    TownCenter  GarrisonFlag    MoveTo  GatherFlagNaval GatherFlagMilitary  GatherFlagEconomy   WaypointFlag    BloodFlow   Blood   CinematicRevealer   GenericCorpse   TerrainRevealer AttackRevealer  A p p l y S t r i n g I D N a t i v e   A p p l y S t r i n g I D A s i a n     A p p l y S t r i n g I D   S t a r t i n g U n i t I n f o     maxCount    S t a r t i n g U n i t s   S t a r t W i t h W a l l   W a l l S e g m e n t s     W a l l D o w n T i m e     W a l l D a m a g e R a d i u s     W a l l M a x R a d i u s   W a l l R a d i u s I n c r e a s e I n t e r v a l     W a l l R a d i u s I n c r e a s e     W a l l B u i l d R a t e   W a l l R a d i u s     O f f s e t D i s t a n c e     W a l l R e p a i r C o s t     W a l l C o s t     A d d T y p e s     S t a r t T y p e s     C o l o n y     C o l o n i e s     c o l o n i e s . x m l     A n i m L o o p e d     mustFinishAnimation t r a n s i t i o n     s t a r t S t a t e     s t a t e   LogicalTypeBuildingsNotWallsOrGroves    AbstractPig LogicalTypeValidSabotage    AbstractNuggetWater AbstractNuggetLand  Water   AbstractCoyoteMan   AbstractConsulateUnitColonial   AbstractFoundry AbstractStables AbstractBarracks2   AbstractCaptureable AbstractIrregular   AbstractWokou   AbstractAgraFort    AbstractConsulateSiegeIndustrial    AbstractConsulateSiegeFortress  AbstractConsulateUnit   AbstractJunk    AbstractIndianMonk  AbstractHandSiege   AbstractFish    AbstractWhale   AbstractWagon   LogicalTypeHealed   LogicalTypeShipsAndBuildings    LogicalTypeScout    LogicalTypeMinimapFilterMilitary    LogicalTypeMinimapFilterEconomic    MercType1   AbstractFruit   LogicalTypeValidSharpshoot  LogicalTypeHandUnitsAttack  LogicalTypeRangedUnitsAutoAttack    LogicalTypeRangedUnitsAttack    LogicalTypeTCBuildLimit AbstractTownCenter  LogicalTypeValidSPCUnitsDeadCondition   LogicalTypeBuildingsNotWalls    VictoryPointBuilding    MercType5   MercType4   MercType3   MercType2   ValidIdleVillager   AbstractLancer  HasBountyValue  TradePostSocket LifespanUnit    AbstractMine    AbstractPikeman LogicalTypeGarrisonInShips  LogicalTypeNavalMilitary    LogicalTypeLandMilitary LogicalTypeEasySelectAvoid  AbstractHouse   NativeBuilding  LogicalTypeAffectedByTownBell   LogicalTypeNeededForVictory LogicalTypeVillagersAttack  LogicalTypeHandUnitsAutoAttack  LogicalTypeVillagersRespondToAttack GoldDropsite    WoodDropsite    FoodDropsite    AnimalPrey  Initializing protoUnits Initializing UnitAI types   Initializing abstract unit types    AbstractNativeWarrior   MinimapFilterMilitary   MinimapFilterEconomic   AbstractJapaneseMonk    CannotConvertHill   WaterGuardian   GiantBuddha AbstractFishingBoat AbstractGunpowderCavalry    AbstractHandCavalry AbstractRangedCavalry   AbstractRangedInfantry  AbstractHeavyInfantry   AbstractHandInfantry    AbstractGunpowderTrooper    AbstractChineseMonk AbstractMansabdar   AbstractGurkha  AbstractHandElephant    AbstractReligiousWonder AbstractPoliticalWonder AbstractMilitaryWonder  AbstractCamel   AbstractElephant    AbstractDaimyo  AbstractSiegeElephant   AbstractMercFlailiphant AbstractHowdah  AbstractMahout  AbstractSowar   AbstractUrumi   AbstractRajput  AbstractSepoy   AbstractZamburak    AbstractMonk    AbstractBannerArmy  AbstractTypeHerdableMagnet  AbstractTypeHuntableMagnet  AbstractWonder  AbstractShrine  AbstractTradeMarket AbstractLightCavalry    AbstractWarShip Mercenary   AbstractCanSeeStealth   AbstractFirePit AbstractSiegeTrooper    Guardian    AbstractHeavyCavalry    AbstractLightInfantry   _Aircraft   Socket  ConvertsHerds   AbstractPet AbstractCavalryInfantry AbstractArtillery   AbstractResourceCrate   AbstractImperialArmy    AbstractFort    AbstractRailroadStation RailroadUnit    FavoriteUnit    Healable    TradeUnit   AffectedByTownBell  ParticipatesInBattlecries   MythUnitGodPower    BuildingsThatShoot  AbstractSettlement  Herdable    AbstractWall    ActionTrickle   ActionAttack    ActionBuild ActionTrain ActionGather    All E3Class TestClass   EmbellishmentClass  NatureClass BuildingClass   UnitClass   SlowSpeed   AverageSpeed    FastSpeed   Ranged  Economic    MythUnit    TradeableFrom   TradeableTo StrengthBonus   UseableItem InventoryItem   InventoryHolder AbstractDock    AbstractFarm    Tree    Military    AbstractTemple  Unattackable    SpecialPowers   WaterResource   LandResource    MinedResource   HuntedResource  Dropsite    EconomicBuilding    MilitaryBuilding    NoRunAway   NoRespondToAttack   NoAutoRetarget  RespondToAttack NoAutoAttack    AutoAttack  NoAttack    Initializing protoUnit types    Bounty  UseBuckets  ImpactEffect    MaxHeight   Throw   ReflectDamage   MuteDamage  AddResourcesFasterWhenOwned AddResourcesToInventory ProjectileID    Bounces HeightBonusMultiplier   SingleUse   AttackAction    Inactive    Yield   Accuracy    ROF TypedRange  TypedMinimumRange   TypedMaximumRange   Rate    AnimStateMachine    PlacementBuffer AutoGatherType  ProtoAction SelectionPriority   PhysicsInfo BallisticImpactProto    BallisticBounceProto    BallisticSplashProto    CorpseDecayDelay    CorpseDecalTime PartisanCount   PartisanType    InitialUnitAIStance TurnRate    ProjectileSpinPeriod    CreationFadeTime    Footprint   MovementType    AutoAttackRange Action  ResourceDecay   MinimapColor    HeightBob   SocketUnitType  ProjectileProtoUnit MaxContained    BuildReplacement    DeadReplacement InitialXP   InitialResource Contain MinimapSize MinimapShape    BoredTimeout    IdleTimeout WanderDistance  AllowedHeightVariance   ObstructionRadiusZ  ObstructionRadiusX  ObstructionRadius   ContainedSpeedBonus SoundVariant    BuilderLimit    ScoreValue  CostEscalation  BatchTrainNumber    UnitAIType  MaxRunVelocity  MaxVelocity InitialHitpoints    MaxHitpoints    EditorNameID    ShortRolloverTextID WorldTooltipStringID    BadAgainstStringID  GoodAgainstStringID ClassNameID MinimapIcon PortraitTextureCoords   PortraitIcon    GrantsPower PlacementFile   AnimFile    s u b t y p e   animate layers  mapcolor    uiname  u i c l a s s   nonsolid    impassablewater impassableair   impassableland  areacolor   water   unmodifiable    edgedensity shinybump   ice dynbump edgetype    t e r r a i n t y p e s     t e r r a i n \ % % s % % 0 % d d   bumpanim    Blend   BlendOrder   	
 =,  b l e n d s 2 . t x t   b l e n d s . t x t     t e r r a i n t y p e s 2 . x m l   t e r r a i n t y p e s . x m l     C i r c l e     c o n s t a n t   a l p h a   o f   % d     U S h a p e     E d g e T w o C o r n e r s     E d g e C o r n e r     F o u r C o r n e r s   T h r e e C o r n e r s     T w o O p p o s i t e C o r n e r s     T w o C o r n e r s     L S h a p e C o r n e r     L S h a p e     T w o E d g e s     E d g e     C o r n e r     volume  pitch   maxnum  S o u n d S e t D e f       QR s o u n d s e t s x . x m l     s o u n d s e t s y . x m l     Initializing terrain types  unitType    battle  culture mood    M u s i c S e t     p r i m a r y   P l a y L i s t     P l a y L i s t s   p l a y l i s t . x m l     ANIMAL  CORN    NUGGETF NUGGETE NUGGETD OUTLAW_C    OUTLAW_B    OUTLAW_A    HOSTAGE_B   HOSTAGE_A   NUGGETC NUGGETB NUGGETA MUZZLER MUZZLEL BOAT_WAKE   CONSTRUCTION_STAKING    CONSTRUCTION_SAW    CONSTRUCTION_LIFTING    CONSTRUCTION_HAMMER PROP2   PROP1   IMPACT  FLAG_BOTTOM FLAG_TOP    FLAG_CIV    FLAG    LAUNCHPOINT CORPSE  DECAL   FIRE    GATHERPOINT GARRISONFLAG    HITPOINTBAR R TOE   L TOE   R FOOT  L FOOT  R Calf  L Calf  R THIGH L THIGH SPINE   SPINE1  PELVIS  R HAND  L HAND  R FOREARM   L FOREARM   R UPPERARM  L UPPERARM  R CLAVICLE  L CLAVICLE  NECK    HEAD    MASTER  ROOT    ATTACHPOINT C a m p a i g n A c t   R e v o l u t i o n C i v   L o w P o l y   T r a d e R o u t e     I n v e n t o r y   V P C o u n t   D e s t r u c t i o n   B u i l d i n g C o m p l e t i o n     H o m e C i t y B u i l d i n g U n l o c k e d     H o m e C i t y B u i l d i n g     V a r i a t i o n   Initializing protounits FootprintTypes.xml  p r e F a d e T i m e   b u m p T e x   s i m p l e T e x   f o o t p r i n t   e f f e c t s \ f o o t p r i n t s \ % S   H e l p T o p i c   V a l u e T e x t   D i s a b l e d R o l l o v e r T e x t I D     A c t i v e R o l l o v e r T e x t I D     R o l l o v e r T e x t I D     D i s a b l e d I c o n T e x t u r e C o o r d s   A c t i v e I c o n T e x t u r e C o o r d s   C o m m a n d P a s s e s U n i t I D   p r o t o u n i t c o m m a n d s . x m l   P r o t o U n i t C o m m a n d s   X P     X P B o n u s   M a x L e v e l     M a x D e c k S i z e   H C L e v e l s     h o m e c i t y l e v e l s . x m l     m a p t y p e s . x m l     a n i m t y p e s   a n i m t y p e s . x m l   U s e M u l t i p l e   P r e r e q C o m m a n d   A s s o c i a t e d T e c h     f o r c e T e c h   r a n d o m T e c h     r a n d o m N u m T o U s e     m a p s p e c i f i c t e c h s     m a p s p e c i f i c t e c h s . x m l     s o u n d s e t s . x m l   Initializing Sound System 2 DirectSoundEnumerateW   DirectSoundCreate8  d s o u n d . d l l     Name    ResX    R e s o l u t i o n O v e r r i d e     B L E N D O P   T W E E N F A C T O R   A D D   C O L O R 1     M A T E R I A L     FormationOrientation    TributePenalty  Patrol  GatherPoint none    fourOfAKind fog alignResources  I N C R S A T   R E P L A C E   K E E P     u i \ v i c t o r y _ p o i n t s \ m e r c h a n t \ c o i n _ s p i n _ % 0 2 d   *?   UI?  ?VerticalOffset  HorizontalOffset    SpacingAdjustment   BackgroundAlpha BackgroundOffset    BackgroundShadow    BackgroundOutline   Italic  Bold    Antialiased AscentHeight    TypeFace    p a r a m     -   F a l l b a c k   O t h e r N a m e   F o n t     * . t t f   F o n t s 3 . x m l     fonts.bar     	   x ,   N O N E     .\render.cpp            f)k w a t e r 3 0   disableWaterReflection  d i s t o r t i o n m a p   w a v e   d i s t o r t i o n _ o v e r l a p   terrain\waves\bumpwake  terrain\waves\bumpripple    D E S T C O L O R   I N V D E S T A L P H A     D E S T A L P H A   % d   x   % d   re-init renderer at new res (%ld, %ld, %ld, %ld)    GetFontUnicodeRanges    G d i 3 2 . d l l   _locID  S t r i n g T a b l e   soundfilename   portraitfilename    gamecharacter   timeoff zoff    yoff    xoff    P a r t i c l e     P a r t i c l e S e t   d p n h p a s t . d l l     art4.bar    data2.bar   nameID  E   Random  r a n d o m F l a g B t n   F o u n d a t i o n D a m a g e     D a m a g e T y p e s   d a m a g e t y p e s . x m l   u i \ i n g a m e \ i n g a m e _ u i _ p o s t g a m e _ f l a g _ r a n d o m         u i \ s i n g l e p l a y e r \ c p a i _ a v a t a r _ r a n d o m     S u b C i v A l l i a n c e C o s t F a c t o r     S u b C i v A l l i a n c e C o s t     countCommand    hudicon R e i n f o r c e m e n t T r a i n R a t e     R e i n f o r c e m e n t A t t a c k D e l a y     R e i n f o r c e m e n t C o s t F a c t o r   R e i n f o r c e m e n t P e r i m e t e r W a l l C h e c k   R e i n f o r c e m e n t A u t o   G a t h e r P o i n t S o u n d     W a l l     A g e N a m e I D   T r e a t y C o s t     B i g A l l y U n i t   A l l y U n i t     U n i t C o u n t s     M u l t i p l e B l o c k U n i t   M u l t i p l e B l o c k T r a i n     B l o c k T r a i n     R a n d o m S t a r t i n g U n i t s   T o w n S t a r t i n g U n i t     S t a r t i n g U n i t     C a m p a i g n X P B o n u s H C   B o u n t y M o d i f i e r     H C M a x S h i p m e n t M a x G r o w t h M o d i f i e r     H C S h i p m e n t G r o w t h M o d i f i e r     K e y   H C S h i p m e n t M o d i f i e r     S m a l l P o r t r a i t T e x t u r e C o o r d s     S m a l l P o r t r a i t T e x t u r e     P o r t r a i t T e x t u r e C o o r d s   P o r t r a i t T e x t u r e   B a n n e r T e x t u r e C o o r d s   B a n n e r T e x t u r e   M a t c h m a k i n g T e x t u r e s   P o s t g a m e F l a g T e x t u r e   H o m e C i t y F l a g B u t t o n S e t L a r g e     H o m e C i t y F l a g B u t t o n S e t   H o m e C i t y F l a g T e x t u r e   H o m e C i t y F i l e n a m e     I d l e T i m e o u t   U n i t R e g e n   B i g A g e T e c h     A g e T e c h   A g e A d v a n c e T e c h     D e a t h M a t c h T e c h     P o s t I m p e r i a l T e c h     P o s t I n d u s t r i a l T e c h     T e a m T e c h     S u b C i v A l l i a n c e M o d i f i e r     E x c l u s i v e S u b C i v s     P a r t i s a n s   M a i n     V i s i b l e I n E d i t o r   S t a t s I D   A d d i t i o n a l W o n d e r B u i l d R a t e   B u i l d i n g E f f i c i e n c y     C i r c l e M e n u B a c k g r o u n d     R o l l o v e r N a m e I D     U n a l l i e d I D     A l l i e d O t h e r I D   A l l i e d I D     C i v s     winScenario : executes the trYouWin trigger func, allowing you to win the scenario. winScenario uiPowerCircleMenu([on]) : turn on/off gamepad power panel circle menu.  uiPowerCircleMenu       uiCommandCircleMenu([on]) : turn on/off gamepad command panel circle menu.  uiCommandCircleMenu uiCommandPanelExecute : gamepad command panel execute.  uiCommandPanelExecute   uiCommandPanelMove([x], [y]) : move between selections in the command panel.    uiCommandPanelMove      uiCommandPanelControl([on]) : turn on/off gamepad command panel control.    uiCommandPanelControl       changeCliffType(string cliffName): change the cliff type for all cliffs on the map  changeCliffType modelDestroyAll()   modelDestroyAll modelSetAnim(anim Index)    modelSetAnim    modelLoad(model XML file name)  modelLoad   dropToMainMenu: drop back to the main menu  dropToMainMenu  uiBMultiplayerSave: stop playing stupid music at 11pm.  uiBMultiplayerSave  uiInitOptionsScreenProfileEditDialog: initializes the Profile Edit Dialog inside the OptionsScreen  uiInitOptionsScreenProfileEditDialog    uiSaveCampaignGameBrowser: show the in-game menu.   uiSaveCampaignGameBrowser   hideGameMenu: hide the in-game menu.    hideGameMenu    showGameMenu: show the in-game menu.    showGameMenu    playerResign: resigns the currently controlled player.  playerResign    showCampaignDialog(<name><msg>): UI used only   showCampaignDialog  mpCustomScreenSetSavegame(<name>): UI used only mpCustomScreenSetSavegame   enterCampaignMode(<name>):  enterCampaignMode   enterGCGameMode(<name>):    enterGCGameMode enterRecordGameMode(<name>):    enterRecordGameMode     exitMPSetupSubScreen : Leave the current MP screen and return to the MP setup menu. exitMPSetupSubScreen    doMPSetup(bool useESO) : Enter BMultiplayer setup.  doMPSetup   doSPSetup() : Enter Single player setup.    doSPSetup   toggleDebugTime : handles the time display toggling toggleDebugTime toggleTime : handles the time display toggling  toggleTime  toggleScore : handles the score toggling    toggleScore     scoreUpdate : causes score to update even if it isn't supposed to yet, time wise    scoreUpdate abortCinematic: abort the current cinematic.    abortCinematic  campaignResetCurScenario: add help string.  campaignResetCurScenario    campaignResume: add help string.    campaignResume  campaignQuit: add help string.  campaignQuit    campaignPlayCurrent: add help string.   campaignPlayCurrent campaignAdvance: add help string.   campaignAdvance campaignStart: add help string. campaignStart       setSunPosition( [integerSunInclination] [integerSunRotation] [boolRelative] ) sets the sun height above the horizon and position in the world, The bool tells if the changes are relative   setSunPosition      sunDecreaseRotation([integerKeyState]) : intended for ui use only.  Indicates that the decrease sun rotation key has gone up/down.  sunDecreaseRotation sunIncreaseRotation([integerKeyState]) : intended for ui use only.  Indicates that the increase sun rotation key has gone up/down.  sunIncreaseRotation sunDecreaseInclination([integerKeyState]) : intended for ui use only.  Indicates that the decrease sun inclination key has gone up/down.    sunDecreaseInclination      sunIncreaseInclination([integerKeyState]) : intended for ui use only.  Indicates that the increase sun inclination key has gone up/down.    sunIncreaseInclination  uiNewScenario : creates a new blank scenario    uiNewScenario   uiHidePlayerSummaryDialog : Hides the player summary dialog.    uiHidePlayerSummaryDialog   uiShowPlayerSummaryDialog : Shows the player summary dialog.    uiShowPlayerSummaryDialog   uiHideTributeDialog : maximizes main UI uiHideTributeDialog uiShowTributeDialog : minimizes main UI and brings up the minimized UI  uiShowTributeDialog uiRefreshEditorMenu: reconstitutes the entire editor menu   uiRefreshEditorMenu uiZoomToMinimapEvent2 : zooms to the most recent minimap event  uiZoomToMinimapEvent2   uiZoomToMinimapEvent : zooms to the most recent minimap event   uiZoomToMinimapEvent    uiToggleEditor : turns off and on the scenario editor UI.   uiToggleEditor  uiToggleGame : turns off and on the game UI.    uiToggleGame    uiSpecialPowerAtPointer: intended for ui use only.  Use a special power at targeted location.   uiSpecialPowerAtPointer chat([stringText] {integerPlayer}) : adds a line of chat text from the given player (current if not provided.   chat    minimapRotateMode({integerMode}) : changes the minimap rotation mode.  No arg means toggle. minimapRotateMode   minimapZoom([floatZoom]) : sets the zoom factor of the minimap. minimapZoom     minimapZoomDelta([floatZoomDelta]) : changes the zoom factor of the minimap up or down by that amount (remaining centered on the current view)  minimapZoomDelta    postGamePlayAgain : does what needs to be done. postGamePlayAgain   showGameFromPostGame : does what needs to be done.  showGameFromPostGame    handlePostGame : does what needs to be done.    handlePostGame  leaveGame : destroys the world and returns to main menu.    leaveGame   restartCurrentGame : restarts current game. restartCurrentGame      startRandomGameAgeAndMapCode(<startingage> <nomad> <mapcode> : Generates a random map game with the given starting age, nomad start(true/false), and map code.  startRandomGameAgeAndMapCode    startRandomGameMapCode(<mapcode> : Generates a random map game with the given map code. startRandomGameMapCode  startRandomGame2(<filename> <#players> <random seed> <scenarioFilename> <debug> <teamCount> <mapsize> <resources> <random_civs>) : begins a new random game with the given parms.   startRandomGame2    startRandomGame : begins a new random game. startRandomGame     sendPromptType(int sendingPlayer, int promptType): send AIChat to current player from sendingPlayer; specify desired AIChatPromptType.  sendPromptType  sendTributeSentence(int sendingPlayer, int receivingPlayer, int resourceID): send tribute sentence from one player to another; specify desired resource.    sendTributeSentence sendDefendSentence(int sendingPlayer, int receivingPlayer, float xPos, float zPos): send defend sentence from one player to another; specify target xPos and zPos.  sendDefendSentence  sendAttackSentence(int sendingPlayer, int receivingPlayer, int targetPlayer, int targetUnit, float xPos, float zPos): send attack sentence from one player to another; specify targetPlayer, or targetUnit, or xPos and zPos.   sendAttackSentence  Default c i v s . x m l     uiStartBuildCinematic     pBVPSite  Raid    Idle    Enter   Empower Goto    Research    Explore Gather  Build   PlayerRelation  Maintain    RansomExplorer  uiSaveScenarioBrowser   uiSaveTriggers  doTriggerImport uiSaveGroupingLUA   CantDoThat      uiMoveAllMilitaryAtPointer(): Moves all military units to the pointer position. uiMoveAllMilitaryAtPointer  uiMinimizeStats()   uiMinimizeStats uiShowCommandPanel()    uiShowCommandPanel  uiShowDetailedHelp()    uiShowDetailedHelp  uiShowStatPanel()   uiShowStatPanel uiToggleAdvancedHUD()   uiToggleAdvancedHUD uiResetFindCrowd    uiFindCrowd([findType],[noLookAt])  uiFindCrowd uiResetScreenSelect : resets screen selection.  uiResetScreenSelect uiScreenSelect([modifier]) : screen selection.  uiScreenSelect  uiForceShift([on]) : Force shift key on or off. uiForceShift    uiCenterPointer : Centers mouse pointer.    uiCenterPointer uiCircleSelectResize([x],[y]) : Circle selection resizing.  uiCircleSelectResize    uiCircleSelect([on],[doubleClick],[leaveSelected]) : Start/stop circle selection.   uiCircleSelect      uiMapPointerGoto([activeCheck]) : Jump to map pointer location. uiMapPointerGoto    uiMapPointerControl([x],[y],[doGoto]) : Moves the map pointer.  uiMapPointerControl uiCameraControl([x],[y]) : Controls camera with gamepad stick.  uiCameraControl uiCameraScroll([fast],[x],[y]) : Scrolls the game view. uiCameraScroll  uiDeleteCameraStartLoc  uiShowCameraStartLoc    uiSetCameraStartLoc decrementUSP2SelectedUnitStack  incrementUSP2SelectedUnitStack      uiVPAccelClick([unitID]) : Shows the VP accel building from the unitID. uiVPAccelClick  uiFindAlliedNatives() : finds allied natives of the current player in order, so that it can be called repeatedly to cycle.  uiFindAlliedNatives uiSelectFirepit () : selects the users firepit if it exists uiSelectFirepit     uiFindDancers () : finds the next native settler dancing at the firepit in the arbitrary order of unit ID, so that it can be called repeatedly to cycle.    uiFindDancers       uiFindGatherersNotGathering () : finds the gatherer unit that's not gathering in the arbitrary order of unit ID, so that it can be called repeatedly to cycle.  uiFindGatherersNotGathering     uiFindResourceGatherers ([typeName]) : finds the next resource gatherer unit of the given resource type in the arbitrary order of unit ID, so that it can be called repeatedly to cycle.    uiFindResourceGatherers uiSelectTransportUnit   uiRemoveTradeRouteWaypoint  uiPlaceTradeRouteWaypoint       uiExpireCurrentObjectiveNotification: Causes the currently displaying objective notification to fade out (or disappear), depending on the param passed in.  uiExpireCurrentObjectiveNotification    uiShowObjectivesDialog  enterAttackMoveMode uiConsulateUI: Used to activate the consulate UI from hotkeys   uiConsulateUIInSelected uiConsulateUI: Used to activate the consulate UI    uiConsulateUI       uiPoliticianUI: Used to activate the politician UI in current selection uiPoliticianUIInSelected    uiPoliticianUI: Used to activate the politician UI  uiPoliticianUI  uiSendIngameChat: used direcly by UI    uiSendIngameChat    uiShowVoteDialog    uiSpewDownKeys: spews all down keys.    uiSpewDownKeys  uiReleaseDownKeys: pops up all downed keys. uiReleaseDownKeys   uiShowChatWindow()  uiShowChatWindow    uiSetHCNotifyText : Adds notify text, can play a sound too. uiSetHCNotifyText   uiAddChatNotification : Adds a notification to the game's chat output, can play a sound too.    uiAddChatNotification   uiClearChat(clearOnly) : Clears the chat and resets to recent mode.  clearOnly == true if you don't want it to populate the chat, but only clear it.    uiClearChat     uiChatDisplayModeToHistory : Toggles the chat display mode to history mode. uiChatDisplayModeToHistory  uiChatDisplayModeToRecent : Toggles the chat display mode to recent mode.   uiChatDisplayModeToRecent   uiChatDisplayModeToggle : Toggles the chat display mode.    uiChatDisplayModeToggle     uiChatScrollForward([integerKeyState]) : Scrolls chat forward one.  uiChatScrollForward uiChatScrollBack([integerKeyState]) : Scrolls chat back one.    uiChatScrollBack        uiSetBuildingPlacementRender(id, on) : controls rendering of the building placement info for the given ID   uiSetBuildingPlacementRender        uiShowAIDebugInfoEscrow : brings up the escrow info for the given ID    uiShowAIDebugInfoEscrow uiShowAIDebugInfoKBUnitPick : brings up the kbUnitPick info for the given ID    uiShowAIDebugInfoKBUnitPick     uiShowAIDebugInfoKBArmy : brings up the kbArmy info for the given ID    uiShowAIDebugInfoKBArmy uiSetKBArmyRender( int id, bool [set]: render the kbArmy info for the given ID. If not set given, will not render the army. uiSetKBArmyRender   uiShowAIDebugInfoKBResource : brings up the kbResource info for the given ID    uiShowAIDebugInfoKBResource     uiSetKBResourceRender( resID, [set]: render the kbResource info for the given ID. If not set given, will not render the resource.   uiSetKBResourceRender       uiShowAIDebugInfoAttackRoute : brings up the attackRoute info for the given ID  uiShowAIDebugInfoAttackRoute    uiSetKBAttackRouteRender: render the attackRoute info for the given ID  uiSetKBAttackRouteRender        uiShowAIDebugInfoAreaGroup : brings up the area info for the given ID   uiShowAIDebugInfoAreaGroup      uiShowAIDebugInfoArea : brings up the area info for the given ID    uiShowAIDebugInfoArea       uiShowAIDebugInfoBase : brings up the base info for the given ID    uiShowAIDebugInfoBase       uiShowAIDebugInfoKBUnit : brings up the kbunit info for the given ID    uiShowAIDebugInfoKBUnit uiShowAIDebugInfoProgression : brings up the progression info for the given ID  uiShowAIDebugInfoProgression    uiShowAIDebugInfoPlacement : brings up the building placement info for the given ID uiShowAIDebugInfoPlacement  uiShowAIDebugInfoPlan : brings up the plan debug text for the given plan ID uiShowAIDebugInfoPlan       AIDebugToggleBPText: toggles the showing of Building placement value text.  AIDebugToggleBPText AIDebugShowPlansToggle: toggles the display of plans.   AIDebugShowPlansToggle  AIDebugShowBattlesToggle: toggles the display of AI Battles.    AIDebugShowBattlesToggle        AIDebugShowChatHistoryToggle: toggles the display of chat history.  AIDebugShowChatHistoryToggle    AIDebugShowOpportunitiesToggle: toggles the display of opps.    AIDebugShowOpportunitiesToggle  AIDebugShowBasesToggle: toggles the display of bases    AIDebugShowBasesToggle      AIDebugTimedStatsToggle: toggles whether the kb timed stats window is up, refreshing if first showing.  AIDebugTimedStatsToggle AIDebugPastResourceNeedToggle: toggles whether the ai past resource needs window is up, refreshing if first showing.    AIDebugPastResourceNeedToggle   AIDebugPopToggle: toggles whether the ai pop distribution window is up, refreshing if first showing.    AIDebugPopToggle        AIDebugGathererToggle: toggles whether the ai gatherer distribution window is up, refreshing if first showing.  AIDebugGathererToggle   AIDebugOutputToggle: toggles whether the ai output window is up, refreshing if first showing.   AIDebugOutputToggle     AIDebugInfoToggle: toggles whether the ai debug menu is up, refreshing if first showing.    AIDebugInfoToggle   AIDebugInfoRefresh : shows the ai debug menu with new data. AIDebugInfoRefresh  uiLastDetailHelp : goes back to the most recent help entry. uiLastDetailHelp    uiTopicDetailHelp(topicName) : brings up the detail help UI for the given help topic    uiTopicDetailHelp       uiTechDetailHelp(techID, civ) : brings up the detail help UI for the given tech node ID uiTechCivDetailHelp     uiTechDetailHelp(techID) : brings up the detail help UI for the given tech node ID  uiTechDetailHelp    uiUnitDetailHelp(protoID, civID) : brings up the detail help UI for the given proto ID, or -1 for current unit selection proto. uiUnitDetailHelp        uiToggleTerrainPasteMode: This is not what you are looking for. uiToggleTerrainPasteMode    uiToggleBrushMask: This is not what you are looking for.    uiToggleBrushMask       uiLeaveModeOnUnshift : causes game to return to editMode none when shift hotkey is released uiLeaveModeOnUnshift    uiHideCursor: testing only  uiHideCursor    uiSaveGroupingLUA: save some groups.    uiSaveGrouping: save some groups.   uiSaveGrouping  uiExportGrouping: save a group. uiExportGrouping    uiTriggerResetSounds    uiTriggerResetParameters    uiTriggerSelectLocation uiExportTriggers: save some triggers.   uiExportTriggers    doTriggerImport: load some triggers.    uiImportTriggers: load some triggers.   uiImportTriggers    uiSaveTriggers: save some triggers. uiLoadTriggers: load some triggers. uiLoadTriggers      setGameFadeIn(<r> <g> <b> <duration> <delay> <inout>): turn fade in on/off, set color duration. setGameFadeIn   fadeToColor(<r> <g> <b> <duration> <delay> <inout>): fade in/out using color specified. fadeToColor categoryFlash(<ID> <flash>) : turns gadget flashing on/off. categoryFlash   trainFlash(<protoID> <flash>) : turns gadget flashing on/off.   trainFlash  techFlash(<techID> <flash>) : turns gadget flashing on/off. techFlash       gadgetFlash(<stringName> <flash>) : turns gadget flashing on/off.   gadgetFlash gadgetRefresh(<stringName>) : refresh the contents of the named gadget. gadgetRefresh   gadgetToggleIfNotMP     gadgetToggle(<stringName>) : toggles the reality of the named gadget.   gadgetToggle    gadgetRealIfNotMP(<stringName>) : makes real the named gadget.  gadgetRealIfNotMP   gadgetUnreal(<stringName>) : makes un-real the named gadget.    gadgetUnreal    gadgetReal(<stringName>) : makes real the named gadget. gadgetReal  gadgetWheelScroll: ui use.  Scrolling function for hooking wheel to gadget scrolling    gadgetWheelScroll   gadgetScrollRight : scrolls the gadget to the Right one unit    gadgetScrollRight   gadgetScrollLeft : scrolls the gadget to the left one unit  gadgetScrollLeft    gadgetScrollDown : scrolls the gadget up one unit   gadgetScrollDown    gadgetScrollUp : scrolls the gadget up one unit gadgetScrollUp  uiToggleCliff() : toggles cliff pieces on or off under the pointer. uiToggleCliff   uiUnselectCliff() : de-selects the forest under the pointer.    uiUnselectCliff     uiSelectCliffAtPointer() : selects the cliff under the pointer. uiSelectCliffAtPointer  uiUnselectForest() : de-selects the forest under the pointer.   uiUnselectForest        uiSelectForestAtPointer() : selects the forest under the pointer.   uiSelectForestAtPointer     uiSetForestType(longForestType) : sets the forest type by index.    uiSetForestTypeNum  uiSetForestType(stringForestName) : sets the forest type by name.   uiSetForestType     uiSetWaterTypeNum(longWaterType) : sets the water type by index.    uiSetWaterTypeNum   uiSetWaterType(stringWaterName) : sets the water type by name.  uiSetWaterType  uiSetCliffTypeNum(longCliffType) : sets the cliff type by index.    uiSetCliffTypeNum   uiSetCliffType(stringCliffName) : sets the cliff type by name.  uiSetCliffType  uiCoverTerrainWithWater(floatWaterHeight, floatDepth, waterName) : flattens terrain and paints water over the entire map.   pine    uiCoverTerrainWithWater     uiHandleUserTab ( listSel, parent ) : handles toggle of user textures   uiHandleUserTab uiFindKeyMapping ( stringKeyname ) : finds all key mappings for a given key uiFindKeyMapping    uiDumpUnmappedKeys ( stringContext ) : spews all empty keys out to the console  uiDumpUnmappedKeys      uiDumpAllUnitHotKeyMappings(): spews all hot key mappings that create units to the console  uiDumpAllUnitHotKeyMappings uiDumpKeyMappings ( stringContext ): spews all key mappings out to the console. uiDumpKeyMappings   uiClearSelection : deselects all selected units uiClearSelection    uiClearMenu : removes any dangling child menus off of the given gadget  uiClearMenu     uiCycleCurrentActivate : acts like the current cycle gadget has been pressed    uiCycleCurrentActivate  uiIgnoreNextKey : used when activating a text box with a key to avoid having that key go into the text box too. uiIgnoreNextKey uiScrollCliffHeight: intended for ui use only. Increment the height of the cliff brush up/down  uiScrollCliffHeight     uiChangeCliffModMode: changes the ability to modify vertices on cliff edges: 0-No clamping, 1-Clamp Low Edge, 2-Clamp High Edge, 3 - Clamp All Edges    uiChangeCliffModMode    uiChangeBrushCornerMode: changes the ability to modify corner tiles: 0-All, 1-Corners only, 2-No corners    uiChangeBrushCornerMode     uiScrollBrushSize: intended for ui use only. Increament the size of the current brush up/down   uiScrollBrushSize       uiChangeBrushSize({p1} {p2} {p3} {p4}) : changes the size of the current brush  uiChangeBrushSize       uiChangeBrushType( "name") : changes the brush to the named type    uiChangeBrushType   uiSetBrushType( "name" {p1} {p2} {p3} {p4} ) : makes the current brush based on the name and parameters.    uiSetBrushType      uiApplyLightingSet([integerIndex]) : intended for UI use only.  Applies a Lighting Set  uiApplyLightingSet      uiGuardAtPointer: intended for UI use only.  Sends an guard order.  uiGuardAtPointer    uiPatrolAtPointer: intended for UI use only.  Sends an patrol order.    uiPatrolAtPointer       uiEjectAtPointer: intended for UI use only.  Sends an ejection command with waypoint for the selected unit. uiEjectAtPointer    uiEjectGarrisonedUnits: intended for UI use only.  Sends an ejection command for the selected unit. uiEjectGarrisonedUnits  uiRotateClipboard(degrees) : rotate the clipboard by amount.    uiRotateClipboard   uiSetClipboardRotation(degrees) : sets the clipboard rotation amount.   uiSetClipboardRotation  uiPasteFromClipboard() : pastes the contents of the clipboard to the brush selection.   uiPasteFromClipboard    uiCopyToClipboard() : copies the brush selection to the clipboard.  uiCopyToClipboard   uiMessageBox2([stringID] [stringCommand]) : pops up a message box with text that activated the cmd when the ok button is hit    uiMessageBox2   uiMessageBox([stringText] [stringCommand]) : pops up a message box with text that activated the cmd when the ok button is hit   uiMessageBox    uiCloseDialog: closes (as if clicked on the close button) any active dialog uiCloseDialog       uiCloseFieldSet : closes (as if clicked on the close button) any active field set   uiCloseFieldSet     uiCycleGadget([integerDelta]) : cycles through the 'active' child gadget of a deluxe gadget.    uiCycleGadget   uiFindType ([typeName]) : finds the next unit (idle or not) of the given type in the arbitrary order of unit ID, so that it can be called repeatedly to cycle.  uiFindType      uiFindTownBellTC () : finds the next town center that has the town bell active, so that it can be called repeatedly to cycle.   uiFindTownBellTC    uiHandleIdleBanner ([typeName]) : does the right thing. uiHandleIdleBanner  uiFindAllOfTypeIdle () : finds all idle units of the same type  uiFindAllOfTypeIdle uiFindAllOfType () : finds all units of the same type   uiFindAllOfType     uiFindAllOfSelectedType () : finds all units of the same type as the selected unit  uiFindAllOfSelectedType     uiFindIdleType ([typeName]) : finds the next idle unit of the given type in the arbitrary order of unit ID, so that it can be called repeatedly to cycle.   uiFindIdleType      uiBuildMode([integerType]) : does and editMode and setProtoID, after verifying sufficient resources for the current player. uiBuildMode uiDecPlaceVariation : decrements the variation to place.    uiDecPlaceVariation uiIncPlaceVariation : increments the variation to place.    uiIncPlaceVariation uiSetProtoID([integerType]) : sets the proto ID to place.   uiSetProtoID        uiPlaceAtPointer([boolChangeVariation]): intended for ui use only.  Places unit at pointer location.    uiPlaceAtPointer        uiSetTerrainOverlayColor([float] [float] [float]: intended for ui use only.  Sets the terrain overlay color to the given (R,G,B) color. uiSetTerrainOverlayColor        uiRemoveTerrainOverlay : intended for ui use only.  Removes the painted terrain overlay at the given mouse position.    uiRemoveTerrainOverlay  uiPaintTerrainOverlay([integerKeyState]) : intended for ui use only.  Indicates that the paint terrain overlay button has gone up/down. uiPaintTerrainOverlay   uiPaintForest(paint, offset) : intended for ui use only.  Indicates that the paint button has gone up/down. uiPaintForest       uiPaint([integerKeyState]) : intended for ui use only.  Indicates that the paint button has gone up/down.   uiPaint     uiDeleteUnits([integerKeyState]) : intended for ui use only.  Indicates that the delete units button has gone up/down.  uiDeleteUnits   uiRoughen([integerKeyState]) : intended for ui use only.  Indicates that the roughen button has gone up/down.   uiRoughen       uiLookAtNumberGroup([integerGroup]): moves the camera to see the given number group.    uiLookAtNumberGroup     uiLookAtProto : moves the camera to see the first instance of proto unit X owned by the current player. uiLookAtProto   uiLookAtUnitByName(scenarioName): moves the camera to see the specified Unit.   uiLookAtUnitByName      uiLookAtAndSelectUnit : moves the camera to see the specified unit and selects it.  uiLookAtAndSelectUnit   uiLookAtBattle: moves the camera to see the specified battle.   uiLookAtBattle  uiLookAtUnit : moves the camera to see the specified Unit.  uiLookAtUnit    uiLookAtSelection : moves the camera to see the first selected unit.    uiLookAtSelection       uiOpenRecordGameBrowser: open a record game from the saved game directory   uiOpenRecordGameBrowser     uiZoomToProto([stringProto]) : zooms to the first instance of proto unit X owned by the current player. uiZoomToProto   uiSaveSavedGameBrowser: save a game to the saved game directory uiSaveSavedGameBrowser  uiOpenSavedGameBrowser: open a game from the saved game directory   uiOpenSavedGameBrowser      uiSaveCameraTrackBrowser: save a camera track to the data directory uiSaveCameraTrackBrowser    uiOpenCameraTrackBrowser: open a camera track from the data directory   uiOpenCameraTrackBrowser        uiClearAllCinematicInfo: clears all cinematic info including model/texture precache info.   uiClearAllCinematicInfo uiClearCinematicInfo: clears cinematic trigger info.    uiClearCinematicInfo    uiStopBuildCinematic: test a scenario.  uiStopBuildCinematic    uiStartBuildCinematic: test a scenario. uiStopScenarioTest: test a scenario.    uiStopScenarioTest  uiStartScenarioTest: test a scenario.   uiStartScenarioTest uiScenarioLoad: load a scenario, checking dirty bit on world.   uiScenarioLoad  uiOpenGrandConquestBrowser: opens a Grand Conquest saved game   uiOpenGrandConquestBrowser  uiAsSaveScenarioBrowser: save a scenario to the scenario directory  uiSaveAsScenarioBrowser     uiSaveScenarioBrowser: save a scenario to the scenario directory        uiOpenScenarioBrowser: open a scenario from the scenario directory  uiOpenScenarioBrowser       uiFilterTerrainSelection : filter the current terrain selection.    uiFilterTerrainSelection    uiFlattenTerrainSelection : flatten the current terrain selection.  uiFlattenTerrainSelection   uiLowerTerrainSelection([integerKeyState]) : intended for ui use only.  Indicates that the lower terrain selection button has gone up/down. uiLowerTerrainSelection     uiRaiseTerrainSelection([integerKeyState]) : intended for ui use only.  Indicates that the raise terrain selection button has gone up/down. uiRaiseTerrainSelection     uiTerrainSelection([integerKeyState]) : intended for ui use only.  Indicates that the terrain selection button has gone up/down.    uiTerrainSelection  uiPaintCliff([integerKeyState]) : intended for ui use only.  Indicates that the paint cliff button has gone up/down.    uiPaintCliff    uiPaintWaterArea([integerKeyState]) : intended for ui use only. Painting water area.    uiPaintWaterArea        uiPaintWater([integerKeyState]) : intended for ui use only.  Indicates that the paint water button has gone up/down.    uiPaintWater    uiSmooth([integerKeyState]) : intended for ui use only.  Indicates that the smooth button has gone up/down. uiSmooth    uiUniformLowerElevation - lowers the terrain height uniformly in the brush region   uiUniformLowerElevation     uiUniformRaiseElevation - raises the terrain height uniformly in the brush region   uiUniformRaiseElevation I n i t i a l Y e a r   Y e a r L e n g t h     Y e a r M o d e     I n d i c a t o r T e c h   A c t i v a t i o n I D     A c t i v a t i o n Y e a r     A c t i v a t i o n T i m e     A g e s     a g e s . x m l     C u l t u r e s     c u l t u r e s . x m l     Forage  Chicken Grain   Meat    Stone   ui\ingame\resource_trade    ui\ingame\shipment  ui\ingame\resource_population   ui\ingame\resource_skill_16 ui\ingame\resource_fame ui\ingame\resource_food ui\ingame\resource_wood ui\ingame\resource_gold Ships   SkillPoints Fame    StandGround Passive Defensive   Aggressive  AttackBlessing  stun    CeaseFire   GoodFortune Transcendence   Sequester   Informers   GeneralEffect   CarpetBomb  AirStrike   UnitTactic  PrairieFire UnitModify  Stampede    FlamingWeapons  ForestFire  BlockVP BlockHcTransport    FreeHcLoad  Earthquake  TechActivate    Lightning   SwapUnit    TempUnit    NativeResearch  BuildWall   Mission GatherNuggets   GatherGoal  Goal    Reserve Removed1    AttackStrategy  Herd    HuntAggressive  Hunt    Progression Foobar  RansomExplorerAsian ypOttomanLevy   TacticTax10 TacticTax5  TacticTax0  TreasureShipCoin    TreasureShipWood    TreasureShipFood    RicePaddyCoin   RicePaddyFood   WonderOldHanArmy    WonderImperialArmy  WonderMingArmy  WonderForbiddenArmy WonderTerritorialArmy   WonderStandardArmy  WonderFlyingCrow    WonderWood  WonderFood  WonderCoin  TacticUnitSpeed TacticUnitHitpoints TacticHandDamage    TacticRangedDamage  ypMigrants  TradeForFood    TradeForWood    TradeForCoin    TacticXPShrine  TacticTrade TacticWood  TacticFood  TacticCoin  TacticXP    TacticYumi  TacticAshigaru  TacticNaginataRider TacticYabusame  TacticSamurai   ToggleStealth   AttackMove  AutoRepairUnitInvalid   SetHomeCityWaterSpawnPoint  SquadWheelRight SquadWheelLeft  TrainReinforcement  YPSetDaimyoAsHCGatherPoint  SetUnitAsHomeCityGatherPoint    Abilities   AutoRepairUnitCancel    AutoRepairUnit  BuyFame ConvertCoveredWagon ImperialArmyBuyDown SetGatherPointEconomy   SquadUnlock SquadLock   Tactic32    Tactic31    Tactic30    Tactic29    Tactic28    Tactic27    Tactic26    Tactic25    Tactic24    Tactic23    Tactic22    Tactic21    Tactic20    Tactic19    Tactic18    Tactic17    Tactic16    Tactic15    Tactic14    Tactic13    Tactic12    Tactic11    Tactic10    Tactic9 Tactic8 Tactic7 Tactic6 Tactic5 Tactic4 Tactic3 Tactic2 Tactic1 Tactic0 Delete  ReturnToWork    Stance3 Stance2 Stance1 SetHomeCityGatherPoint  MarketSell2 MarketSell1 MarketBuy2  MarketBuy1  KOTHVictory RelicCapture    WonderVictory   MoveAllMilitary MakeHCDeckActive    MakeHCTechActive    FourOfAKind SpawnUnits  ResearchProtoCommand    HomeCityGatherUnit  BuildCoveredWagon   TradeRouteTrain TradeResource   NativeTrain SetGatherPointMilitary  Squad   BreakTreaty ImperialArmy    RepairColonyWall    TradeRouteUpgrade   Ransom  BuildColonyWall Cheat   Formation   PlayerData  PlayerChat  StatInfo    AdjustArmy  PlayAnimation   FillPlayerArmy  AssignItem  UseInventoryItem    InsertInventory RemoveFromInventory MoveInventory   AddToInventory  UnitStance  Teleport    Transform   UnitOrientation UnitHP  Console Resign  FileOp  SpecialPower    Pause   Stop    AddResource DeleteUnit  CreateUnit  CancelBuildingQueueItem SetGatherPoint  PlayerSpecificTrainLimitPerAction   DamageForAllHandLogicActions    CopyUnitPortraitAndIcon FreeHomeCityUnitIfTechObtainable    SetCivRelation  ActionAdd   FreeHomeCityUnitShipped DamageCap   AddTrain    FreeHomeCityMerc    UpgradeTradeRoute   MaximumXPTrickleRate    MinimumXPTrickleRate    XPTrickleRate   DamageArea  BlockTrainCount HomeCityBucketCountPoints   EnableMercs5    EnableMercs4    EnableMercs3    EnableMercs2    NativeBucketCountIncrement  NativeBucketMaxCount    NativeBucketMinCount    UnitRegenRate   TacticEnable    CostBuildingAll CostBuildingUnits   CostBuildingTechs   FreeHomeCityUnit    HomeCityBucketCountIncrement    HomeCityBucketMaxCount  HomeCityBucketMinCount  UpgradeSubCivAlliance   UpdateVisual    EnableTradeRouteTransport   EnableTradeRouteLOS EnableTradeRouteCoin    EnablePlantations   EnableCoffers   EnableMercs HomeCityTransportUnitLimit  HomeCityTransportTime   HomeCityStartingUnit    InventorySlot   UpgradeLevel    MaximumContained    SetCivilization PopulationCap   HeroCost    InventoryCarried    Enable  PermanentCost   MaxResource UnusedUsedToBeUnitLine  InventoryAmount RETIREDObstructionSize  WorkRate    Scale   Data2   SetOnBuildingDeathTech  ResourceExchange    TransformUnit   InitiateRevolution  ModifyProtoUnit ShowWorldView   ShowHCView  Blockade    Data    SetAge  TextOutputAll   TextOutput  Sound   SetName TargetDiedWall  BeginTurretRotation DestroyUnitType CameraShake NuggetFound TargetLost  MoveRetry   EjectUnit   Success Failure Foundation  TargetGone  ChangeState Return  GoneIdle    WaypointReached TargetDied  FootstepRight   FootstepLeft    Retarget    SubActionSearchNeeded   TaskUnit    SpecificSoundSet    SpecificSound   Particles   SubActionFailed SubActionDone   ProjectileHitTerrain    ProjectileHitUnit   AnimationLooped UnderAttack MoveFailed  MoveDone    MaxHP   Quiet   WonderDestroyed PowerEvade  PowerConvertDisciple    PowerDivineStrike   PowerCriticalStrike UI_StrategyWarning  UI_Stealth  TradeMonopolyLost   GCQuest1    UI_GameLocated  UI_InvitationAccepted   UI_InvitationDeclined   UI_Invitation   UI_PrivateChat  HeavyFall   UI_GameFound    Find    HeroRevive  TributeReceived ShadeCreated    BonusUnitCreated    ConvertFinished PopCapHit   IsisPreventsGP  PriestConvert   Lose    Win ResearchComplete    ChatReceived    UI_Waypoint BackToWork  Garrison    fireloop    sound\battlecry.wav sound\attacknotification.wav    PanicAge4   PanicAge3   PanicAge2   PanicAge1   Panic   ExistsAge4  ExistsAge3  ExistsAge2  ExistsAge1  Ransomed    KnockOutRevived KnockOut    Use Ambient Exists  Acknowledge Creation    Hit Grunt   Select  DanceActive DanceIdle   death_havoc_spin    BuildStaking    BuildSaw    BuildLifting    death_havoc_flail   death_by_havoc  Run Jog GatherCrate Recoil  Destruct    BurnDeath   Burning Recover GatherFish  TeleportOut TeleportIn  GatherBush  Closing Opening Closed  Opened  Convert Flail   PivotLeft   PivotRight  Walk    GatherMine  GatherHunt  GatherFarm  GatherChop  Carry   Bored   NoWork  EscapeToTC  ModifyGather    StunAttack  Stealth LikeBonus   DanceBonus  AutoRangedModify    ConvertGuardian TruckAttack Gate    AutoBuild   SpyPlane    Aircraft    Group   StateAnim   BlendMove   Sacrifice   Bombard CommandResearch Cover   Ability AutoRepair  Charge  Assault Volley  Graze   PlantFlag   FindNewWorld    Modify  Knockout    Limber  BroadsideAttack BombardAttack   BirdMove    OverrideAnimation   BoatManager Death2  TreeDeath   Spawn   Eject   Discover    Railroad    AutoGather  TownBell    Attach  Birth   AutoConvert Pickup  CorpseDecay Guard   Dropoff Work    Repair  RangedAttack    MoveByGroup Move    Hunting Heal    HandAttack  Death   Initializing database   S y s t e m I n i t i a l i z a t i o n     Game dependent init confirmAutoPatcher  C o n s o l e   loadGroupingUnicodeLUA  editorSetAllTradeRoutesToDef(string newDefName) : Editor use - sets all trade route definitons to the spedified definition. editorSetAllTradeRoutesToDef        editorUpdateUnitVisuals: Editor only functions. goes thru all the units and updates thier visuals.  editorUpdateUnitVisuals     editorSetTechStatus(string techToActivate, bool active) : Editor only function that activates/deactivates a given tech  editorSetTechStatus renderForceReset: forces the renderer to reset. renderForceReset    showSPCNote(title, text) : Display's the SPC Note Dialog with the specified title and text. showSPCNote setDropTerrainMips( int num ) : Set mip levels to skip for terrain category textures.   setDropTerrainMips      setDropDefaultMips( int num ) : Set mip levels to skip for default category textures.   setDropDefaultMips      cancelTrainReinforcement( int armyID ) : Cancel training of a reinforcement.    cancelTrainReinforcement    trainReinforcement( int armyID ) : Trains a reinforcement.  trainReinforcement      startMoviePlayback(string filename, long sizing, float fadeIn, float fadeOut) : Start fullscreen playback of a movie.   startMoviePlayback      vsync(int state) : Set vertical syncing (-1 toggles, 0 is off, 1 is on).    vsync       specialPower( int playerID, int powerEntryIndex, int powerID ) : Special power use. specialPower    command( commandName) : use command in current unit selection.  doCommandInSelected doAbilityInSelected( protoPowerName) : use ability in current unit selection.   doAbilityInSelected     doAbilityInType( protoPowerName) : use ability in proto unit type if the player has one doAbilityInType ability( int abilityId, int unitID, doWhenNotSelected ) : Explorer Abilities use.   ability     spawnUnits(protoname, count, unitID) : Spawn Units from the UnitID building.    spawnUnits      upgradeTradeRoute(int unitID) : UI use - upgrade the trade route associated with this unit. upgradeTradeRoute   setWorldTooltipRectDims1024(minX, minY, maxX, maxY) : Sets the world tooltip restricted screen rectangle to the given dimensions relative to 1024x768 resolution.   setWorldTooltipRectDims1024 drawWorldTooltipClipRect() : Toggles whether or not to draw the world tooltip restricted screen rectangle.  drawWorldTooltipClipRect    toggleWorldTooltipClipRect() : Toggles whether or not world tooltips are using the restricted screen rectangle. toggleWorldTooltipClipRect  ransomExplorer() : ransoms your explorer    ransomExplorer  breakTreaty() : break your treaties breakTreaty convertCoveredWagon() : Convert a covered wagon into a Town Center  convertCoveredWagon setHomeCityGatherUnit(int unitID): Sets the home city gather point to the specified unit.   setHomeCityGatherUnit       cancelRepairUnit(int unitID): Cancels the auto repair on the specified unit.    cancelRepairUnit        repairUnit(int unitID): Starts the auto repair on the specified unit.   repairUnit  loadGroupingUnicodeLUA : For UI use only.   loadGroupingUnicode : For UI use only.  loadGroupingUnicode     loadUserDefinedGrouping(string groupingName) : Loads a grouping from the user writable grouping directory.  loadUserDefinedGrouping     loadGrouping( string groupingName ) : Loads a grouping.  No parameter pops up dialog.   loadGrouping    homeCityShipEject( int playerID, int buildingID, int puid, int index ) : Cancels the given unit out of the ship.    homeCityShipEject   mercTrain( int playerID, int buildingID, int puid ) : Trains the given merc from the given home city building.  mercTrain       commandResearch( int commandID, int unitID) : Researches the given command from the given unit. commandResearch tradeRouteTrain( int playerID, int tradeRoutUnit, int puid ) : Trains the given PUID from the given trade post on the trade route.  tradeRouteTrain     tradeRouteCommand( int playerID, int tradeRoutUnit, int commandID ) : Adds the given command to the trade post bucket.  tradeRouteCommand   kothVictory() : starts the King of the Hill victory if valid.   kothVictory relicCapture() : starts the Relic Capture victory if valid. relicCapture    fourOfAKind() : starts the four of a kind victory if valid. homeCityTransport( int playerID ) : Transports units from the home city.    homeCityTransport   homeCityTrain2( int playerID, int cardIndex ) : Sends the given HC card in the home city.   homeCityTrain2      homeCityTrain( int playerID, int buildingID, int puid ) : Trains the given PUID from the given home city building.  homeCityTrain       lookAtHomeCityBuilding( int building ) : View the specific home city building.  lookAtHomeCityBuilding  toggleHomeCityViewTech( ) : Toggles tech home city view for the current player. toggleHomeCityViewTech  toggleHomeCityView( ) : Toggles home city view for the current player.  toggleHomeCityView      playMovie() : Plays movies from a playlist in the AVI directory playlist.aom    playMovie       confirmAutoPatcher() : Used to tell autpatcher user pressed OK on exit or error dialog. cancelAutoPatcher() : Cancel the auto patcher.  cancelAutoPatcher   startAutoPatcher(bool manualMode) : Start the auto patcher. startAutoPatcher        void setWorldDifficulty( int v ): Sets the world difficulty level.  setWorldDifficulty  setGraphicDetail(<detailLevel>) : Sets the graphic detail.  (0 = HIGH, 1 = MEDIUM, 2 = LOW) setGraphicDetail    setMinimapUnitFilter() : sets the minimap filter for units  setMinimapUnitFilter        resetDefaultPlayerColors() : reloads the player colors from the XML file    resetDefaultPlayerColors    lookAtArmy(int playerID, string armyName) : looks at given kb army. lookAtArmy  lookAt(float x, float z) : looks at given x,z location on terrain.  lookAt      helpText( string helptextSubstring ) - Lists all of the commands that contain the given substring in their help text.   help( string commandSubstring ) - Lists all of the commands that contain the given substring    help    helpPrefix( string commandPrefix ) - Lists all of the commands that start with the given prefix helpPrefix      modeToggleBetweenIfNotMP(<stringMode1> <stringMode2>) : toggles between the two modes only if we're not in a BMultiplayer game. modeToggleBetweenIfNotMP        uiEnterGameMenuModeIfNotResigned : Wrapper that enters GameMenu mode if the player isn't resigned.  uiEnterGameMenuModeIfNotResigned    startCampaign( string campaignName ) : starts the given campaign.   startCampaign   modeEnter(<stringMode>) : enters the named mode.    modeEnter       blackmap([integerState]) : toggles or sets unexplored black map rendering.  blackmap    fog([integerState]) : toggles or sets LOS fog.  player([integerPlayer]) : with no arg, outputs current player.  otherwise, sets current player to given argument        display([integerState]) : with no arg, toggles display on/off.  otherwise, sets display display displayType([integerState]) : with no arg, cycles through the various status display modes.  otherwise sets display type    displayType musicToggleBattleMode : toggles between battle mode and normal mode musicToggleBattleMode       musicPlaySong (songname, fadetime) : play a sound as if it were a music track   musicPlaySong   musicSetVolume (0.0f-1.0f) : set the current music volume   musicSetVolume  stop playing music  musicStop       brushCircularSize([<floatValue>]) : sets the circular brush size    brushCircularSize   brushSize([integerSize]) : sets brush size. brushSize   loadLightingSet([name] [apply]) : loads the specified lighting set  loadLightingSet     saveLightingSet([name]) : Saves the current status of lighting values as a set  saveLightingSet applyLightingSet([name]) : Applies a Lighting set   applyLightingSet    setTerrainLightingParams([bumpScale] [specularPower] [specularIntensity] [terrainMetalness]):sets Terrain Lighting Params   setTerrainLightingParams    setBloomFeedbackParams([currentFrameContribution] [lastFrameContribution]):sets bloom feedback params   setBloomFeedbackParams  setBloomStreakParams([streakCount] [Passes] [ElementOffset] [Exposure] [Intensity] [Falloff] [streakRed] [streakGreen] [streakBlue] [threshold]):sets bloom streak params   setBloomStreakParams        setLDRBloomParams([bloomColorR] [bloomColorG] [bloomColorB] [bloomIntensity] [bloomSigma]):sets LDR Bloom params    setLDRBloomParams   setBloomParams([bloomThreshold] [bloomColorR] [bloomColorG] [bloomColorB] [bloomIntensity] [bloomPass] [bloomSigma]):sets tonemap params    setBloomParams      setToneMapParams([exposure] [dispGamma] [greyFStops] [kneeLow] [kneeHigh] [ditherNoiseInten]):sets tonemap params   setToneMapParams    unitPlayerDefakify() sets the selected units to stop using a fake player.   unitPlayerDefakify  unitPlayerFakify(fakePlayerIndex) sets the selected units to use the fake player indicated. unitPlayerFakify    setBumpScale([scale]) : sets scene bump scale   setBumpScale    setFogParams([planarfogColorR] [planarfogColorG] [planarfogColorB] [planarfogDensity] [planarfogHeight]) : set Planar Height Params setFogParams        setSceneLightParams([sunIntensity] [power] [specIntensity] [metalness] [fogColorR] [fogColorG] [fogColorB] [fogDensity] [fogStart]) : sets scene light params   setSceneLightParams     setHemiLight([topColorR] [topColorG] [topColorB] [bottomColorR] [bottomColorG] [bottomColorB] [axisYaw] [axisPitch] [intensity] [unitIntensity] [terrainIntensity]) : sets a hemilight  setHemiLight    fakeSunParams([intensity] [specIntensity] [specPower] [inclination] [rotation]) : Set fake sun params for water fakeSunParams   resetSunColor   sunGetColor: Get sun color  sunGetColor sunColor([integerR] [integerG] [integerB]) : Set sun color to given RGB (0-255) sunColor        shadowDarkness([integerDarkness] [pcfFilterScalar] [biasNV] [biasATI] [slope]) : Set shadow darkness (0-255) - (PCF Filter Sclar 0-16)  shadowDarkness  ambientColor2([integerR] [integerG] [integerB]) : Set ambient color 2 to given RGB (0-255)  ambientColor2   reset the sun color to full resetAmbientColor   ambientGetColor : Get ambient color ambientGetColor ambientColor([integerR] [integerG] [integerB]) : Set ambient color to given RGB (0-255) ambientColor    renderFriendOrFoe([integerState]) : with no arg, toggles friend or foe colors.  otherwise, sets it  renderFriendOrFoe   renderTrilinear([integerState]) : sets trilinear filtering on/off   renderTrilinear     setSuperSampleFilterIndex([int]) : sets supersample filter kernel   setSuperSampleFilterIndex   setSuperSampleFilterScales([floatX], [floatY]) : sets supersample kernel scales(1.0 = normal, less = blurrier, higher = sharper)    setSuperSampleFilterScales  setSuperSampleFactors([floatX], [floatY]) : sets HDR supersampling factors (1.0 to 2.0, both 1.0 is off)    setSuperSampleFactors       setHDRMultisampleFactor([int]) : sets HDR multisample factor [1,8] - 1 is disabled  setHDRMultisampleFactor renderAnisotropic([integerState]) : sets desired anisotropy renderAnisotropic       renderAreaGroupID([playerID], <areaGroupID> [integerState]) : sets the render state of the given area (no integerState toggles).    renderAreaGroupID   renderAreaID([playerID], <areaID> [integerState]) : sets the render state of the given area (no integerState toggles).  renderAreaID    renderAreaDangerLevels(int playerID, int state): draws areas and color-codes them by danger level.  renderAreaDangerLevels      renderAreas([playerID], [integerState]) : sets the render state for all areas (no arg toggles). renderAreas     renderBaseID([playerID], <areaID> [integerState]) : sets the render state of the given base (no integerState toggles).  renderBaseID    renderRefresh([integerState]) : with no arg, changes refresh rate to 75hz in fullscreen.  otherwise, sets fullscreen refresh to value   renderRefresh   renderWindow([integerState]) : with no arg, toggles window/fullscreen.  otherwise, sets mode to window(1)/fullscreen(0) renderWindow    setShadowRotationOp( [bool] ): controls shadow projection rotation optimization setShadowRotationOp setShadowSnapping( [bool] ): controls shadow matrix snapping    setShadowSnapping   setShadowBiasMul( [biasMultiplier] ): set the shadow buffer bias multipler (supaScreenshot only)    setShadowBiasMul    setShadowQuality( [qualityLevel] ): set the quality level of shadows    setShadowQuality    toggleShadows(void) : toggle shadows on/off toggleShadows   areaIncrementAreaToRender( int playerID ): increments the area to render.   areaIncrementAreaToRender   trackGotoSelectedEvent(<index>): moves the camera to the current event. trackGotoSelectedEvent  trackAdvance(): advances the camera track to a specific location.   trackAdvance    trackStop(): stops the current camera track.    trackStop   trackPause(): pauses the current camera track.  trackPause      trackPlay([duration], eventID): plays a track file (otherwise if "none" than plays the current track.) with no arg uses current duration, otherwise sets duration   trackPlay   trackRemove(): removes selected track.  trackRemove trackInsert(): adds a new camera track. trackInsert trackRemoveWaypoint: removes the most recently added track waypoint from the current camera track.  trackRemoveWaypoint trackGotoSelectedWaypoint(<index>): moves the camera to the current waypoint.   trackGotoSelectedWaypoint       trackSetSelectedWaypoint(<index>): sets the current waypoint to the button with the same index. trackSetSelectedWaypoint    trackEditWaypoint: edits the currently selected camera track.   trackEditWaypoint   trackAddWaypoint: adds the camera's current position and orientation to the current camera track.   trackAddWaypoint    trackToggleShow: toggles rendering of the camera track on and off.  trackToggleShow     trackStepBackward: steps the current camera track 1 step backward.  trackStepBackward   trackStepForward: steps the current camera track 1 step forward.    trackStepForward    trackClear: clears all tracks.  trackClear  trackSave(<stringFilename>) : saves the current camera track    trackSave   trackLoad(<stringFilename>) : loads a camera track and makes it current trackLoad       cameraDump() : debug command to spew info about the current state of the game camera    cameraDump      cameraLocalYawLeft([integerKeyState]) : intended for ui use only.  Indicates that camera 'Local Yaw left' key has gone up or down.  cameraLocalYawLeft  cameraLocalYawRight([integerKeyState]) : intended for ui use only.  Indicates that camera 'Local Yaw right' key has gone up or down.    cameraLocalYawRight     cameraYawLeft([integerKeyState]) : intended for ui use only.  Indicates that camera yaw left key has gone up or down.   cameraYawLeft   cameraYawRight([integerKeyState]) : intended for ui use only.  Indicates that camera yaw right key has gone up or down. cameraYawRight  cameraRollRight([integerKeyState]) : intended for ui use only.  Indicates that camera roll right key has gone up or down.   cameraRollRight     cameraRollLeft([integerKeyState]) : intended for ui use only.  Indicates that camera roll left key has gone up or down. cameraRollLeft  cameraPitchBackward([integerKeyState]) : intended for ui use only.  Indicates that camera pitch backward key has gone up or down.   cameraPitchBackward cameraPitchForward([integerKeyState]) : intended for ui use only.  Indicates that camera pitch forward key has gone up or down. cameraPitchForward      cameraDown([integerKeyState]) : intended for ui use only.  Indicates that camera down key has gone up or down.  cameraDown      cameraUp([integerKeyState]) : intended for ui use only.  Indicates that camera up key has gone up or down.  cameraUp    cameraLeft([integerKeyState]) : intended for ui use only.  Indicates that camera left key has gone up or down.  cameraLeft      cameraRight([integerKeyState]) : intended for ui use only.  Indicates that camera right key has gone up or down.    cameraRight cameraWorldBackwardRight([integerKeyState]) : intended for ui use only.  Indicates that camera world backward & right key has gone up or down.  cameraWorldBackwardRight        cameraWorldBackwardLeft([integerKeyState]) : intended for ui use only.  Indicates that camera world backward & left key has gone up or down.    cameraWorldBackwardLeft cameraWorldBackward([integerKeyState]) : intended for ui use only.  Indicates that camera world backward key has gone up or down.   cameraWorldBackward cameraBackward([integerKeyState]) : intended for ui use only.  Indicates that camera backward key has gone up or down.  cameraBackward  cameraWorldForwardRight([integerKeyState]) : intended for ui use only.  Indicates that camera world forward & right key has gone up or down.    cameraWorldForwardRight cameraWorldForwardLeft([integerKeyState]) : intended for ui use only.  Indicates that camera world forward & left key has gone up or down.  cameraWorldForwardLeft      cameraWorldForward([integerKeyState]) : intended for ui use only.  Indicates that camera world forward key has gone up or down. cameraWorldForward      cameraForward([integerKeyState]) : intended for ui use only.  Indicates that camera forward key has gone up or down.    cameraForward   cameraNice : puts the camera in a reasonable orientation.   cameraNice  cameraRotate(<integerState>) : sets whether camera limiting is on.  cameraRotate        terrainAdjustGlobalHeight(float meters) : adjusts (raise/lower) the terrain height by the specified meters. terrainAdjustGlobalHeight   terrainGetAmbient: Get terrain ambient reflectivity terrainGetAmbient   terrainAmbient([integerR] [integerG] [integerB]) : Set terrain ambient reflectivity to the given RGB (0-255)    terrainAmbient  terrainPaintMix: paint whole terrain with given mix.    terrainPaintMix terrainPaint: paint whole terrain with given texture.   terrainPaint    terrainSetMix([integerType]) : sets the terrain mix to paint.   terrainSetMix   terrainSetSubtype([integerType]) : sets the terrain subtype to paint.   terrainSetSubtype       terrainSetType([integerType]) : sets the terrain type to paint. terrainSetType  terrainFlattenArea(<integerX1> <integerY1> <integerX2> <integerY2> : flattens a sub-area of the terrain.    terrainFlattenArea  terrainFlatten: flattens the entire terrain.    terrainFlatten  terrainFilterArea(<integerX1> <integerY1> <integerX2> <integerY2> : filters a sub-area of the terrain.  terrainFilterArea   terrainFilter: filters the entire terrain.  terrainFilter   restart() : re-launch current scenario. restart loadCamera(<stringFilename>) : load camera from file.   loadCamera      saveCurrentHomeCityWidescreenCamera() : save widescreen camera to file. saveCurrentHomeCityWidescreenCamera saveCurrentHomeCityCamera() : save camera to file.  saveCurrentHomeCityCamera   saveCamera(<stringFilename>) : save camera to file. saveCamera      loadRecentFile(<stringFilename>) : loads the file named, interpreting whether it is a scenario, savegame, etc. dynamically  loadRecentFile      loadCampaignScenario(<stringFilename>) : loads in a campaign scenario file. loadCampaignScenario        loadTutorial(<stringFilename>, <loadMode>, <loadImage>, <textID>, <isAge3Scenario>) : loads in a tutorial scenario file.    loadTutorial    loadScenario(<stringFilename>) : loads in a scenario file.  loadScenario    loadGame(<stringFilename>) : loads in a saved game. loadGame    saveScenario(<stringFilename>) : saves out a scenario file. saveScenario    saveGame(<stringFilename>) : saves out a game in progress.  saveGame        configHelpPrefix([symbolFilter]) : show all formally defined config variables that start with the filter string, or use no parameters for a full list.  configHelpPrefix        configHelp([symbolFilter]) : show all formally defined config variables that contain the filter string, or use no parameters for a full list.   configHelp  configGetByID(<intValue>) : look up config by enum ID   configGetByID       config(<stringToken>) : changes config state just like a .cfg line  config      configToggle(<stringName>) : defined var becomes undefined, and vice versa  configToggle    configUndef(stringName) : un-defines a config variable  configUndef configDef(<stringName>) : defines a config variable configDef   configSetFloat(<stringName> <floatValue>) : sets a config var to a floating point value configSetFloat  configSetInt(<stringName> <integerValue>) : sets a config var to an integer value   configSetInt        configSet(<stringName> <stringValue>) : sets a particular config var to a string value  configSet   configDump : sends to output a list of all current config vars  configDump  obscuredUnitToggle: Toggles between different ways obscured units are shown.    obscuredUnitToggle      unitReturnToWork: Issues a return to work for the selected unit(s). unitReturnToWork    unitTownBell: Issues a town bell for the selected unit(s).  unitTownBell    squadWheel( float angle, int squadID ) : Wheels the squad.  squadWheel  setSquadMode: Sets the mode for a squad.    setSquadMode    squadMode: Sets the mode for a squad.   squadMode   unitToggleStealth: Toggles stealth mode for this unit.  unitToggleStealth   unitSetTactic: Sets the tactic for this unit.   unitSetTactic   unitSetStancePassive: Sets the unit stance for all selected units to passive.   unitSetStancePassive    unitSetStanceDefensive: Sets the unit stance for all selected units to defensive.   unitSetStanceDefensive      unitSetStanceAggressive: Sets the unit stance for all selected units to aggressive. unitSetStanceAggressive     unitSetVariation([UnitID]) : Decrements the current variation of the given UnitID (current selected unit(s) if UnitID is -1).   unitDecVariation        unitIncVariation([UnitID]) : Increments the current variation of the given UnitID (current selected unit(s) if UnitID is -1).   unitIncVariation        unitSetVariation(<Variation> [UnitID]) : Sets the current variation of the given UnitID (current selected unit(s) if UnitID is -1). unitSetVariation    unitData({intUnitID}) : spews database values on the specified unit or the selected unit (if no argument).  unitData    resourceTrade(<intPlayerID> <stringResourceTo> <floatAmountTo> <stringResourceFrom> <resourceAmountFrom>) : Sends out a trade resource command for the given player, resource and amount.   resourceTrade       resourceMarket(<intPlayerID> <stringResourceTo> <floatAmount> <stringResourceFrom>) : Sends out a market use command for the given player, resource and amount.  Negative means selling.    resourceMarket  outputBlankLine : Dumps a blank line to the output. outputBlankLine alignSelectedUnits() : realigns all selected units to tile boundaries   alignSelectedUnits      alignResources() : realigns all resources in the world to tile boundaries   redo : Re-does the last undone operation.   redo    undo : undoes the last editing operation.   undo        resbpp(<integerXRes>, <integerYRes>, <integerBPP>) : changes screen resolution and bit depth.   resbpp  res(<integerXRes>, <integerYRes>) : changes screen resolution.  res hackscreenshot: take a screen shot  hackscreenshot  screenshot: take a screen shot  screenshot  exit: exits the game    exit    unpauseNoChecks : forces the game to unpause    unpauseNoChecks     pause2([integerState]) : with no arg, toggles pause state on/off.  otherwise, sets pause state  pause2  pause([integerState][checkForAllowPause]) : with no arg, toggles pause state on/off.  otherwise, sets pause state   console : toggles the state of the console dialog   IMEEnable(<true/false>) : enables or disables IME   IMEEnable   echoNum(<stringMessage>) : sends a number to the console output echoNum echoLocalized(<stringID>) : sets the game status text from a string in the string resource. echoLocalized   echo(<stringMessage>) : sends a message to the console output   echo        map(<eventString> <contextString> <commandString> : maps input event to command, in that context.  See input mapper design.doc for more details.    map void homeCityResearchByIDPregame(<techID>) : Researches the given home city tech when you are *really* completely out side of the game. homeCityResearchByIDPregame     void homeCityResearchByIDOutsideGame(<playerID> <techName>) : Researches the given home city tech when a game is not active.    homeCityResearchByIDOutsideGame void homeCityMakeActiveByID(<playerID> <techName>) : Activates the given home city tech.    homeCityMakeActiveByID      void homeCityResearchByID(<playerID> <techName>) : Researches the given home city tech. homeCityResearchByID    void homeCityResearch(<playerID> <techName>) : Researches the given home city tech. homeCityResearch    void click() : plays the default UI click sound.    click       void trainInSelectedByID(<protoID>, <traincount>) : just like train in selected, but fastAr because it takes a protoID  trainInSelectedByID     void tis(<stringProtoName>,<traincount>) : just like train in selected, but more abbreviated    tis     void cancelResearchInSelected(<TechID>) : cancel researching of a tech in any valid selected unit   cancelResearchInSelected    void cancelTrainInSelected(<ProtoUnitID>,<All>) : cancel training of a unit type in any valid selected unit cancelTrainInSelected       void trainInSelected(<stringProtoName>,<traincount>) : tries to train the selected unit type in any valid selected unit trainInSelected void trainByID (<ProtoUnitID> <TrainingUnitID> [Player#]) : Start the training of a unit of ProtoUnitID from TrainingUnitID for the current player (if no player is specified)  trainByID       researchTechInSelected( techName) : research a tech in current unit selection.  researchTechInSelected  void researchByID (<TechID> <ResearchingUnitID> [Player#]) : Start the research of TechID from ResearchingUnitID for the current player (if no player is specified) researchByID        uiLowerElevation([integerKeyState]) : intended for ui use only.  Indicates that the lower elevation button has gone up/down.    uiLowerElevation        uiRaiseElevation([integerKeyState]) : intended for ui use only.  Indicates that the raise elevation button has gone up/down.    uiRaiseElevation    uiStopSelectedUnits : stop selected units.  uiStopSelectedUnits     uiRemoveSelectedUnit([unitID]) : Removes specified unit, or selected unit if not ID is specified.   uiRemoveSelectedUnit    uiDeleteAllSelectedUnits : deletes all selected unit.   uiDeleteAllSelectedUnits    uiDeleteSelectedUnit2() : deletes selected unit.    uiDeleteSelectedUnit2   uiDeleteSelectedUnit() : deletes selected unit. uiDeleteSelectedUnit        uiSampleTerrainAtPointer : intended for ui use only.  Samples terrain type at pointer.  uiSampleTerrainAtPointer        uiPaintTerrainToSample([integerKeyState]) : intended for ui use only.  Indicates that the sample terrain button has gone up/down.   uiPaintTerrainToSample      uiSampleCliffElevationAtPointer : intended for ui use only.  Samples Cliff elevation height at pointer. uiSampleCliffElevationAtPointer uiSampleElevationAtPointer : intended for ui use only.  Samples elevation height at pointer.    uiSampleElevationAtPointer      uiChangeElevationToSample([integerKeyState]) : intended for ui use only.  Indicates that the change elevation to sample button has gone up/down.    uiChangeElevationToSample   uiWheelRotateCamera: intended for ui use only.  Rotate with wheel -- i.e. intended to be mapped to wheel    uiWheelRotateCamera uiWheelRotate: intended for ui use only.  Rotate with wheel -- i.e. intended to be mapped to wheel  uiWheelRotate       uiWorkAtPointer: intended for ui use only.  Issues "work" at pointer location.  uiWorkAtPointer uiMoveSelectionAddButtonUp : intended for ui use only.  Indicates that selection button has been released.  uiMoveSelectionAddButtonUp  uiMoveSelectionAddButtonDown : intended for ui use only.  Indicates that selection button has been pressed. uiMoveSelectionAddButtonDown        uiMoveSelectionButtonUp : intended for ui use only.  Indicates that selection button has been released. uiMoveSelectionButtonUp uiMoveSelectionButtonDown : intended for ui use only.  Indicates that selection button has been pressed.    uiMoveSelectionButtonDown   uiRotateSelection : intended for ui use only.  rotates the selected UNIT.   uiRotateSelection   uiToggleSelectionButton : intended for ui use only.     uiToggleSelectionButton uiAddSelectionButtonUp : intended for ui use only.  Indicates that the add selection button has been released.  uiAddSelectionButtonUp  uiAddSelectionButtonDown : intended for ui use only.  Indicates that the add selection button has been pressed. uiAddSelectionButtonDown        uiDoubleClickSelect([integerAdd], [checkAction]) : intended for ui use only.  Double click select at pointer location.  uiDoubleClickSelect     uiRemoveFromAnyNumberGroup: removes current selection from any army.    uiRemoveFromAnyNumberGroup      uiAddSelectNumberGroup([integerGroup]) : adds the units in the given number group to current selection. uiAddSelectNumberGroup  uiSelectNumberGroup([integerGroup]) : selects the units in the given number group.  uiSelectNumberGroup uiClearNumberGroup([integerGroup]) : erases the given number group. uiClearNumberGroup  uiCreateNumberGroup([integerGroup]) : creates a number group with the currently selected units. uiCreateNumberGroup     uiSelectionButtonUp : intended for ui use only.  Indicates that selection button has been released. uiSelectionButtonUp uiSelectionButtonDown : intended for ui use only.  Indicates that selection button has been pressed.    uiSelectionButtonDown   rotateWaterRight([integerKeyState]) : intended for ui use only.  Indicates that the rotate water right button has gone up/down. uiRotateWaterRight      rotateWaterLeft([integerKeyState]) : intended for ui use only.  Indicates that the rotate water left button has gone up/down.   uiRotateWaterLeft       uiLowerWater([integerKeyState]) : intended for ui use only.  Indicates that the lower water button has gone up/down.    uiLowerWater    uiRaiseWater([integerKeyState]) : intended for ui use only.  Indicates that the raise water button has gone up/down.    uiRaiseWater    uiPaintWaterObjects: Paint objects on the currently selected water. uiPaintWaterObjects uiUnSelectWater: intended for ui use only.  Unselects currently selected water. uiUnSelectWater uiSelectWaterAtPointer: intended for ui use only.  Selects water at pointer location.   uiSelectWaterAtPointer  uiWheelRotatePlacedUnit: intended for ui use only.  Rotate placed unit with wheel -- i.e. intended to be mapped to wheel    uiWheelRotatePlacedUnit     uiMoveUnitDown([integerKeyState]) : intended for ui use only.  Indicates that the move unit down key has gone up/down.  uiMoveUnitDown  uiMoveUnitUp([integerKeyState]) : intended for ui use only.  Indicates that the move unit up key has gone up/down.  uiMoveUnitUp        uiMoveUnitLeft([integerKeyState]) : intended for ui use only.  Indicates that the move unit left key has gone up/down.  uiMoveUnitLeft  uiMoveUnitRight([integerKeyState]) : intended for ui use only.  Indicates that the move unit right key has gone up/down.    uiMoveUnitRight     uiMoveUnitBackward([integerKeyState]) : intended for ui use only.  Indicates that the move unit backward key has gone up/down.  uiMoveUnitBackward      uiMoveUnitForward([integerKeyState]) : intended for ui use only.  Indicates that the move unit forward key has gone up/down.    uiMoveUnitForward       uiRollUnitLeft([integerKeyState]) : intended for ui use only.  Indicates that the roll unit left key has gone up/down.  uiRollUnitLeft  uiRollUnitRight([integerKeyState]) : intended for ui use only.  Indicates that the roll unit right key has gone up/down.    uiRollUnitRight     uiPitchUnitDown([integerKeyState]) : intended for ui use only.  Indicates that the pitch unit down key has gone up/down.    uiPitchUnitDown     uiPitchUnitUp([integerKeyState]) : intended for ui use only.  Indicates that the pitch unit up key has gone up/down.    uiPitchUnitUp   uiYawUnitLeft([integerKeyState]) : intended for ui use only.  Indicates that the yaw unit left key has gone up/down.    uiYawUnitLeft   uiYawUnitRight([integerKeyState]) : intended for ui use only.  Indicates that the yaw unit right key has gone up/down.  uiYawUnitRight  uiClearCursor : resets the cursor to the basic pointer. uiClearCursor   uiLeaveContext(<stringContext>) : leaves the specified UI context.  uiLeaveContext      uiEnterContext(<stringContext>) : enters the specified UI context.  uiEnterContext      uiSetProtoCursorID(<integerProtoID>) : sets the cursor to a proto-unit. uiSetProtoCursorID      uiSetProtoCursor(<stringProtoName>, <setPlacement>) : sets the cursor to a proto-unit.  uiSetProtoCursor        uiEmpowerAtPointer: Commands the selected unit(s) to Empower the target building at the pointer position.   uiEmpowerAtPointer  uiRepairAtPointer: Commands the selected unit(s) to repair the target building at the pointer position. uiRepairAtPointer       uiGarrisonToPointer: Commands the selected unit(s) to garrison in a building at the pointer position.   uiGarrisonToPointer uiHelpAtPointer : Sends out a Help at the pointer position. uiHelpAtPointer uiCommsFlareAtPointer : Used when flaring a position for player comms dialog.   uiCommsFlareAtPointer   uiFlareAtPointer : Sends out a flare at the pointer position.   uiFlareAtPointer        uiTransformSelectedUnit: transforms the selected unit into the specified proto unit.    uiTransformSelectedUnit uiClearGatherPoint: Clears the gather point for the selected unit(s), returning it to a default state.  uiClearGatherPoint      uiSetHomeCityWaterSpawnPointAtPointer( void ): Sets the HC spawn point. uiSetHomeCityWaterSpawnPointAtPointer   uiSetGatherPointAtPointer ( bool homeCity, bool water ): Sets the gather points for the selected unit(s) to the pointer position.   uiSetGatherPointAtPointer   uiWheelRotateRiverShallow: intended for ui use only.  Rotate river shallow with wheel -- i.e. intended to be mapped to wheel    uiWheelRotateRiverShallow   uiRemoveRiverShallow : .    uiRemoveRiverShallow    uiPlaceRiverShallow : . uiPlaceRiverShallow uiCreateRandomRiver : . uiCreateRandomRiver uiCreateRiver : .   uiCreateRiver   uiRemoveRiverWaypoint : .   uiRemoveRiverWaypoint   uiPlaceRiverWaypoint : .    uiPlaceRiverWaypoint    uiCreateRiverToggleWaypointMode : . uiCreateRiverToggleWaypointMode uiBuildWallAtPointer : instructs the currently selected unit(s) to build the current proto unit cursor building type at the pointer location, with wall-like endpoint behavior. uiBuildWallAtPointer    uiFormationOrientation( ) : Sets the orientation of a formation.    uiFormationOrientation      uiBuildAtPointer( ) : instructs the currently selected unit(s) to build the current proto unit cursor building type at the pointer location.    uiBuildAtPointer    editMode(<symbolModeName>) : changes the edit mode  editMode    P A S S T H R U     t e x g e n     R E V S U B T R A C T   S U B T R A C T     p a r t i c l e _ n o r m a l _ d e p t h   p a r t i c l e _ s u b t r a c t i v e _ d e p t h     p a r t i c l e _ a d d i t i v e _ d e p t h   p a r t i c l e _ n o r m a l   p a r t i c l e _ s u b t r a c t i v e     p a r t i c l e _ a d d i t i v e   a l p h a t e s t _ b l e n d c o l o r     
?ompColorText   compTranslucence    compColorInputErr   compColorTargetNotConv  compColorConverted  compColorTargetConv compColorInput  candColorText   candColorBorder candColorBase   symbolTranslucence  symbolHeight    symbolColorText symbolColorOff  symbolColor I m e S e t t i n g s   i m e u i s e t t i n g s . x m l   I m e I n d i c a t o r     ? ?T fov l o a d i n g 1 0 2 4 y % l d   ( n u l l )     A l p h a V a r i a t i o n     M a x E r o s i o n A l p h a   M i n E r o s i o n A l p h a   B e v e l A m o u n t   E x t r a R a d i u s M a x     E x t r a R a d i u s M i n     E x t r a R a d i u s S c a l e     M a x E r o s i o n S t a g e s     M i n E r o s i o n S t a g e s     P a r a m e t e r s     T i l e     S e q u e n c e     t e r r a i n \ T e r r a i n E r o s i o n . x m l     d i s a b l e d     h i g h l i g h t   d e p r e s s e d   n o r m a l     p i x e l x f o r m C o l o r   p i x e l x f o r m U I     U I _ D e f a u l t R o l l o v e r S e t   U I _ D e f a u l t P r e g a m e C l i c k S e t   b u t t o n S e t s     b u t t o n s e t s . x m l     % s b u t t o n s e t s . x m l     tooltipUIShowTime   tooltipUIHideTime   s u p e r s a m p l e f i l t e r y % i _ s m 3     s u p e r s a m p l e f i l t e r x % i _ s m 3         b l o o m _ f i l t e r _ v e r t i c a l _ S p e c u l a r _ s m 3     b l o o m _ f i l t e r _ h o r i z o n t a l _ S p e c u l a r _ s m 3     l i g h t i n g \ t o n e m a p d i t h e r     t o n e m a p _ s m 3   s u p e r s a m p l e f i l t e r _ s m 3   c o p y f e e d b a c k b u f f e r _ s m 3     b l o o m _ s t r e a k _ f i l t e r _ a c c u m u l a t e _ s m 3     b l o o m _ s t r e a k _ f i l t e r _ 8 S a m p l e s _ s m 3         b l o o m _ s t r e a k _ f i l t e r _ 7 S a m p l e s _ s m 3         b l o o m _ s t r e a k _ f i l t e r _ 6 S a m p l e s _ s m 3         b l o o m _ s t r e a k _ f i l t e r _ 5 S a m p l e s _ s m 3         b l o o m _ s t r e a k _ f i l t e r _ 4 S a m p l e s _ s m 3         b l o o m _ s t r e a k _ f i l t e r _ 3 S a m p l e s _ s m 3         b l o o m _ s t r e a k _ f i l t e r _ 2 S a m p l e s _ s m 3         b l o o m _ s t r e a k _ f i l t e r _ 1 S a m p l e s _ s m 3         b l o o m _ f i l t e r _ h o r i z o n t a l _ 2 S a m p l e s _ s m 3         b l o o m _ f i l t e r _ h o r i z o n t a l _ 4 S a m p l e s _ s m 3         b l o o m _ f i l t e r _ h o r i z o n t a l _ 8 S a m p l e s _ s m 3         b l o o m _ f i l t e r _ h o r i z o n t a l _ 1 2 S a m p l e s _ s m 3       b l o o m _ f i l t e r _ h o r i z o n t a l _ 1 6 S a m p l e s _ s m 3       b l o o m _ f i l t e r _ h o r i z o n t a l _ 2 4 S a m p l e s _ s m 3       b l o o m _ f i l t e r _ h o r i z o n t a l _ 4 8 S a m p l e s _ s m 3       b l o o m _ f i l t e r _ v e r t i c a l _ 2 S a m p l e s _ s m 3     b l o o m _ f i l t e r _ v e r t i c a l _ 4 S a m p l e s _ s m 3           @?    i d     u s e f p 1 6   L D R   b l o o m i n g     % s . d 3 d c o n f i g     d 3 d c o n f i g   G e n e r i c 3 _ H D R F P 1 6 _ N V S h a d o w   P a r t i a l P r e c i s i o n     F i x e d F u n c t i o n V e r t s     v e r t e x s h a d e r p r o f i l e   p i x e l s h a d e r p r o f i l e     v e r t e x s h a d e r v e r s i o n   p i x e l s h a d e r v e r s i o n     t o n e m a p   s h a d o w i n g   h a s B a d D X T 1 I n t e r p o l a t i o n   t e c h n i q u e s     XML render config -- choosing generic device configuration file '%S'    L o w   M e d i u m     H i g h     V e r y H i g h     d e v i c e     XML render config -- found vendor 0x%X as '%S'  g e n e r i c   v e n d o r     d e v i c e s . x m l   % s d e v i c e s . x m l   DeviceIdentifier: %S    Revision = 0x%x SubSysID = 0x%x DeviceID = 0x%x VendorID = 0x%x Driver: %s -- version %d.%d.%d.%d   Render using: %s        ------------------------------------------------------------------------              b l o o m _ f i l t e r _ v e r t i c a l _ 8 S a m p l e s _ s m 3     b l o o m _ f i l t e r _ v e r t i c a l _ 1 2 S a m p l e s _ s m 3   b l o o m _ f i l t e r _ v e r t i c a l _ 1 6 S a m p l e s _ s m 3   b l o o m _ f i l t e r _ v e r t i c a l _ 2 4 S a m p l e s _ s m 3   b l o o m _ f i l t e r _ v e r t i c a l _ 4 8 S a m p l e s _ s m 3   d o w n s a m p l e 4 _ s m 3      ?@e n a b l e     _ S H A D O W S _ F I L T E R _ 3 x 3 _ B I L I N E A R _   _ S H A D O W S _ F I L T E R _ 2 x 2 _ B I L I N E A R _   S H A D O W I N G _ N V     N V I D I A     S h a d o w M a p S o l u t i o n   a l l O n e P a s s     b i a s F a c t o r A T I   b i a s A T I   b i a s N V     s l o p e f a c t o r   q u a l i t y   u p d a t e i n t e r v a l     disableShadows  S h a d o w M a p D e p t h     S h a d o w M a p C o l o r     I N V _ S H A D O W M A P _ S I Z E     % 1 . 9 f   S H A D O W M A P _ S I Z E     S H A D O W M A P _ T E X O F F S E T   % . 1 0 f   clearblue   t r e e V a r i a t i o n C o l o r s . x m l   t r e e V a r i a t i o n C o l o r 1 5     t r e e V a r i a t i o n C o l o r 1 4     t r e e V a r i a t i o n C o l o r 1 3     t r e e V a r i a t i o n C o l o r 1 2     t r e e V a r i a t i o n C o l o r 1 1     t r e e V a r i a t i o n C o l o r 1 0     t r e e V a r i a t i o n C o l o r 9   t r e e V a r i a t i o n C o l o r 8   t r e e V a r i a t i o n C o l o r 7   t r e e V a r i a t i o n C o l o r 6   t r e e V a r i a t i o n C o l o r 5   t r e e V a r i a t i o n C o l o r 4   t r e e V a r i a t i o n C o l o r 3   t r e e V a r i a t i o n C o l o r 2   t r e e V a r i a t i o n C o l o r 1   t r e e V a r i a t i o n C o l o r     w a t e r C o l o r S c a l e s     w a t e r B u m p S c a l e s   w a t e r S h a l l o w C o l o r   w a t e r D e e p C o l o r     w a t e r S k y     w a t e r B u m p   t r e e W i n d H a c k     h a c k T e x t u r e   f i r e T e x t u r e   d a m a g e T e x t u r e   p l a y e r C o l o r 3     p l a y e r C o l o r 2     Unable to get SLI mode! nvCPL reports %i GPU(s).    lanczos3    * . m u l t i e f f e c t   m u l t i e f f e c t   A r i a l   U n i c o d e   M S     * . m u l t i v s   m u l t i V S   * . m u l t i p s   m u l t i P S   * . m u l t i t s s     m u l t i T S S     * . m u l t i r s   m u l t i R S   * . m u l t i t e c h n i q u e     m u l t i t e c h n i q u e     NvCplGetDataInt NvCplSetDataInt N V C P L . d l l   ;BXMLConglomerator: registering file %s  L a s t P r o f i l e 3 . d a t     % CP? 0R? W p MVp p _Wp Wp p ElNV' Z'p e r s i s t e n t y . c f g   ?X ?X ? VN? GM? ? oS? ?X  4X  FU ? X ? U ?X [FU ? ? J V%? V%? u >X @*X d>X ?X *X X X ? ? f ~ ~ ~   ) P  
 ?8X W A g e 3     NO? lI? E? aJ? ? aK? UL? >M? vN? UL? ??         ?k     ?k * . x m l   noPersistentConfigs SPCLoad-Continue    X $R? JB? ? ?? ?? *x? cv? ? %
? 	j? /I? ? -b?         B k     D e f a u l t K e y M a p Y     A r t \     d u m m y o b j e c t s . x m l     A 0   l " S % ` 2 > , V (   > , ` 2 x |   ` 2 ( M   > , ` 2 F l V (     # V % k ! ` M S   # V % k ! ` M S   # V % k ! ` M S     , ! | F 2 x x | A 0 ; 2 # V   ; 2 V ( > , % k 2 x S %   A 0 ! ` # V   0 $ | F ; 2 ! ` % k ! ` M S   ` 2 % k > ,     l " S % ` 2   % k 2 x   x | S % % k 2 x   M S | F . 4       # V ` 2 ! ` ' x |   j > % k $ # j >   x | S % V (   2 3 % k x | 0 $ | F > , > ,     l " | F F l   l " ` 2 ` 2   F l ` 2 > , . 2     l " V (   < 3   ( M > , | F ( M ( M . 4 ! 1 !       . 4 A 0   M S ` 2 x | x | A 0   , ! A 0 j > V (   # V ` 2   l " % k x | S %   l " S % A 0 x |   . 4 A 0   M S ` 2 x |   l " S % V ( ; 2 V ( ' 2 x   x | S % A 0 x |   A 0 " . V ( ?     x | | F $ # j >   x | | F $ # j >   x | | F $ # j >     l " V ( V (   ` 2 ` 2 S %   l " V ( V (   ` 2 ` 2 S %   ` 2   $ # A 0 ! ` A 0 # V A 0   2 0 0 5     2 x ` 2 ` 2 ` 2   M S ` 2 ` 2 # V   2 x 2 3 V ( V ( # V   A 0 > , l " A 0 . 4 2 x   l " % k ! ` 2 x     x | S % % k 2 x   % k 2 x   x | ` 2 ` 2   S % A 0 ; 2 # V   0 $ > , A 0 S %   0 $ > , A 0 S %   0 $ > , A 0 S %     " .   , ! A 0 ; 2 j > 2 x   x | S % V (   2 x 2 3 ` 2 x |       A 0   ; 2 V ( $ # V ( ! ` x |   2 x x | | F # V . 4   % k ! ` # V % k $ # A 0 x | V ( # V   x | S % A 0 x |   1 0 0 %   ` 2 ( M   S % V ( ; 2 # V A 0 0 $ > , V ( 2 x   A 0 ; 2 V (   ` 2 0 $ V ( 2 x V (   ! ` ` 2 F l A 0   &   ` 2 ; 2 % k ` 2 ! `   x | ; 2 A 0 # V V (   2 3 > , 4 #       M S % k F l V (   , ! V (   > , % k 0 $ V ( ; 2 x | . 4   ` 2 ; 2   M S % k F l V (   , ! V (   $ # ` 2 % k ! `     < $ # V ( ! ` 2 x ` 2 ; 2 V ( # V >         , ! V ( # V % k | F , !   ; 2 A 0 ; 2 V (   2 3 > , V ( A 0 2 x V (     c D e f G a m e O p t i o n s   c D e f G a m e M o d e S e t t i n g s     displayName S e t t i n g s     b m x ? ? ? T x m l   D e f a u l t P r o f i l e 3   L a s t S e l e c t e d D M L A N H C   L a s t S e l e c t e d D M S P H C     L a s t S e l e c t e d D M E S O H C   L a s t S e l e c t e d L A N H C   L a s t S e l e c t e d S P H C     L a s t S e l e c t e d E S O H C   L a s t S e l e c t e d C i v   G U I D     P a s s w o r d     O n l i n e N a m e     S h o w E S O W a r n i n g     S a v e E S O N a m e   E S O N a m e   Def * . % s     1 0 2 4   x   7 6 8     K e y M a p G r o u p s     U s e r I n f o r m a t i o n   Version S e t t i n g   E d g e T r i g g e r e d   C o n t e x t   D i s p l a y F o r m a t   K e y M a p D a t a     K e y M a p G r o u p   v e h i c l e s . x m l     ----------------------------
    Base system initialized.   
    Havok - Build (%d)
    ---------------------------
    U ? ? ? ? ? ? ? ? ? ? h         % u n i t a i t y p e s . t x t   .rbm    .age3Yrec   .con    .cfg    .age3Ysav   .trk    .age3Yscn   .age3Xscn   .age3scn    % s     ?f? -DT??      ?S o f t w a r e \ M i c r o s o f t \ M i c r o s o f t   G a m e s \ A g e   o f   E m p i r e s   3   E x p a n s i o n   P a c k \ 1 . 0     U U     p d v d D i g i t a l P r o d u c t I D     protoy.xml  Game locale: %S logleaks    logerrors   logwarnings Age3Log.txt A g e 3 m m l o g . t x t   noassertdialog  noassert    showPaths   renderPathingQuad   renderObstructionManager    renderUnitGroups    .exe    ?*  SunMonTueWedThuFriSat   JanFebMarAprMayJunJulAugSepOctNovDec    TZ          U         U                  k     k k 
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 File '%S' opened at %s
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   Last fifteen seconds    Last second Last update Last frame  Total   ~ M H z         H A R D W A R E \ D E S C R I P T I O N \ S y s t e m \ C e n t r a l P r o c e s s o r \ 0     M e m o r y L o g g i n g = C a l l S t a c k   M e m o r y L o g g i n g = D e t a i l e d     M e m o r y L o g g i n g = B r i e f   M e m o r y F i l l = R a n d o m   M e m o r y F i l l = D e f a u l t     M e m o r y B r e a k O n N e w =   joystickz   joysticky   joystickx   joystick12up    joystick12  joystick12down  joystick11up    joystick11  joystick11down  joystick10up    joystick10  joystick10down  joystick9up joystick9   joystick9down   joystick8up joystick8   joystick8down   joystick7up joystick7   joystick7down   joystick6up joystick6   joystick6down   joystick5up joystick5   joystick5down   joystick4up joystick4   joystick4down   joystick3up joystick3   joystick3down   joystick2up joystick2   joystick2down   joystick1up joystick1   joystick1down   mousez  mousey  mousex  mouse8doubleup  mouse8double    mouse8doubledown    mouse8up    mouse8  mouse8down  mouse7doubleup  mouse7double    mouse7doubledown    mouse7up    mouse7  mouse7down  mouse6doubleup  mouse6double    mouse6doubledown    mouse6up    mouse6  mouse6down  mouse5doubleup  mouse5double    mouse5doubledown    mouse5up    mouse5  mouse5down  mouse4doubleup  mouse4double    mouse4doubledown    mouse4up    mouse4  mouse4down  mouse3doubleup  mouse3double    mouse3doubledown    mouse3up    mouse3  mouse3down  mouse2doubleup  mouse2double    mouse2doubledown    mouse2up    mouse2  mouse2down  mouse1doubleup  mouse1double    mouse1doubledown    mouse1up    mouse1  mouse1down  I n v a l i d   G l o b a l \ % s       a r t / e f f e c t s / p a r t i c l e S e t F i l e L i s t . x m l   P a r t i c l e S e t D e f     p s e t s f i l e   p a r t i c l e S e t X M L F i l e s   A g e   o f   E m p i r e s   3     p r o d u c t i o n y . c f g   g a m e y . c f g   Age of Empires 3    Software\Microsoft\Microsoft Games\Age of Empires 3 Expansion Pack 2\1.0    GetPidx M G S P I D Y . D L L   ^?0oM?"?I ?heckRequirements   Config_Release  Config_InitVideoCardInfo    CreateConfigDetection   C o n f i g D e t e c t y . d l l   % s s p l a s h y . b m p   u s e r . c f g     l o c a l e y . c f g   EBUEula e u l a y . d l l   0123456789+-     
 =    //  ImmDisableTextFrameService  ImmUnlockIMCC   ImmLockIMCC ImmUnlockIMC    ImmLockIMC  imm32.dll   kR#Oh><P? ? `A I 3 \     T r i g g e r 3 \   R M 3 \ g r o u p i n g s \     R M 3 \     c a m p a i g n \   S c e n a r i o \   U s e r s \     \ \     U n i t H e l p S t r i n g s y . x m l     r a n d o m m a p s t r i n g s y . x m l   U n i t H e l p S t r i n g s x . x m l     U n i t H e l p S t r i n g s . x m l   P a t c h e s \     A g e   o f   E m p i r e s   3 \   SHGetFolderPathW    s h f o l d e r . d l l     A I \   A I 2 \     D a t a \   H o m e C i t i e s \   S c r e e n s h o t s \     S a v e g a m e \   S t a r t u p \     U s e r s 2 \   U s e r s 3 \   S t r i n g T a b l e y . x m l     soundxml.bar    sound.bar   render3.bar soundxml2.bar   sound2.bar  soundxml3.bar   sound3.bar  art3.bar    art2.bar    art1.bar    art.bar MediaCenter Specifies Media Center is running.  AttackNotificationAlpha Attack notification alpha.  AttackNotificationTime  Attack notification time.   AttackNotificationDist  Attack notification size.   FlareNotificationTime   Flare time. FlareNotificationDist   Flare size. hideTOBs    Toggle terrain detail object rendering on/off.  MissingCodecWebSite Web site that gives help for a missing audio codec. DontCheckUnsupported    Don't try to detect unsupported systems.    UnsupportedWebSite  Web site that gives help for unsupported systems.   ZoomWheelDivisor    Divisor for the wheel rotation. ZoomSpeed   Adjusts the rate of camera zoom using the mouse wheel in game.  DontPauseWhenLosingFocus    If defined, the game will not pause when it loses focus.    LightDirInterpQuanta    Light direction interpolation quanta    ShowGroupHealth blah blah blah  NoAmbientEffects    Turns off ambient effects   PregameMusic    Pregame music file  HCCardModel Added to not break old model while new model in development.    NumHCCards      defines the number Home City cards that can be played in a game.    clamshell   Enables clamshell ragdolls. NoWindHack  Disables wind hack on trees.    NoHitPointBars  Disables rendering of in-world hit point bars.  NoFloatyText    Disables rendering of in-world 'floaty' text.   SoooGood    ARROWED!!.  UseTCUnbuildTerrain Toggle the use of unbuildable terrain around TC.    TCUnbuildRoadLength TCUnbuildRoadRadius Unbuildable radius for TC 'roads'.  TCUnbuildRadius Unbuildable radius for TCs. TCUnbuildUndoTerrain    Terrain to undo unbuildable area for TCs.   TCUnbuildTerrain    Unbuildable terrain for TCs.    DefaultFont Specifies the default font. AIRenderOpportunities   Turns on special rendering for the opportunity array.   NewColonyWall   Turns on new colony wall stuff, will go away soon.  KBTimedStatFrequency        Sets the update frequency for gathering KBTimedStats, defaults to 5000ms.   BallisticHeightBonusPercent percent to increase/decrease damage based on relative height in meters between attacker/defender    BallisticPhysicsFadeDelay   Sets the time until physics-ified ballistics start fading out.  LowPoly Turns on low poly units.    SelectOnZoomToEvent Set to have unit associated with an event selected when zooming to the event.   DrawBallisticTargetPositions    use this for TargetGround-type units to see where they're aiming their projectiles  Airfields   Enable airfield support.    PerimeterWalls  Enable perimeter wall support.  CommandPanelTime2   CommandPanelTime1   Temp config for gamepad interacting with command panel. CrowdNeighborDistance   Max distance between neighbors within a crowd.  CircleSelectHover   Use circle selection circle to calculate hover object.  CircleSelectResizeRate  Cirle selection resize rate.    CircleSelectDrawMax Draw max circle selection size. CircleSelectMaxRate Circle selection max grow rate. CircleSelectRateAccel   Circle selection grow acceleration rate.    CircleSelectRate    Circle selection grow rate. CircleSelectDelayTime   Circle selection delay time.    CircleSelectClickSize   Circle selection click size.    CircleSelectMaxResize   Max resize of circle selection. CircleSelectMaxSize Max circle selection size.  CircleSelectSize    Base circle selection size. CircleSelection Enable circle selection.    ScrollExp   Scroll speed ramp up value. ScrollRampSpeed The scroll speed ramp up rate per second.   ScrollRampPoint     The point to start ramping up the scroll rate to it's max speed (0.0 to 1.0).   ScrollMaxSpeed  Max regular gamepad scrolling speed.    ScrollFastSpeed Fast gamepad scrolling speed.   ScrollRateGrow  Rate per second the gamepad scroll rate grows per second.   ScrollRateBase  Starting gamepad scroll rate as a percentage from 0.0 to 1.0.   DelayScrollingAngle The angle difference you have to push the gamepad stick to break the scroll delay.  MemoryStackHeapSize Default Size of the memory stack heap   Power   Toggles the showing of the Power and PowerRate in the F4 display.   Turns on ability to set orientation of a formation. HidePopups  If defined, the in-game popups will not be displayed    AIHCLevel   Sets the AI HC Level in AiVSAi games.   AIvsAI  If defined SP RM games will make player1 an AI. DisableHCShipmentVisual Disables spawning of units when selecting shipment in homecity. NoHCRollover    Disables rollover popups in homecity.   DisableNewHCPathing Disables new home city pathing. NoHCAmbientSound    Disables home city ambient sounds.  ShowColonyArea  Shows colony area.  ShowGrannyDebugStats    Shows the complete Granny Debug stats in the F2 display.    startingResourceDelay       Sets the number of seconds of delay for the starting resources. gcBorderWidth   Sets width of gc border lines.  wmCloudTimeScale    Sets cloud time scale.  wmCloudOctaves  Sets cloud octaves. wmCloudPersistence  Sets cloud persistence. wmCloudFreq Sets cloud frequence.   wmClouds    Toggles cloud rendering in world map.   IgnoreConquestVictory   Don't check for the conquest victory type.  HCCameraPanTime HC camera pan time in ms    hideHcConfirmation  Hides the HC Tech Confirmation dialog   drawHerdDebug   Draw the herd info for the selected unit.   ShowTrainingPanel   Shows the training panel buttons on the UI in advanced mode.    scenarioNoCoveredWagon  Disables the send new covered wagon functionality in scenarios  showBattleUI    Displays the battle UI buttons in advanced mode.    Allows accelerator timer victory    showColonySphere    Shows the colony sphere of influence when placing a TC. fogColor    Sets depth fog color.   fogEnd  Sets depth fog ending (fully-fogged) distance.  fogStart    Sets depth fog starting distance.   Turns depth fog on. cliffsidePaint  Turns on/off ability to paint cliff sides and edges robustRollover  Turns on/off robust rollover    newCliffsCombineNormals Turns on/off averaging normals across neighbor cliff pieces newCliffs2  Turns on/off new diplaced cliffs    foggedTOBs  Turns on/off visibility of terrain objects under blackmap   terrainTriList  Turns on trilists for terrain rendering AlwaysPlotSquads    Turns on continuous squad plotting for debugging. Don't use this. Ever. RenderSquadPlotter  Turns on squad plotter rendering. Don't use this. Ever. DamageMod   Damage modifier.  Don't use this. Ever. MovementMod Movement speed modifier.  Don't use this. Ever. MaximumSquadSize    SelectionLimit  AutomaticFormationDestDecalTimeout  How long the formation destination decal stays onscreen.    AutomaticFormationOutline   Controls how selection outlines are displayed.  AdvancedFormationUI AutomaticFormationSelection AutomaticFormations Don't use this. Ever.   CBCAnim CBC Anim value.  Don't use this. Ever.  DebugCBC    Turns CBC Debugging on.  Don't use this. Ever.  RenderCBC   Turns CBC Rendering on.  Don't use this. Ever.  CBC Turns CBC on.  Don't use this. Ever.    RegroupUnits    Turns Unit Regrouping on.   LeaveVPEffectOn Leaves the VP effect on after showing it the first time.    dontStoreHC Disables storing of the home city after a game. renderWorldTooltipClipRect      Renders the restricted screen space in wihch to draw world tooltips.    enableWorldTooltipClipRect      Enables the restricted screen space in which to draw world tooltips.    PoliticianUI    Toggles Politician UI   NoAges  Toggles ages.   tradeRouteVisibilityBuffer  Tiles of extra visibility around trade routes.  localWater  Toggles local water disturbances.   flarePlayerColor    Minimap flares sent by a player are in their respective color.  teamColorClothFlags Allows the cloth flags to be team colored.  wallAttackTimeout       Time in seconds the colony wall must be free from attack for wall building/repair to be allowed.    buildColonyWalls    Allows auto creation of colony wall.    DoNotShowWorldToolTips  Turns on/off the drawing of world tool tips.    SortVPTeamDisplay   Sorts the VP Team Display from most to least.   windyGrass  Toggles the effect of wind on layered grass.    spawnBirds  Don't walk under the trees. ignoreChatEffects   Causes all chat effects to be ignored.  alwaysUseEasyDragMilitary   Selects military units and leaves other units unselected in a drag select.  hideCircleFog   Hides the circular world fog    waveConcavityLimit  Max different to trigger concavity  waveConvexityLimit  Max different to trigger convexity  Number of waves per setion  waveSectionLength   Length of shoreline section waveVariance    Wave variance (deviation) from shoreline    waveRecedeMotion    Indicates if the receding foam will move or not waveRecedeEndScale  Final scale of the recede strip waveRecedeTime  Time it takes for wave to recede    waveFoamFadeOutTime Time it takes for foam to fade out  waveFoamFadeInTime  Time it takes for foam to fade in   waveFoam2ScrollSpeed    waveFoam1ScrollSpeed    Scrolling speed of foam texture waveFoamMaxNormalizedWidth  Maximum width of foam strip (1.0f = wave length)    waveFoamNormalizedSpeed Back speed of foam strip (1.0f = wave speed)    waveFoamStartNormalizedTime Time when wave start to foam    waveMaxSpeed    Maximum crushing wave speed waveMinSpeed    Minimum crushing wave speed waveMaxFadeLength   Maximum length of the fade off at the ends of the wave  waveMinFadeLength   Minimum length of the fade off at the ends of the wave  waveMaxHeight   Maximum wave height waveMinHeight   Minimum wave height waveMaxWidth    Maximum wave width  waveMinWidth    Minimum wave width  waveMaxConcaveLength    Maximum wave length when in concave anchor  waveMinConcaveLength    Minimum wave length when in concave anchor  waveMaxLength   Maximum wave length waveMinLength   Minimum wave length waveMaxStartDistance    Maximum wave start distance (from shore)    waveMinStartDistance    Minimum wave start distance (from shore)    disableTriggerEcho  disables all trigger-echo outputs   windDebug   debug the wind  enableWind  enable the wind manager enableDamage    enable the damage and fire pass terrainBump Turns on terrain bump mapping   externalPort    internalPort    DoNotShowNewYearDialog  Used to turn off the display of the NewYear dialog. novpeffect  Used to turn off the display of VP effects. DoNotShowVPStartDialog  Used to turn off the initial display of the VP dialog.  homecitycamera  Used to modify the home city camera.    RiverRandOffset RiverRandBreaks RiverWaypointRadius used during river creation. waterTexRotation    set rotation of water textures  waterTexScrollSpeed set scroll speed of water   waterTexScale   set tiling of water bump texture    waterReflectionScale    waterColorScale scale of the water color    waterFoamScale  scale of foam on water  reflectionsBumpScaleRatio       ratio of the reflection bumpiness scale with the bumpiness of the water waterBumpScale  scale the bumpiness of the water    waterVelScale   set the water velocity scale factor waterEquilibrium    set the water equilibrium restore factor    rainIntensity   set how hard it is raining  waterForce  set the water force effect  showFPS overlays the game screen with an FPS counter    IgnoreColonyRules   MaxRandUpdate   MinRandUpdate   parameter for variable yet fixed update system  RunAsFastAsPossible ignore realtime & always run updates.   colonyWallBufferTiles   Push walls out this many tiles from colony buildings    colonyPlotDebug colonyPlotSize  The plot size of colony buildings   circularWorld   Turns on circular world and minimap NoPregameAnythingIMeanIt    AutoScreenshotOnly  ShadeDelay  ShadeChance ExtraZoomPercent    ExtraZoom   NormalZoom  MinZoom MaxZoom defaultHintsONDiffLevel The difficulty level at which to turn hints on by default   DefaultButtonSound  InGameButtonSound   noVideo suppresses playing of all prerendered video noIntroCinematics   suppresses intro cinematics on app start    noPregameScenario   supppresses cool attract mode pregame scenario. brushMaxSize    the maximum size of a brush in the editor   brushMinSize    the minimum size of a brush in the editor   showRolloverHelp    determines whether rollover help gadget is used mpAutoSaveInterval  The frequency (in minutes) to auto save a multiplayer game  enableMPAutoSave    If defined, the game will auto save during a multiplayer game   AlwaysActive        If defined, the game will remain active even when it doesn't have focus WorldSizeZ  The size of the world in meters across the Z direction  WorldSizeX  The size of the world in meters across the X direction  AutoSaveScenario    primary nomipmap    displaytype displayon   FlushLogOnWrite CloseLogOnWrite nochatsound PlayerMaxCorpseCount    BroadenMPSearchOption   RecordGame  LogAIErrors XMLTechFile NoDatabaseInSaveGames   showTime    showScore   RepairFactor    TitanHandicap   DisableIconChat Disables the icon chat dialog.  AIStatementsAsChat  make AI Prompts that are statments show up as chats instead chatDuration    how long recived chats stay on screen   RegenerationRate    MarketCostDeltaSell MarketCostDeltaBuy  MarketTradeFactor   autoPatchMaxPacketSize  autopatch max download packet size  autoPatchRetryDelay autopatch retry delay in milliseconds   autoPatchRetryCount autopatch retry count   autoPatchFile   autopatch file name autoPatchURL    autopatch URL   deathmatchAgeGPTime increased time penalty per age for GP in deathmatch deathmatchBaseGPTime    min time to get a GP in deathmatch  debugRandomMaps     allows debugger to pop up on errors when generating random maps bookmarkinterval    time in seconds between auto creating record game bookmarks enableDynamicMusic  Enables dynamic music   enableCameraRotation    Enables the rotation of the camera  enableIdleMilitaryBanner    Enables idle military banner    disableMidUpdateRender  Turn off the distributed update rendering.  experienceKillCap   The max number of kills that contribute to experience.  experienceMaxDamageBonus    The max amount of damage bonus for a fully experienced unit.    unlockAllSPCScenarios   Unlocks all SPC scenarios for all campaigns noWander    Turns off animal wandering  validateChecksum    Validate my build checksum against the host's   hostPort    alternate host port aiShowBPValueText   shows the Building placement values over each position. filterChat  chat is filtered for profanity  battleCries Turns battle cries on/off.  combatComparison    combat comparison mode  idleHealBonus   how much faster do we heal idle dudes?  dontDetectNAT   Doth we not detect NAT addresses?   doAlphaLogin    Forces the login to happen at the start of the game.    ErodeBuildingFoundations        Makes building erode the terrain around them when they are placed.  TrainBuildFeedback  governs whether the "unit built." messages didsplay loadSavegameWithCurrentData overrides embedded DB info in the savegame with current info    gruntPercent    how often grunts fire   minimapIgnoreLight  Minimap does not show lighting. minimapIgnoreFog    Minimap does not draw fog.  obscureOnlySelectedUnits    check only selected units when checking if unit is obscured.    alphaObscuringUnits render obscuring units with alpha on.   alphaObscuredUnits  render obscured units with alpha on.    noAmbientSounds disables ambient sounds noAttackWarningSound    disables the attack warning sound   selectionPixelError defines the selection pixel error   enableESOPT Enable ESO Playtest features    disableESOProfile   toggles the use of ESO for storing the player profile   internetAddressServer       Sets the address of the address-grabbing-server for LAN/Direct IP modes useESOnline toggles the use of ESO for matchmaking  defaultScenarioDir  defines the default scenario folder to use for load/save    dontMeterWorkCommands   guideInterval   forestUnderbrush    controls the underbrush of the forest   forestClumpiness    controls the clumpiness of the forest   forestDensity   controls the density of the forest  paintSpriteForestAlways if defined, makes all trees in forests to be sprite-ed. paintSpriteForestMixed  if defined, makes internal trees in forests sprite-ed.  drawEditorUnits toggles drawing of editor only units    towerFoundationDamageFactor     foundations under attack from shooting buildings further have their damage adjusted by this factor. foundationDamageFactor      foundations under attack have their damage adjusted by this factor. roughenTolerance    roughenAmplitude    footprints  machineName copyUpDirectory megaPostLoadForceTextures   CameraMinimapRadius MarketCostMax   MarketCostMin   randomConnectionFail    fileTransferCL  sessionConnJoinCL   sessionConnAddrCL   mpMatchmakingCL mpStorageCL reliableConnCL  mpgamesettingsCL    mpgameCL    perfCL  bandwidthCL connectivityCL  receiverCL  broadcasterCL   lowLevelSyncCL  syncCL  timingCL    gameTimingCL    timeSyncCL  transportCL sessionCL   syncUpdateInterval  FinalReleaseSync    BallisticSync   ObMgrSync   dummyObjectSync unitDetailSync  commSync    techDebugSync   terrainLowLevelSync entityMovementSync  pathingSync commandSync techSync    worldSync   unitDebugSync   unitSync    unitGroupSync   squadSync   playerSync  randSync    xorAllSync  disableAllSync  fullAllSync alwaysLogSync   fullCommLogs    noExitYorN  noProtoListMeshes   noVictorySounds Disables the victory sounds in the game noMusic Disables the music  ballisticFriendlyDamage     Allows projectiles to do friendly fire.  Must have ballisticCollateralDamage turned on to work. ballisticPrecalcHits    Determines if we precalculate whether or not a projectile hits its target   cameraMovementLock  Prevents the camera from being moved    aviRecordDirectory  Sets the directory where AVI recordings will be saved.  screenShotHideUI    Hides the UI during a screenshot    screenShotHideCursor    Hides the cursor during a screenshot    jpegScreenshotQuality   Sets quality of jpegs screenshots on a 0-100 scale  jpegScreenshots Screenshots are jpegs if this is defined, targas if not flashHitpointBarsOnDamage   Flash HP bar on any damaged unit    viewLockInterpolate toggle view lock interpolation when replaying a game    recordGameViewLock  toggle view lock when replaying a game  terrainGridMajorTick    sets the number of tiles between major ticks on the terrain grid    terrainGridMinorTick    toggles whether the terrain grid includes minor ticks   terrainGrid turn terrain grid on/off    useTerrainHeightLimits  enable terrain height limits    waterEnvTrans   toggles whether water environment map is in transparency mode   waterEnv    toggle water environment map    waterdecal  toggle water decal  waterbump   toggle water bumpmapping    waterAlphaMaxValue  water alpha max value   waterAlphaMinValue  water alpha min value   waterAlphaMaxDepth  depth where water alpha goes to max value   waterAlphaMinDepth  depth where water alpha goes to min value   cliffPaintOn    If defined, will paint cliff, else will paint canyon    cliffRelative   cliff painting is relative if set   cliffHeight relative height of the Cliff you want to paint. brushBias   DEBUG: the bias curve of the brush. brushSoftness   DEBUG: the softness of a brush. oceanWaveStagger        the animation stagger between one wave and the next 0.0->1.0 only.  waterRenderHull DEBUG: render the water hull.   waterFresnelBias    DEBUG: the bias of the Fresnel reflectivity termr.  waterFresnelScale   DEBUG: the scale of the Fresnel reflectivity termr. waterDeepColorGreen DEBUG: the green color for directly viewing water.  waterDeepColorBlue  DEBUG: the blue color for directly viewing water.   waterDeepColorRed   DEBUG: the red color for directly viewing water.    waterColorGreen DEBUG: the green color for water vertex Color painting. waterColorBlue  DEBUG: the blue color for water vertex Color painting.  waterColorRed   DEBUG: the red color for water vertex Color painting.   waterColorPaint DEBUG: for water vertex Color painting. waterPlaneOffset    DEBUG: distance the water plane is below the edge that created the water.   waterAllowPaintDelta        DEBUG: epsilon that allows water to be painted on variable terrain heights  waterBetterFloodFill    WATER HACK: trying out a better flood fill  waterSmallSpeed WATER HACK: small wave movement speed -- must repaint water waterLargeSpeed WATER HACK: large wave movement speed -- must repaint water waterSmallAngle WATER HACK: small wave movement angle (degrees) -- must repaint water   waterLargeAngle WATER HACK: large wave movement angle (degrees) -- must repaint water   waterSmallMaxAlpha  WATER HACK: small wave max alpha    waterSmallMinAlpha  WATER HACK: small wave min alpha    waterLargeMaxAlpha  WATER HACK: large wave max alpha    waterLargeMinAlpha  WATER HACK: large wave min alpha    waterSmallPeriod    WATER HACK: small wave fade period in secs  waterLargePeriod    WATER HACK: large wave fade period in secs  waterTest   WATER HACK: turn on water test hack waterPaintArea  toggles painting water area vs just painting water. showMilliseconds    shows time on the game clock down to millisecond precision. noHighlight disables unit highlighting  colorXFormHighlight make selection highlight color transform    noObscuredUnits turns off obscured unit display brushTimeScale  set brush time scaling. aligns resource placement in the editor.    disableBuildingSnap disbles the helpful auto-placement of near-misses on buildings  flareQueueDuration  how long to flares last in minimap event queue  flareMapDuration    how long to flares last on the minimap  undoSpew    spew general undo info (ops in queue, etc.) undoTerrainPaintSpew    spew detailed info about terrain painting undo. undoTerrainElevationSpew    spew detailed info about terrain elev undo. circleBrushMode determines the algorithm for tile-izing circular brushes    minimapCamera   show the camera position on the minimap aiBreakAtStart  if defined, breaks the XS Debugger at the start of main().  showAIResourceOutput        Controls whether or not the AI will spew out KB Resource messages.  showAIOutput        Controls whether or not AI output messages are shown via coreOutput.    showAIEchoes    Controls whether or not AI echo messages are shown. updateAIs   Controls whether or not the CP AIs are updated. useMinimapSmartUpdate   turn on dirty rect tracking in minimap  noMinimap   suppresses creation of the minimap  noMinimapUpdates    causes all minimap updates to be ignored    minimapNoRotate determines whether the minimap is in rotation mode or fixed mode    heightAdjust    a r t \     n   ResourceType    GatherWaitTime  AttackExplicitBaseID    AttackPointEngageRange  AttackPoint TargetResourceType  GatherStartTime PowerID AutoUseGPs  TeleportLocation    TargetAreaGroups    RetreatMode FromGoalID  PathID  BaseAttackMode  HandleDamageFrequency   HandleDamageTime    LastRefreshTime RefreshFrequency    NumberAttacks   MoveAttack  TargetID    GatherDistance  AttackRoutePattern  AttackRouteID   QueryID TargetTypeID    SpecificTargetID    PlayerID    NumberTotalAttacks  InfluenceVPSiteTypeFalloff  InfluenceVPSiteTypeDistance InfluenceVPSiteTypeValue    InfluenceVPSiteType CanPathStartIndex   MaxCanPaths FailureCauseFloat   FailureCause    PendingCommands MaxRetries  Retries InfluenceBuilderPositionFalloff InfluenceBuilderPositionDistance    InfluenceBuilderPositionValue   InfluenceAtBuilderPosition  RandomBPValue   InfluenceKBResourceID   FailOnUnaffordable  BuildingBufferSpace NumAreaBorderLayers DockPlacementPoint  InfluencePositionFalloff    InfluencePositionValue  InfluencePositionDistance   InfluencePosition   FoundationID    BuildUnitID SocketID    VPSiteID    CenterPositionDistance  CenterPosition  AreaID  InfluenceUnitFalloff    InfluenceUnitValue  InfluenceUnitDistance   InfluenceUnitTypeID BuildingTypeID  BuildingPlacementID EnRoute PieceRotations  PiecePositions  Pieces  EdgeOfMapBuffer GateProtoIDs    GateIndices AreaIDs NumberOfGates   WallRingRadius  WallRingCenterPoint WallEnd WallStart   WallType    StopTakingUnitTime  StopTakingUnits NoTargetTimer   NoTargetTimeout GatherPercentage    AttackTypeID    CurrentWaypoint PatrolWaypoint  EngageRange DefendPoint DefendBaseID    DefendAreaID    DefendTargetID  OkToGatherNuggets   NuggetsToGather CurrentNuggetID QuitWhenPointIsVisiblePt    QuitWhenPointIsVisible  CanBuildLOSProto    BuilderUnitType BuildPosition   LOSProtoUnitID  ReExploreAreas  AvoidingAttackedAreas   PointsInLoop    NumberOfLoops   DoneLoops   DoLoops LOSMultiplier   BuildDock   MaxPlaceRetries PlaceRetries    MaximumDockDist DockID  NumberInTraining    AutoTrainBoats  WaterGroupID    LandGroupID WaterPoint  LandPoint   FindNewResourceTimeOut  ResourceUnitTypeFilter  BreakDownID ResourceID  KBResourceID    ResourceSkew    MaxFarmLimit    FarmLimitPerPlan    ResourceCostWeight  MinResourceAmt  NumGoldPlans    NumWoodPlans    NumFoodPlans    GathererPct CostRPGPct  ScriptRPGPct    TargetGatherPosition    TargetNuggetID  MaxGuardianStrength MinOppScoreForGo    FindBestOpp ReservePlanID   UpgradeFilterType   AttackRoutePatternType  ActiveHealth    ActiveHealthTypeID  BuildingSearchID    FunctionParm    FunctionID  AreaGroupID IdleAttack  SetAreaGroups   UpgradeBuilding AllowRetreat    BaseID  UnitTypeID  AttackStartTime AttackStartFrequency    AttackPlayerID  UnitPickerTime  UnitPickerFrequency UnitPickerID    MaxUnitNumber   MinUnitNumber   TargetNumber    TargetPoint Target  TargetType  AutoUpdateAttackPlayerID    AutoUpdateBase  AutoUpdateState ExecuteGoal FailGoal    DoneGoal    ExecuteCount    Repeat  MaxAge  MinAge  MaxTime MinTime GoalSubType GoalType    OpportunityID   Float2  Float1  Vector2 Vector1 StartTime   PlanID  TacticID    BuildingID  BuildingPref    ChildProgressions   RunInParallel   AdvanceOneStep  Paused  CurrentStepPlanID   CurrentStep CurrentGoalType CurrentGoalID   BuildAreaID GoalTechID  GoalUnitID  NumGoalUnitsToBuild TrainUnitAtEnd  ProgressionID   PollingTime BuildingAbstractTypeID  TechID  PlanType    Distance    TownCenterID    LOSModifier AttackLOSModifier   ProtoIDToBuild  BuildLocations  NumberToBuild   MaximizeAttack  MaximizeLOS DistanceFromCenter  CenterLocation  MarketID    TradeUnitTypeMax    TradeUnitType   StartPosition   TargetUnitID    TargetUnitTypeID    MaxQueueSize    BatchSize   MaintainAreaID  MaintainBaseID  GatherTargetID  UseMultipleBuildings    Frequency   TrainedUnitID   BuildFromType   NumberTrained   NumberToMaintain    NumberToTrain   IntoBaseID  IntoPlanID  IntoArmyID  TakeMoreUnits   MiddleAreaGroups    DropOffPoint    BestDangerValue BestDangerArea  IgnoreAreaIDs   UnitsMoved  MaximizeXportMovement   ReturnWhenDone  PathPlanned PathType    TargetArea  GatherArea  TargetAreaGroup GatherAreaGroup TransportTypeID TransportID S e t u p P a t h   data.bar    data3.bar   art5.bar    datapy.bar  s p l a s h y . b m p   u i h o m e p a g e . x m l     M i n i m a p P e r f   P h y s i c s   T i t a n S o u n d U p d a t e     T i t a n S o u n d P l a y     R e n d e r U n i t s O t h e r     R e n d e r U n i t s O b s c u r e d   R e n d e r U n i t s U I V i s u a l s     R e n d e r U n i t s D o p p l e s     R e n d e r U n i t s D e c a l s   R e n d e r U n i t s D r a w   R e n d e r U n i t s P r e p   U p d a t e S c e n e M a n a g e r     U p d a t e T e c h s   U p d a t e T e c h T r e e I n t e r n a l     U p d a t e T e c h T r e e     C o m b i n e N o r m a l s     C o m b i n e V e r t i c e s   U p d a t e K B     U p d a t e C P A I     U p d a t e T r i g g e r s     U n i t U p d a t e P a r t i c l e s   U n i t U p d a t e M i s c 2   U n i t U p d a t e M i s c 1   U n i t A I U p d a t e     U n i t B a l l i s t i c M o v e m e n t   U n i t V e c t o r M o v e m e n t     U n i t M a i n S y n c     U p d a t e S q u a d s     U p d a t e U n i t G r o u p s     U p d a t e U n i t     U p d a t e U n i t s   S y n c N e x t U p d a t e     M P l i b s o c k s R e c v     M P l i b s o c k s S e n d     M P l i b s o c k s     M P c o m m     M P     U I T r a i n B u t t o n s     U I B a t t l e B u t t o n s   U I B a t t l e P a n e l   U I T r a i n i n g P a n e l B u t t o n s     U I T r a i n i n g P a n e l   U I U n i t S t a t P a n e l 2     U I U n i t S t a t P a n e l   U I C o m m a n d P a n e l     P a t h i n g L o n g   P a t h i n g S h o r t     P a t h i n g   T e r r a i n F o g G e n   T e r r a i n T e x t u r e G e n   R e n d e r P a r t i c l e s   R e n d e r U I     R e n d e r T e r r a i n   R e n d e r U n i t s   A O E 3 y U p d a t e . x m l   A O E 3 y U p d a t e % d . c a b   d a t a \ A n i m S t a t e M a c h i n e \     d a t a \ a b i l i t i e s \   d a t a \ p h y s i c s     a r t \ t e r r a i n \ m i x \     d a t a \ t a c t i c s \   d a t a \ h o m e c i t y \     d a t a \ p l a c e m e n t r u l e s \     a r t \ t e r r a i n \ w a t e r \     a r t \ t e r r a i n \     a v i \     F o n t s \     s o u n d \ y p a c k \ m u s i c \ s t r a t e g y \   s o u n d \ x p a c k \ m u s i c \ s t r a t e g y \   s o u n d \ y p a c k \ m u s i c \ i n t e r f a c e \     s o u n d \ x p a c k \ m u s i c \ i n t e r f a c e \     s o u n d \ m u s i c \ i n t e r f a c e \     s o u n d \ t a u n t s \   s o u n d \     C a m e r a T r a c k s \   a r t \ h o m e c i t y \   a r t \ l i g h t s e t s \     s t a r t u p \     d a t a \   < U n k n o w n ! >     R o t a t e 2 7 0 F l i p   R o t a t e 1 8 0 F l i p   R o t a t e 9 0 F l i p     R o t a t e 0 F l i p   R o t a t e 2 7 0   R o t a t e 1 8 0   R o t a t e 9 0     R o t a t e 0   A b s t r a c t F r u i t   A b s t r a c t R e s o u r c e C r a t e   A b s t r a c t F a r m     A b s t r a c t M i n e     T r e e     H u n t a b l e     B u i l d   A   h c     g c     d m            @strength            ??syncHistorySize U p d a t e     % s   % 0 1 d . % 0 4 d . % 0 4 d . % 0 4 d     A m b i e n t C o l o r     SocketHelperAsyncClass  ReliableConnectionClass SocksAsyncSocketClass       ?k ?k IsProcessorFeaturePresent   KERNEL32    FlsFree FlsSetValue FlsGetValue FlsAlloc    kernel32.dll    ?k ?k AuthenticAMD        ?k ?k M.k Q.k ?k ?k     ?k ?k InitializeCriticalSectionAndSpinCount       k k     Ok Ok         V ESOServer   The ESO Server. disableStats    Disable post game stats.    persistentHCPath    Path for storing/retrieving persistent HC in playtest.  W ?l R e n d e r P r e s e n t   T e s t 5   T e s t 4   T e s t 3   T e s t 2   T e s t 1   R e n d e r     OverrideAddress OverridePort    s t     b   i   s h a d e r s \     p s \   v s \   e f f e c t \   t e c h n i q u e \     t s s \     r s \   c o n f i g \   r e n d e r \   batcherPrivateIBSize    Overrides the batcher's private ib size dynamicIBSize   Overrides the dynamic ib size   batcherPrivateVBSize    Overrides the batcher's private vb size dynamicVBSize   Overrides the dynamic vb size   disableSLI  Use nvCPL to disable SLI mode   enableSLI   Use nvCPL to enable SLI mode    disableNVCPL    Disallow the use of the nvCPL DLL   shadowQualityOverride   Overrides the device's shadow quality   HDRSupersampleFilter    Initial HDR supersample filter index    HDRSupersampleYFactor   Initial HDR supersample Y factor    HDRSupersampleXFactor   Initial HDR supersample X factor    HDRMultisampleFactor    Initial HDR multisample factor (1=disabled  NoResetOnShadowChange   HACK TEST BLAH --- remove after SF demo refuseNonDXT5NormalMaps     If set, non-DXT5 bumps marked as swizzled in the technique will replaced with the missingbump texture   singleThreadedBatcher   Disables multithreaded deformation in the batcher   displayAspectRatio  Specifies the aspect ratio of the physica display (such as 4:3, 16:9, 16:10)    disableStreaks  Disables Streaks if defined disableBlooms   Disables Blooms if defined  dumpCaps    If defined, logs out capabilities.  useDeviceReset  Reset the device instead of destroying and re-creating it.  forceD3DConfigFile  Force the renderer to use a specific .d3dconfig file.   hackantialias   hack that turns on antialiasing, not doing proper checks, etc. so caveat emptor for now.    shadowColor shadows coloring to lighten the 100% black shadow   enableShadows   enable shadows - need a renderer restart before taking effect   d3dadapter  selects which d3d adapter to use    I n v R G B S c a l e   R G B S c a l e     f l a t C o l o r D i v 2   S h a d o w P C F O f f s e t 2     S h a d o w P C F O f f s e t 1     S h a d o w P C F O f f s e t 0     P r e M u l t S u n S c e n e S p e c   P r e M u l t S u n T e r r a i n S p e c   P r e M u l t S u n     P l a n a r F o g E q u a t i o n   b l a c k D i f f u s e     w h i t e D i f f u s e     v i e w N o r m a l A   v i e w N o r m a l R G B   v i e w D i f f u s e A     v i e w D i f f u s e R G B     t e x t u r e V i s u a l i z a t i o n     l i n e a r T o n e M a p p i n g   n o T o n e M a p p i n g   O O D i s p l a y G a m m a     r a d b u f q u a r t e r 5     r a d b u f q u a r t e r 4     r a d b u f q u a r t e r 3     r a d b u f q u a r t e r 2     r a d b u f q u a r t e r 1     r a d b u f q u a r t e r 0     r a d b u f f u l l 0   s u p e r s a m p l e b u f     t i m e l o o p     p o i n t L i g h t 3 P o s     p o i n t L i g h t 3 C o l o r     p o i n t L i g h t 2 P o s     p o i n t L i g h t 2 C o l o r     p o i n t L i g h t 1 P o s     p o i n t L i g h t 1 C o l o r     f l a t C o l o r   r e f l e c t i o n s A l p h a S c a l e   s h a d o w C o l o r   s h a d o w _ X R a n g e _ Y B i a s   s h a d o w M a p   l i g h t P r o j e c t e d M a t r i x     s h a d o w M a t r i x     m o d e l S p a c e C a m e r a P o s   f a k e S u n P a r a m s   s u n I n t e n s i t y     s u n C o l o r     f a k e S u n D i r e c t i o n     s u n D i r e c t i o n B X 2   s u n D i r e c t i o n     w o r l d V i e w P r o j S c r e e n   w o r l d V i e w P r o j   w o r l d V i e w   p r o j     v i e w T   v i e w     w o r l d   ?I@??maxDecks    HotKeyAllowMultipleMappings allow functions to be mapped to multiple keys.  AIChatDelay delay between valid AI chats.   GamepadDoubleClickTime  gamepad doubleclick time.   GamepadRumbleSupport    gamepad rumble support. GamepadControlSet   gamepad control set.    GamepadControlMap   gamepad control map.    Gamepad gamepad support.    HCAge1Prompt    Turns on prompt for Aging up to Age 2.  NoHCCameraFlyby Turns off fancy camera flyby transitions between buildings  GCNoInitialQuest    Bypasses the initial Queen Quest, and takes you directly to the Strategic Map in Grand Conquest GCArrowLines    Turns on the 3d arrow travel lines in Grand Conquest    GCDashedLines   Toggles between solid and dashed travel lines in Grand Conquest RenderFloatyTextFadeOutTime RenderFloatyTextDuration    RenderFloatyTextYVelocity   RenderFloatyTextXVelocity   RenderFloatyText    Turns on/off the rendering of floaty text.  NoShiftStackSelect      Turns off the ability to select similar units by shift-clicking a portrait in the command panel.    boatAnimation   persistentHC    reflectionsAlphaScale   closeCommLogs   flushCommLogs   bpp Bit Depth   yres    Y Resolution    xres    X Resolution    ForceDetermineMachineSpec   forces the game to check the machine specs upon startup noHyperlinkUnderlines   suppresses the underlining for hyperlinks   whether a sound should play when mousing over buttons   textureCachePer64MB Texture cache = textureCachePer64MB * (MM / 64), eg: 6 * (128 / 64) = 12 MB buildCinematic2 phase two of building cinematic buildCinematic  gathers cinematic information   backBufferCount Number of backbuffers: 1 - 3. Default: 1    multisamplemode Multisample mode for things like anti-aliasing  gamma   Gamma correction setting for fullscreen maxMipMapSize   Maximum MIPmap size (in pixels) that will be loaded. Disabled if <= 0   autoUpdateURL   autoUpdate URL  graphicDetail   the detail level of the graphics.   terrainQuarterDensity   Makes terrain texture density one quarter of normal.    terrainHalfDensity  Makes terrain texture density half of normal.   ExtConsole  FullWindow  Game will start up in a window that covers the whole desktop    AnimDir Specifies what anim directory the game will use.  Only at startup.  SoundDir    Specifies what sound directory the game will use.  Only at startup. cputnl  If set, uses software TNL instead of hardware TNL   checkArchiveFirst   If set, checks the archive files before the file system ESOServerStatusFile file on the server status page  ESOServerStatusURL  URL to the server status page   ESOHomeCityStorage  Save the homecity using the old storage service ESOUseHomeCity  Use the new Home City service   ESOConfigURL    The URL that contains the ESOnline configuration XML file   ESOProvider The ESOnline provider to use ('dotnet' or 'server').    ESOPassword The password used to log into the ESO Server    ESOUserName The name used to log into the ESO Server    ESORequestResponseTimeout   Request timeout used by the ESO Client  ESOConnectTimeout   Connect timeout used by the ESO Client  ESOServerPort   The port used by the ESO Server ESOServerHostName   The hostname of the ESO Server  UnresponsiveTimeout hideUI  Prevents UI from rendering  defaultGadgetFontSize   the size of the default gadget font defaultGadgetFont   the default font for gadgets    toolTipHelp turns tooltip help on.  demandLoadMeshes    only load meshes on demand  NoDirectXCheck  LogDeviceInfo   Tauntmute   ConsoleInputBackground  FontOffset  Multimon    MouseScaleY MouseScaleX ConsoleAlpha    ConsoleBackground   XSInfo  XSWarn  ConsoleY2   ConsoleX2   ConsoleY1   ConsoleX1   ConsoleHistory  TrackArc    CinematicSlerp  mouseExclusive  mouseNonExclusive   rawmousemove    joystickNonExclusive    joystickbuttonevents    joystickpositionevents  joystickmoveevents  consoleFileEntire   disable sounds  UIGenericDarkBackground UIGenericDialogBackground   UIGenericBackground UIGenericButton set generic art pollMousePosition   alwaysDrawCursor    debugging only  performanceClass    sets the performance class for this machine joystickmouse   control the mouse cursor/buttons with the joystick  joystick    joystick support    fixedUpdate test with a fixed update    syncTagControl  turn on individual sync tag controls    playerGUID  the global unique id of the current profile playtestDifficultyLevel the difficulty level of the game when playtesting a scenario (not working yet)  difficultyLevel the difficulty level of the game    playerProfileName   name for player profile set default text color on displays  usePrimaryGCOnly    only use the primary graphics card. windowsCursor       forces Windows cursor to always be displayed and no in-game cursor  alwaysShowWindowsCursor forces Windows cursor to always be displayed    scrollTopZone   top scrolling zone in pixels    scrollZone  scrolling zone in pixels    noSpecular  disables specular lighting  mouseStartCentered  mouse is moved to the center of the screen on startup   skipMipMapLevels    Number of mipmap levels to skip noMipMap    suppresses mip-mapping  fullscreen  forces game to start in fullscreen mode window  forces game to start in windowed mode   noDeviceSelect  rendered automatically picks a device at startup    trackPointer    forceDirectInput    uses directInput instead of any windows events  strict  enforces gadget handle get/release counts   win32mouse  use native windows mouse events instead of DirectInput  win32keyboard   use native windows keyboard events instead of DirectInput   noDirectInput   forces windows mouse and keyboard.  allowMultipleBinds  when input mappings are overbound in a context, both are evaluated. Orange  Cyan    Magenta Yellow  Blue    Green   Red Black   LightGrey   DarkGrey    Grey    White   B0   ?  -N  / o v e r r i d e   o v e r r i d e     / l i n k   l i n k     / u     / s t   / b g c o l o r     b g c o l o r   / c o l o r     / i     / b     / f o n t   f o n t     control alt shift   DrawDummyObjectsRender  AnimBlendBone   hideParticles   switches particles on and off   showParticleEmitters    shows origin and direction of particle emitters maxParticles    stuffHSoundForceDS3D  forces the use of DirectSound 3D against the best wishes of the hardware.   SoundDisableHardware    prevents the allocation of hardware sound buffers.  NoStreamingMP3  forces the game to load all MP3 sounds fully in memory. NoStreamingWAV  forces the game to load all WAV sounds fully in memory. 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V u i m i n i m a p p a n e l n e w . x m l   mscoree.dll ?k ?k         k         &         ^[k         T h r o w n B y B a l l i s t i c s     b l u e p r i n t   . p h y s i c s     . s h p     ? ^'O s h a p e   l i n e a r D a m p i n g   hkTypeMax   hkTypeArray hkTypePointer   hkTypeTransform hkTypeRotation  hkTypeMatrix3   hkTypeQuaternion    hkTypeVector4   hkTypeReal  hkTypeUint64    hkTypeInt64 hkTypeUint32    hkTypeInt32 hkTypeUint16    hkTypeInt16 hkTypeUint8 hkTypeInt8  hkTypeChar  hkTypeBool  hkTypeVoid    9 > O ?O   > O ?O O j ? 28O ?O ? hkparam /hkobject   hkrawdata   !-- hkobject    /hke    hke ?xml    J ?O ? 	  ?O ?O nJO O ?O O r ? O   hkVector4Zero_SINGLETON   ?O ?O hkFakeRigidBodyDeactivator_SINGLETON    F i l e n a m e s   e n e r g y L o s s V a r   e n e r g y L o s s     f a d e T i m e V a r   l i n g e r T i m e V a r   l i n g e r T i m e     n u m F i l e N a m e s     r e s u l t     c o l l i d e U n i t s     c o l l i d e W a t e r     c o l l i d e T e r r a i n     s p a w n S y s t e m   titleBarPanel-chatButton    PlayerStatusButton  TechTreeButton  % s   % s   u i m a i n n e w . x m l   uimain  JnV ?| ? ? #>| | | @rV | : ?V  UV UI_DefaultRolloverSet   0JV V V V  ?? $?? V   FaV XuV C0? ?? ?V '  bV (3? @ V ?? M? V V V {8?  9? . 5 ? ?? HelpDialog  Campaign-ConfirmSave    AboutBox    ConfirmResign-SinglePlayer  ConfirmResign   ConfirmLeave    postGameMenu    mainGameMenuRecGame < t t r >   < t t b >   < t t i >   < t t h >   < t t f >   editorTestGameMenu  mainGameMenuMP  CampaignMenu    RestartDialog   ?n|=L?)G? f i l e : \ \   D i s p l a y N a m e   Finished BGame::initializeDependent S t r i n g     World   p l a y e r C o l o r   Resource    Attack  Train   Unit    Command C u l t u r e   icon    Defend  Claim   Cancel  Tribute helpText    UnitAction  Cinematic   BuildingWorkRate    Lifespan    LOS Range   Active  C o m m a n d   m a p   t e c h     y p a c k   x p a c k   s e t   e v e n t   Building    Huntable    AbstractSiegeWeapon AbstractVillager    AbstractArcher  AbstractCavalry AbstractInfantry    Hero    Ship    Tower   Speed   XPRate  WorkRateSpecific    revealLOS   PopulationCapExtra  PopulationCapBonus  HitPercentType  DamageMultiplier    HitPercent  Hitpoints   t e r r a i n \ % s     bump    %d %d %d    bumpmap d e p t h   D i s a b l e d I c o n     A c t i v e I c o n     C o u n t   U n i t M u l t i p l e s              	  
      
  
               	 
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  0@`                                                      @ @ t e c h t r e e y . x m l   ypMarshalIndians    ypMusterIndians ypAssembleIndians   ypAmassIndians  ypIrregulars    ypPeasants  ypMarshal   ypAmass ypMuster    ypAssemble  Conscription    Levy    HomeCityLevel   Civilization    Culture SpecificAge TypeCount   ResearchPoints  TechStatus  SoundSet    TargetLogic CivLogic    enemy   soundset    C h o i c e     build   DamageTypeLogic S o u n d T y p e   P r o t o U n i t S o u n d D e f   %s_snds.xml VariationLogic  Initializing Ambient Sounds.    s t e r e o     l o o p i n g   t i m e M a x   t i m e M i n   n u m   m a p T y p e   A m b i e n c e W i n d T r e e L o o p     timeMax timeMin A m b i e n t S o u n d s . x m l   Loading tech tree   % s - b u t t o n - % d     B a s e s   u i \ u i _ m e n u u n d e r l i n e   I n v a l i d C o m m a n d     ui\core_ui\background_blue_dark s u b m e n u _     .\gadmenu.cpp   u i \ i n g a m e \ o u t l i n e _ b o t t o m _ r i g h t         u i \ i n g a m e \ o u t l i n e _ b o t t o m _ m i d d l e   u i \ i n g a m e \ o u t l i n e _ b o t t o m _ l e f t   u i \ i n g a m e \ o u t l i n e _ s i d e _ r i g h t     u i \ i n g a m e \ o u t l i n e _ s i d e _ l e f t   u i \ i n g a m e \ o u t l i n e _ t o p _ r i g h t   u i \ i n g a m e \ o u t l i n e _ t o p _ m i d d l e     u i \ i n g a m e \ o u t l i n e _ t o p _ l e f t     G e t U p   L a y D o w n I d l e   L a y D o w n   L a y D o w n B o r e d     T u r n L e f t     T u r n R i g h t   G r a z e   u i S h o w A I D e b u g I n f o B a s e ( % d )   % S   ( I D = % d   B a s e s   ( % d   -   % d ) . . .     A I D e b u g I n f o s u b m e n u _ B a s e s     x ? V%? (???d o A b i l i t y I n S e l e c t e d ( " % S " )   ypUnitElephantSpeed ypUnitScareAura ypUnitFrightenAura  ypUnitDiscipleAura  ypUnitShogunAura    ypUnitDaimyoAura    ypUnitMansabdarAura ypPowerShrineAura   ypPowerDaimyoAura   ypPowerEconAura ypPowerMonkAura ypPowerXPAura   ypPowerSweep    PowerSwashbuckler   PowerLOS    A l w a y s D i s a b l e d I n G r i d     C a s t O n S e l f     N e v e r S h o w I n G r i d   U s e B i g B u t t o n     A b i l i t y   A b i l i t i e s   % . 1 f x   ypPowerConvertDisciple.@ypPowerDodge    % s :       % s :   % s     C i v P i c k e r - E n t r y % d - H i l i g h t   C i v P i c k e r - E n t r y % d - N a m e     C i v P i c k e r - E n t r y % d - F l a g     C i v P i c k e r - E n t r y % d - P o r t r a i t     C i v P i c k e r - E n t r y % d   CivPicker-Label CivPicker-Slider    CivPicker-CancelButton  CivPicker-SubmitButton  u i c i v p i c k e r . x m l   . ~ C h i n e s e   u i S a v e S c e n a r i o B r o w s e r ( " % s " )   ImperialArmyPanel   homeCityTransportDisplay    TimeDisplayDebug    TimeDisplay noNewMPScreens  s a v e G a m e ( " % s " )   l e a v e G a m e         Syscall config error - Unable to add string parm %s for syscall '%s'.   Syscall config error - Unable to add bool parm %d for syscall '%s'.     Syscall config error - Unable to add float parm %f for syscall '%s'.    Syscall config error - Unable to add integer parm %d for syscall '%s'.  Syscall config error - Unable to add the '%s' syscall.  ??Y e a r   % d   % 2 d % %   % 0 2 d : % 0 2 d   - % 0 2 d : % 0 2 d     % 0 2 d : % 0 2 d : % 0 2 d     ,)  % d   % s   =   % d     ,       I n v a l i d   d e b u g   l i n e .   P l a n   % d   i s   i n v a l i d .   I d l e T i m e = % d . 
   C u r r e n t T a r g e t I D = % d . 
     I s A t t a c k i n g = % d . 
     I s U n d e r A t t a c k = % d . 
     K B R e s o u r c e   I D :   I N V A L I D . 
 
   K B R e s o u r c e   I D :   % d . 
   A r m y   I D :   % d 
     U s e d B y P l a n s :   % d . 
         P l a n I D = % d   ( % S ) . 
   P l a n   S t a c k :   % d   d e e p . 
         P l a n I D = % d   ( % S ) ,   E n t e r = % S . 
         P l a n I D = % d   ( % S ) ,   E n t e r = % S .     DeletedPlan NoPlan  NONAME  P l a n   H i s t o r y :   % d   p l a n s . 
         H P = % . 2 f ,   M a x H P = % . 2 f ,   H e a l t h = % . 2 f . 
     B a s e I D = % d . 
   L O S = % 5 . 2 f . 
   S t a t e = % S . 
     P o s = ( % . 2 f ,   % . 2 f ,   % . 2 f ) ,   A r e a I D = % d . 
   P l a y e r I D = % d   ' % S ' . 
 P r o t o U n i t I D = % d . 
     U n i t = % d   ' % S ' . 
     B K B U n i t   % d   i s   i n v a l i d .     B o r d e r   A r e a   a r r a y   i s   i n v a l i d ! 
     % d ,       B o r d e r   A r e a   I D s : 
   V i s i b l e   T i l e s   =   % d 
 
     F o g   T i l e s   =   % d 
   B l a c k   T i l e s   =   % d 
   T o t a l   T i l e s   =   % d 
   T o t a l   U n i t s   =   % d 
 
     S q u a r e " n e s s "   R a t i o   =   % . 2 f 
 
       C o n v e x   T o   S u r f a c e   A r e a   R a t i o   =   % . 2 f 
     R a w   S u r f a c e   A r e a   =   % . 2 f 
     C o n v e x   S u r f a c e   A r e a   =   % . 2 f 
   C e n t e r   ( % . 2 f ,   % . 2 f ,   % . 2 f ) 
         C l o s e s t E n e m y B a s e I D = % d   ( P l a y e r = % d ) . 
 
         T i m e O f L a s t A t t a c k   ( w i t h   b o r d e r   a r e a s ) = % d   ( % . 2 f   m i n u t e s   a g o ) . 
         T i m e O f L a s t A t t a c k   ( w i t h   b o r d e r   a r e a s ) = % d   ( % . 2 f   s e c o n d s   a g o ) . 
         T i m e O f L a s t A t t a c k = % d   ( % . 2 f   m i n u t e s   a g o ) . 
     e7        T i m e O f L a s t A t t a c k = % d   ( % . 2 f   s e c o n d s   a g o ) . 
         N u m b e r A t t a c k s = % d . 
         D a n g e r   ( a v e r a g e   t h i s   a r e a   a n d   b o r d e r   a r e a s ) = % . 2 f . 
     D a n g e r   ( t h i s   a r e a ) = % . 2 f . 
       % d   e n e m y   u n i t s . 
 
       % d   a l l y   u n i t s . 
       % d   s e l f   u n i t s . 
   N O N E   c o n t r o l . 
     E N E M Y   c o n t r o l . 
   A L L Y   c o n t r o l . 
     A r e a   G r o u p   I D   :   % d 
 
     A r e a   I D   :   % d 
   A r e a   % d   i s   i n v a l i d .   B o r d e r   G r o u p   I D s :   ( % d ) 
   A r e a   I D s :   ( % d ) 
   T y p e   -   L a n d   ( % d ) 
   T y p e   -   W a t e r   ( % d ) 
     A r e a G r o u p   % d   i s   i n v a l i d .           W a y p o i n t ( % . 2 f ,   % . 2 f ,   % . 2 f ) 
     P a t h   -   % S 
     P a t h s : 
   G o a l   A r e a   I D :   % d 
   S t a r t   A r e a   I D :   % d 
     I D :   % d 
   T y p e :   A u t o G e n   -   % d 
 
     T y p e :   P a t h G e n   -   % d 
 
     T y p e :   A r e a G e n   -   % d 
 
     P l a y e r I D :   % d 
 
     N a m e :   % s 
   A t t a c k R o u t e   % d   i s   i n v a l i d .     U n i t I D = % d   ( % S ) . 
     N u m b e r U n i t s :   % d . 
   P l a n   I D :   % d 
     % S :   % d 
   K B A r m y   % d   i s   i n v a l i d .   % . 0 f % %     N O T   A V A I L A B L E   A V A I L A B L E     ( % s )   F A L S E   T R U E     % s % d % s     % d   /   % d   % 2 . f % %     % 0 2 d : % 0 2 d : % 0 2 d . % 0 3 d   % . 0 0 f   % s     < i c o n = " ( 3 2 ) ( i c o n s \ i c o n   r e s o u r c e   % S ) " >       I D = % d 
 T y p e :   % S 
 S t a t e :   % S 
 E v e n t N a m e :   % S 
 U n i t T y p e I D :   % d   ( % S ) 
 M i n i m u m V a l u e :   % . 2 f 
 B a s e I D :   % d 
 B e s t P o s ( % . 2 f ,   % . 2 f ) 
 B e s t P o s V a l u e = % . 2 f 
 B u f f e r S p a c e = % . 2 f 
 C e n t e r P o s ( % . 2 f ,   % . 2 f ) 
 C e n t e r P o s D i s t a n c e = % . 2 f 
 N u m b e r   o f   R e s u l t s = % d 
 N u m b e r   o f   I n v a l i d   R e s u l t s = % d 
 N u m b e r   o f   V a l i d   R e s u l t s = % d 
     B u i l d i n g   P l a c e m e n t   % d   i s   i n v a l i d .       C o s t :   F o o d ( % d ) ,   W o o d ( % d ) ,   G o l d ( % d ) ,   S h i p s ( % d ) 
     % d .   R e s e a r c h   T e c h :   % S   ( % d ) 
   % d .   T r a i n   U n i t :   % S   ( % d ) 
     P r o g r e s s i o n   % d   i s   i n v a l i d .     
 % d   U n i t s : 
       U n i t I D = % d   ( % S ) . 
         U n i t I D = % d   ( I N V A L I D   U E ) . 
     
 % d   T B   S e t t l e m e n t s : 
     T h r e a t = % . 2 f . 
   D e f e n s e = % . 2 f . 
     O f f e n s e = % . 2 f . 
     
 R a t i n g s : 
     A c t i v e H e a t h :   N o n e . 
       A c t i v e H e a l t h :   ' % S ' ,   P e r c e n t a g e = % 5 . 2 f . 
     T a r g e t P l a y e r I D :   % d . 
         A r e a I D = % d , 
   % d   A r e a s : 
     A r e a G r o u p I D :   % d . 
   S t r a g g l e r   T r e e   K B   R I D :   % d . 
       M i l t a r y G a t h e r P o i n t :   % . 2 f ,   % . 2 f ,   % . 2 f . 
 
   B a c k :   % . 2 f ,   % . 2 f ,   % . 2 f . 
 
   F r o n t :   % . 2 f ,   % . 2 f ,   % . 2 f . 
   P r i o r i t y :   % d . 
 
   C r e a t i o n   T i m e :   % d . 
   D i s t a n c e :   % . 2 f . 
     P o s i t i o n :   % . 2 f ,   % . 2 f ,   % . 2 f . 
     N O T   U n d e r   A t t a c k . 
 
   U n d e r A t t a c k :   C o n t T i m e = % d . 
     F o r w a r d   B a s e . 
     S e t t l e m e n t   B a s e . 
   M A I N   B a s e . 
   E c o n o m y   B a s e . 
     M i l i t a r y   B a s e . 
   A c t i v e   B a s e . 
   
 F l a g s : 
     P l a y e r I D :   % d . 
     B a s e   I D :   % d   ( % S ) . 
 
   B a s e   % d   i s   i n v a l i d .         U n i t I D :   % S   % d 
   U n i t s :   ( % d ) 
     T o t a l   R e s o u r c e s :   % . 2 f 
     P r o t o U n i t :   % S   % d 
   B a s e   I D :   % d 
     P o s i t i o n ( % . 2 f ,   % . 2 f ,   % . 2 f ) 
   D i s t a n c e :   % . 2 f 
   T y p e :   % d 
   B l a c k L i s t e d :   % d 
 
   % S   -   % S 
     K B R e s o u r c e   % d   i s   i n v a l i d .   
 F i n a l   R e s u l t s :   % d . 
         U n i t T y p e = % d   ( % S ) :   O v e r a l l F a c t o r = % . 2 f . 
     
 I n i t i a l   R e s u l t s :   % d . 
 U n i t T y p e = % d   ( % S ) :   P r e f F = % . 2 f ,   C o s t F = % . 2 f ,   C E f f F = % . 2 f :   T o t a l F = % . 2 f . 
   
 I n p u t s :   % d . 
       U n i t T y p e = % d   ( % S ) ,   W e i g h t = % 5 . 2 f . 
     C o m b a t   E f f i c i e n c y   T y p e s :   % d . 
           C o m b a t E f f i c i e n c y   W e i g h t :   % . 2 f . 
 
         C o s t   W e i g h t :   % . 2 f . 
       P r e f e r e n c e   W e i g h t :   % . 2 f . 
   W e i g h t s : 
   A t t a c k   U n i t   T y p e = % d   ( % S ) . 
 
   P o p :     M i n = % d ,   M a x = % d . 
     N u m b e r U n i t s :     M i n = % d ,   M a x = % d . 
         D e s i r e d   N u m b e r   B u i l d i n g s [ % 0 2 d ] = % d . 
   D e s i r e d   N u m b e r   T y p e s = % d . 
   M o v e m e n t T y p e = % d . 
   E n e m y P l a y e r I D = % d . 
     % S :   % d 
 
     K B U n i t P i c k   % d   i s   i n v a l i d .       % S 
     C r e d i t s = % 8 . 2 f 
     T o t a l C r e d i t s = % 8 . 2 f 
     C a p = % 8 . 2 f 
     P e r c e n t a g e = % 6 . 2 f 
 
     R e s o u r c e s : 
   P l a n s : 
   N a m e :   % S   ( p r i o r i t y :   % d ) 
     E s c r o w   % d   i s   i n v a l i d .   gold    E S O M a p S e t t i n g s     M u l t i p l a y e r G a m e S e t t i n g s   G r a n d C o n q u e s t G a m e S e t t i n g s   C a m p a i g n G a m e S e t t i n g s     R a n d o m M a p G a m e S e t t i n g s   u i e d i t o r m e n u . x m l     CliffModeRadioButtons   ShapeRadioButtons   BrushSettingsSlider ACameraTrackGadget  .\aeditorscreen.cpp ATriggerArmyGadget  ATrigGroupEditor    ATriggerGadget  MercEditDlg MapTypeDialog   PlayerEditDlg   HomecityEditDlg FakePlayerEditDlg   ScenarioSettingsDlg ObjectInfoPanel TreatyMgrDlg    ForbiddenUnitsTechsDlg  NativeMgrDlg    MapSizeDialog   UnitRepDlg  TradeRouteDlg   RemoveRiverDlg  l o a d R e c e n t F i l e ( " % s " )     % d   % s   r e c e n t f i l e s   ANuggetEditorGadget AHerdEditorGadget   BrushSettingsDialog editorPausedText    AScenarioSummaryGadget  .\aeditorui.cpp     u i / b a n n e r s / i d l e _ v i l l a g e r _ r o l l o v e r       u i / b a n n e r s / i d l e _ v i l l a g e r _ c l i c k e d     u i / b a n n e r s / i d l e _ v i l l a g e r     i d l e V i l l a g e r B a n n e r     a r m y B a n n e r - u n f u r l e d % d   rollover    clicked tex b a n n e r     d e f a u l t R o l l o v e r   d e f a u l t C l i c k e d     d e f a u l t T e x     a r m y B a n n e r s   a r m y b a n n e r . x m l     ?I@;    T i m e l i n e - F a k e I c o n H a n d l e - % d - % d - % d         T i m e l i n e - F a k e R e s i g n I c o n H a n d l e - % d       0A    u i \ p o s t _ g a m e \ t i m e _ l i n e _ d e a t h     u i \ i n g a m e \ g r a p h l i n e f i l l e r   u i \ i n g a m e \ g r a p h l i n e   % d : % 0 2 d ,   % . 0 f   % s :   % d : % 0 2 d ,   % . 0 f     % d : % 0 2 d   .\agadgettimeline.cpp     xB  Dtributedlg-availGold    tributedlg-availWood    tributedlg-availFood    t r i b u t e d l g - d e s t R e s o u r c e G o l d % d   t r i b u t e d l g - d e s t R e s o u r c e W o o d % d   t r i b u t e d l g - d e s t R e s o u r c e F o o d % d   t r i b u t e d l g - d e s t P l a y e r N a m e % d   tributedlg-PlayerName   tributedlg-cancelButton tributedlg-clearButton  tributedlg-sendButton   u i t r i b u t e d l g . x m l       u i F i n d T y p e ( " % s " )     u i H a n d l e I d l e B a n n e r ( " % s " )     u i F i n d T o w n B e l l T C ( )         g a d g e t T o g g l e ( " o b j e c t i v e s d i a l o g - s c r e e n " )   .\agadidlebanner.cpp    % s - i n t e r i o r   showNonIdle bannerProto t o w n b e l l     o b j e c t i v e s     idleType        F{  ?      ?     G{  pI?    H{   I?      ?       ?      PH?    ?  (H? \ u i \ p o s t _ g a m e \ f a m e     \ u i \ p o s t _ g a m e \ a w a r d s _ m o s t _ l o s s e s         \ u i \ p o s t _ g a m e \ a w a r d s _ m o s t _ k i l l s   \ u i \ p o s t _ g a m e \ a w a r d s _ l a r g e s t _ a r m y       \ u i \ p o s t _ g a m e \ a w a r d s _ l e a s t _ r e s o u r c e s         \ u i \ p o s t _ g a m e \ a w a r d s _ m o s t _ r e s o u r c e s   \ u i \ p o s t _ g a m e \ a w a r d s _ m o s t _ t e c h     \ u i \ p o s t _ g a m e \ a w a r d s _ m o s t _ t r e a s u r e s   ??% . 2 f     WorldInfoRandomMapSeed  WorldInfoRandomMapType  WorldInfoDominantTerrain5   WorldInfoDominantTerrain4   WorldInfoDominantTerrain3   WorldInfoDominantTerrain2   WorldInfoDominantTerrain1   WorldInfoAverageElevation   WorldInfoLowestPoint    WorldInfoHighestPoint   WorldInfoMapDimensions  WorldInfoPage   PlayerInfoPlayer15  PlayerInfoPlayer14  PlayerInfoPlayer13  PlayerInfoPlayer12  PlayerInfoPlayer11  PlayerInfoPlayer10  PlayerInfoPlayer9   PlayerInfoPlayer8   PlayerInfoPlayer7   PlayerInfoPlayer6   PlayerInfoPlayer5   PlayerInfoPlayer4   PlayerInfoPlayer3   PlayerInfoPlayer2   PlayerInfoPlayer1   PlayerInfoLabels    PlayerInfoPage  MiscInfoGaiaObjects MiscInfoAvailGoldResource   MiscInfoAvailWoodResource   MiscInfoAvailFoodResource   MiscInfoPage    ExportToTextButton  ScenarioSummaryPageSelectDropDown   ScenarioSummaryScenarioName ScenarioSum-page3   ScenarioSum-page2   ScenarioSum-page1   .\agadscenariosummary.cpp   ScenarioSummaryDialog   * . t x t   % s . t x t     R3SG    t r a c k L o a d ( "   terrain1.tga    s c r e e n     t g a   j p g   I n G a m e D i a l o g s L a r g e   3 0   E d i t o r U I     ~testing    restoreSaveName L o s t G a m e     W o n G a m e R e v O r T r a d e   W o n G a m e   X X     X I X   X V I I I   X V I I     X V I   X V     X I V   X I I I     X I I   X I     X   I X     V I I I     V I I   V I     V   I V     I I I   I I     % s . s e t     m p t e m p s e t t i n g s     l e a v e G a m e ( % d , 1 )   userrandom.con  random.con  currentPlayer   defaultNumberPlayers    u i \ l o g o s \ w a t e r m a r k y   Screenshot Time Info    Screenshot ES Logo  .\agame.cpp aidebug p r o t o u n i t c o m m a n d s . x m l . x m b   d e f a u l t v p . x m l   d e f a u l t v p . x m l . x m b   c i v s . x m l . x m b     t e c h t r e e y . x m l . x m b   p r o t o y . x m l     p r o t o y . x m l . x m b     l a s t N a m e 2   l a s t N a m e 1   f i r s t N a m e   n o r s e N a m e s     p h a r a o h N a m e s     h e r o n a m e s . x m l   Y?i???% 3 . 1 f   % s % . 0 f % s   % s   ,   % s % . 0 f % s   % s   ,   % s % . 0 f % s   < i c o n = " ( % d ) ( % S ) " >     % s   % s % s   I G     o o s p     o o s   b o n u s x p   r t     g t     c r c   r g a m e x p   r e s i g n     l o s e     w i n   u n k n o w n   s t a t u s     a w a r d x p   v i c t o r y x p   g a m e x p     p p     s p     x p p   l e v e l   x p     p o s t g a m e     m i d   m o d e     h c i d     p   E R R O R :   c G a m e N a m e   n o t   s e t     GrandConquestMenu   EnableTreaties  CPAI    art\ui\core_ui\cm_middle_button uiPowerCircleMenu(false)    R e g u l a r I n g a m e   CommandPanelCircleMenu  .\agamepowerpanel.cpp       a r t \ u i \ c o m m a n d \ c o m m a n d _ r a l l y _ s w a y       a r t \ u i \ c o m m a n d \ c o m m a n d _ r a l l y _ h u m a n     e d i t M o d e ( " r a l l y P o i n t " )   u i S e t P r o t o C u r s o r ( " W a y p o i n t F l a g " )   S e t   a   r a l l y   p o i n t   f o r   a l l   m i l i t a r y   u n i t s         a r t \ u i \ c o m m a n d \ c o m m a n d _ f l a r e _ s w a y       a r t \ u i \ c o m m a n d \ c o m m a n d _ f l a r e _ h u m a n     e d i t M o d e ( " f l a r e " )   u i S e t P r o t o C u r s o r ( " W a y p o i n t F l a g " )     F l a r e   a   l o c a t i o n   t o   n o t i f y   a l l i e s       u i \ c o r e _ u i \ d e f a u l t _ p i e c h a r t _ m a s k     s p e c i a l P o w e r ( % d ,   % d ,   % d )     :       HelpDialog-UpgradesText HelpDialog-AbilText H e l p D i a l o g - U p g r a d e s - % d     H e l p D i a l o g - R e q - % d   H e l p D i a l o g - A b i l - % d     HelpDialog-BigHistoryArea   HelpDialog-HistoryArea  HelpDialog-Stats-BonusArea  HelpDialog-Stats-2  HelpDialog-Stats-Labels-2   HelpDialog-Stats-1  HelpDialog-Stats-Labels-1   HelpDialog-UpperHelpText    HelpDialog-Name t o p i c :     t e c h :   p r o t o :     HelpDialog-BackButton   HelpDialog-Portrait % s   % s   ( % s )     HelpDialog-Title    ????< c o l o r = " { p l a y e r C o l o r ( % d ) } " > % s . . .     < c o l o r = " { p l a y e r C o l o r ( % d ) } " > % s   .\agamevictorypointpanel.cpp    % s :   % d   B o u n t y   +   % . 2 f   T r i c k l e     u i V P A c c e l C l i c k ( % d )     B o n u s I c o n % i   B o n u s % i       < c o l o r = " { p l a y e r C o l o r ( % d ) } " > < s t > % s < / s t >     % s ,   % s       -     ,   
       
 % s   < c o l o r = 1 ,   1 ,   1 > % s < / c o l o r >   %dx     < c o l o r = 1 ,   1 ,   1 > % s . < / c o l o r >     ?q  q H o m e C i t y P i c k e r - E n t r y % d - H i l i g h t     H o m e C i t y P i c k e r - E n t r y % d - I c o n D e a t h m a t c h       H o m e C i t y P i c k e r - E n t r y % d - I c o n S u p r e m a c y     H o m e C i t y P i c k e r - E n t r y % d - L e v e l     H o m e C i t y P i c k e r - E n t r y % d - N a m e   H o m e C i t y P i c k e r - E n t r y % d - F l a g   H o m e C i t y P i c k e r - E n t r y % d     HomeCityPickerDlg   HomeCityPicker-DeleteButton HomeCityPicker-CreateButton HomeCityPicker-ViewButtonOtherUser  HomeCityPicker-ViewButton   HomeCityPicker-CancelButton HomeCityPicker-SubmitButton HomeCityPicker-HCLocationDropDown   HomeCityPicker-HCLevelButtonLabel   HomeCityPicker-HCLevelButton    HomeCityPicker-Slider   u i h o m e c i t y p i c k e r . x m l     u i h o m e c i t y p i c k e r d o c k e d . x m l     u i h o t k e y s . x m l   M o u s e   3   m o u s e 3 d o w n     M o u s e   4   m o u s e 4 d o w n     M o u s e   5   m o u s e 5 d o w n     -   a l t   c o n t r o l   s h i f t   hotkeysetup-AllowHotkeyConflictsButton  hotkeysetup-StatusText  h o t k e y s e t u p - k e y l i s t - k e y % d   h o t k e y s e t u p - k e y l i s t - k e y N a m e % d   hotkeysetup-HotkeyScrollbar hotkeysetup-HotkeyList  hotkeysetup-GroupList   hotkeysetup-RolloverHelp    hotkeysetup-ResetAllButton  hotkeysetup-ResetButton hotkeysetup-ChangeButton    hotkeysetup-CancelButton    hotkeysetup-OKButton    U n m a p p e d     ??Military Pop:  Limit=%d, Current=%d.    Economy Pop:  Limit=%d, Current=%d. Invalid index of %d.    : Time:  %d. (%s) Total = %.2f  P l a y e r   % d   A I       aC  Food=%6.2f.     Wood=%6.2f.     Gold=%6.2f.   AI Cost Weights:    10 Minute Income: Gold=%.2f, Wood=%.2f, Food=%.2f.  5  Minute Income: Gold=%.2f, Wood=%.2f, Food=%.2f.  2  Minute Income: Gold=%.2f, Wood=%.2f, Food=%.2f.    PlanID=%d, '%s', NO UNIT TYPES, APri=%d, DPri=%d.   PlanID=%d, '%s', %d '%s' units (N=%d, W=%d, M=%d), APri=%d, DPri=%d.  1  Minute Income: Gold=%.2f, Wood=%.2f, Food=%.2f.    Resource[%02d] '%s':  %d. Plan Breakdown: %d gather plans, %d gatherers.    RB[%02d]:  ID=%d, Type=%s, SubType=%s, #Plans=%d, PlanPri=%d, Perc=%f, BaseID=%d. Current Gatherer Distribution: %d total gatherers.  Desired Resource Breakdowns:    Actual Resource Gatherer Percentages:     Resource[%02d] '%s':  %f. Calculated Cost Resource Gatherer Percentages (weight=%.2f):    Script Resource Gatherer Percentages (weight=%.2f): Syscall ID=%d has no help, log a RAID bug.
 


//Syscalls: %d total.
   const int cTactic%S=%d; 
//Tactics:
    const int cGameTypeCampaign=%d; const int cGameTypeRandom=%d;   const int cGameTypeSaved=%d;    const int cGameTypeScenario=%d; 
//Game types:
 const int cVPStateCompleted=%d; const int cVPStateBuilding=%d;  const int cVPStateSite=%d;  const int cVPStateNone=%d;  const int cVPStateAny=%d;   
//Victory Point Site States:
  const int cVPGranted=%d;    const int cVPConqueror=%d;  const int cVPTrade=%d;  const int cVPSecret=%d; const int cVPNative=%d; const int cVPAll=%d;    const int cVPInvalid=%d;    
//Victory Point Score Types:
  const int cUnitType%s=%d;   
//Unit Types: %d total.
   const int cTech%s=%d;   
//Techs: %d total
 


//Communications Constants:
 const int cXSKOTHVictoryEndHandler=%d;  const int cXSKOTHVictoryStartHandler=%d;    const int cXSRelicVictoryEndHandler=%d; const int cXSRelicVictoryStartHandler=%d;   const int cXSWonderVictoryEndHandler=%d;    const int cXSWonderVictoryStartHandler=%d;  const int cXSMonopolyEndHandler=%d; const int cXSMonopolyStartHandler=%d;   const int cXSGameOverHandler=%d;    const int cXSMissionEndHandler=%d;  const int cXSMissionStartHandler=%d;    const int cXSScoreOppHandler=%d;    const int cXSPlayerAgeHandler=%d;   const int cXSNuggetHandler=%d;  const int cXSAutoCreatePlanHandler=%d;  const int cXSShipResourceGranted=%d;    const int cXSTreatyBrokenHandler=%d;    const int cXSHomeCityLevelUpHandler=%d; const int cXSHomeCityTransportReturnHandler=%d; const int cXSHomeCityTransportArriveHandler=%d; const int cXSBuildHandler=%d;   const int cXSResignHandler=%d;  const int cXSRetreatHandler=%d; const int cXSPowerHandler=%d;   const int cXSAgeHandler=%d; 
//XS Handler Types:
   const int cAreaGroupTypeImpassableLand=%d;  const int cAreaGroupTypeWater=%d;   const int cAreaGroupTypeLand=%d;    
//AreaGroup Types:
    const int cAreaTypeVPSite=%d;   const int cAreaTypeImpassableLand=%d;   const int cAreaTypeWater=%d;    const int cAreaTypeForest=%d;   
//Area Types:
 const int cAttackRouteFrontLeft=%d; const int cAttackRouteLeftFront=%d; const int cAttackRouteLeftBack=%d;  const int cAttackRouteBackLeft=%d;  const int cAttackRouteBackRight=%d; const int cAttackRouteRightBack=%d; const int cAttackRouteRightFront=%d;    const int cAttackRouteFrontRight=%d;    
//Attack Routes:
  const int cTechStatusActive=%d; const int cTechStatusObtainable=%d; const int cTechStatusUnobtainable=%d;   
//Tech Status:
    const int cAllResources=%d; const int cResource%s=%d;   
//Resources:
  const int cCulture%s=%d;    
//Cultures:
   const int cCiv%s=%d;    
//Civs:
   const int cBPIFalloffLinearInverse=%d;  const int cBPIFalloffNone=%d;   const int cBPIFalloffLinear=%d; 
//Building Placement Influence falloff types:
 const int cBuildingPlacementPreference%s=%d;    
//Building Placement Preferences:
 const int cUnitQueryInvalidArmy=%d; const int cUnitQueryNoArmy=%d;  
//Unit Query Constants:
   const int cBuildingPlacementEventFailed=%d; const int cBuildingPlacementEventDone=%d;   
//Building Placement Events:
  const int cUnitStateABQ=%d; const int cUnitStateAny=%d; const int cUnitStateQueued=%d;  const int cUnitStateDead=%d;    const int cUnitStateAlive=%d;   const int cUnitStateBuilding=%d;    const int cUnitStateNone=%d;    
//KB Unit States:
 const int cMovementTypeNonSolid=%d; const int cMovementTypeAir=%d;  const int cMovementTypeWater=%d;    const int cMovementTypeLand=%d; const int cMovementTypeNone=%d; 
//Unit Movement Types:
    const int cResignMilitaryPop=%d;    const int cResignTeammates=%d;  const int cResignGatherers=%d;  
//Resign Types:
   const int cNativeResearchPlan%s=%d; 
//Native Research Plan Variables:
 const int cTransportPathType%s=%d;  
//Transport PathTypes:
    const int cMissionPlan%s=%d;    
//Mission Plan Variables:
 const int cBuildWallPlanWallType%s=%d;  
//BuildWall Wall Types:
   const int cBuildWallPlan%s=%d;  
//BuildWall Plan Variables:
   const int cGatherGoalPlan%s=%d; 
//Gather Goal Plan Variables:
 const int cGoalPlanTargetType%s=%d; 
//Goal Plan Target Types:
 const int cGoalPlanGoalSubType%s=%d;    
//Goal Plan Goal Sub Types:
   const int cGoalPlanGoalType%s=%d;   
//Goal Plan Goal Types:
   const int cGoalPlan%s=%d;   
//Goal Plan Variables:
    const int cReservePlan%s=%d;    
//Reserve Plan Variables:
 const int cNuggetPlan%s=%d; 
//Nugget Plan Variables:
  const int cDefendPlan%s=%d; 
//Defend Plan Variables:
  const int cAttackStrategyPlan%s=%d; 
//Attack Strategy Plan Variables:
 const int cTowerPlan%s=%d;  
//Tower Plan Variables:
   const int cTradePlan%s=%d;  
//Trade Plan Variables:
   const int cTransportPlan%s=%d;  
//Transport Plan Variables:
   const int cFishPlan%s=%d;   
//Fish Plan Variables:
    const int cHerdPlan%s=%d;   
//Herd Plan Variables:
    const int cProgressionPlan%s=%d;    
//Progression Plan Variables:
 const int cAttackPlanRetreatMode%s=%d;  const int cAttackPlanBaseAttackMode%s=%d;   const int cAttackPlanAttackRoutePattern%s=%d;   const int cAttackPlan%s=%d; 
//Attack Plan Variables:
  const int cResearchPlan%s=%d;   
//Research Plan Variables:
    const int cExplorePlan%s=%d;    
//Explore Plan Variables:
 const int cTrainPlan%s=%d;  
//Train Plan Variables:
   const int cBuildPlan%s=%d;  
//Build Plan Variables:
   %s (RO=%d, AC=%d, Max=%d).
 const int cGatherPlan%s=%d; 
//Gather Plan Variables:
  const int cPlanEvent%s=%d;  
//Plan Events:
    const int cPlanState%s=%d;  
//Plan States:
    const int cMissionType%s=%d;    const int cMissionTypeNone=-1;  const int cMissionTypeNone=-1;
 
//Mission Types:
  


//Mission Constants:
    const int cPlan%s=%d;   
//Plan Types:
 const int cEmergencyEscrowID=-2;    const int cMilitaryEscrowID=2;  const int cEconomyEscrowID=1;   const int cRootEscrowID=0;  
//Escrow IDs:
 const int cTSFactorDanger=4;    const int cTSFactorBase=3;  const int cTSFactorTimeToDone=2;    const int cTSFactorPoint=1; const int cTSFactorDistance=0;  
//KB TargetSelector Factors:
  const int cMaxSettlersPerMill=%d;   const int cMaxSettlersPerMine=%d;   
//Gatherer limits:
    const int cAIResourceSubType%s=%d;  
//Resource Subtypes:
  const int cNuggetTypeGiveTech=%d;   const int cNuggetTypeConvertUnit=%d;    const int cNuggetTypeAdjustHP=%d;   const int cNuggetTypeAdjustSpeed=%d;    const int cNuggetTypeGiveLOS=%d;    const int cNuggetTypeSpawnUnit=%d;  const int cNuggetTypeAdjustResource=%d; 
//Nugget Types:
   const int cRGPActual=%d;    const int cRGPCost=%d;  const int cRGPScript=%d;    
//Resource Gatherer Preferences:
  const int cHCCardTypeTeam=%d;   const int cHCCardTypeWagon=%d;  const int cHCCardTypeMilitary=%d;   const int cHCCardTypeEcon=%d;   
//HomeCity CardTypes:
 const int cPlayerRelationEnemyNotGaia=%d;   const int cPlayerRelationAlly=%d;   const int cPlayerRelationEnemy=%d;  const int cPlayerRelationSelf=%d;   const int cPlayerRelationAny=%d;    
//Player Relation Constants:
  const int cAge%d=%d;    
//Age Constants:
  const int cDifficultyExpert=%d; const int cDifficultyHard=%d;   const int cDifficultyModerate=%d;   const int cDifficultyEasy=%d;   const int cDifficultySandbox=%d;    
//Difficulty Levels:
  const int cGameModeDeathmatch=%d;   const int cGameModeLightning=%d;    const int cGameModeConquest=%d; const int cGameModeSupremacy=%d;    
//Victory Condition/Game Mode Types:
  const int cUnitStanceStandGround=%d;    const int cUnitStancePassive=%d;    const int cUnitStanceDefensive=%d;  const int cUnitStanceAggressive=%d; 
//Unit Stances:
   const string cRandomMapName="None"; aiMapNameOverride   const string cRandomMapName="%s";   const int cMyTeam=%d;   const int cMyCiv=%d;    const int cMyCulture=%d;    const int cMyID=%d; const string cFilename="%S";    const int cNumberPlayers=%d;    %s
 
//Player/Game:
    BreakdownID ResourceSubtype AutoGP%s%s      PlayerID=%d: Could not compile XS script during createXSAI('%S')    aiPersonalityOverride   % s A I % 0 2 d     P#%d (%s) BAI::update:  SwapPromptType  U n f i l t e r e d   H i s t o r y     	 S e n d e r I D ( % d ) ,   T a r g e t I D ( % d ) ,   S t a r t T i m e ( % d ) ,   S e n d t i m e ( % d ) ,   P o s ( % . 2 f , % . 2 f )     % d   -   % s   N o   E n t r y     H i s t o r y   BAIChatModerator::processRuleDeclaration - invalid rule specifcations.  W i n d o w D u r a t i o n     T a r g e t P r o m p t T y p e     S o u r c e P r o m p t T y p e     BAIChatModerator::processRuleDeclaration - invalid rule type in node.   BAIChatModerator::processRuleDeclaration - no rule type specified for node. R u l e S e t   ??Expert  Hard    Moderate    Easy    Sandbox %s: No Player Context: %s   %s: P#%d (%S): %s   .\aifuncs.cpp   AI ERROR @%s: No Player Context: %s AI ERROR @%s: P#%d (??]: %s AI ERROR @%s: P#%d (%S): %s % S :   % S     P l a y e r   # % d   ( ? ? ] :   A I   E r r o r .     P l a y e r   # % d   ( % s ) :   A I   E r r o r .     Invalid unit, perhaps the buildingID is invalid?        int aiIsTeamKOTH(int teamID): Returns true if this team is king of the hill.    aiIsTeamKOTH    int aiGetKOTHController(): Gets the team that is king of the hill.  aiGetKOTHController bool aiIsKOTHAllowed(): Returns true if a King of the Hill victory is possible in this game type.   aiIsKOTHAllowed     bool aiIsRelicCaptureAllowed(): Returns true if a relic capture victory is possible in this game type.  aiIsRelicCaptureAllowed int aiGetNumberRelicsNeededForVictory(): Gets the number of relics needed to make a relic win possible. aiGetNumberRelicsNeededForVictory       int aiGetNumberRelicsControlled(int teamID): Gets the number of relics controlled by this team (for relic victory). aiGetNumberRelicsControlled bool aiIsMonopolyAllowed(): Returns true if a trade monopoly is possible in this game type. aiIsMonopolyAllowed bool aiDoTradeMonopoly(): Executes a trade monopoly command, returns false if it fails. aiDoTradeMonopoly       bool aiReadyForTradeMonopoly(): Returns true if the monopoly command can be given now.  Does not check cost.    aiReadyForTradeMonopoly int aiGetNumberTradePostsNeededForMonopoly(): Gets the number of tradeposts needed to make a monopoly win possible. aiGetNumberTradePostsNeededForMonopoly      int aiGetNumberTradePostsControlled(int teamID): Gets the number of tradeposts controlled by this team (for monopoly victory).  aiGetNumberTradePostsControlled int aiGetLastCollectedNuggetEffect(int playerID): Gets the last collected nugget's effect   aiGetLastCollectedNuggetEffect      int aiGetLastCollectedNuggetType(int playerID): Gets the last collected nugget's type   aiGetLastCollectedNuggetType    int aiGetPoliticianListByIndex(int age, int index): Gets the index'th Politicans avaiable for AgeX. aiGetPoliticianListByIndex  int aiGetPoliticianListCount(int age): Gets the number of Politicans avaiable for AgeX. aiGetPoliticianListCount        bool aiPopulatePoliticianList(): Call this to make the AI fill out what Politicians are available.  aiPopulatePoliticianList    int aiGetPoliticianChoice(int age): Gets the scripts choice for the AgeX Politician.    aiGetPoliticianChoice   void aiSetPoliticianChoice(int age, int puid): Sets the scripts choice for the AgeX Politician. aiSetPoliticianChoice   bool aiTreatyActive(): checks whether the given player has a treaty.    aiTreatyActive  bool aiBreakTreaty(int escrowID): breaks the treaty using funds from the given escrow.  aiBreakTreaty   bool aiResourceIsLocked(int resourceID): Is this Escrow resource locked.    aiResourceIsLocked  void aiResourceUnlock(int resourceID): Allow a resource to be spent by the AI.  aiResourceUnlock        void aiResourceLock(int resourceID): Prevent a resource from being spent by the AI. aiResourceLock      int aiUnitGetTactic(int unitID): gets the specified unit's current tactic.  aiUnitGetTactic     bool aiUnitSetTactic(int unitID, int tacticID): sets the specified tactic on the specified unit.    aiUnitSetTactic     int aiGetGameType(): returns the current game type (e.g., cGameTypeScenario, cGameTypeRandom, etc). aiGetGameType       bool aiDoesWallExist(int buildingID): returns whether a wall exists around the specified building's colony. aiDoesWallExist     bool aiGetWallRadius(int buildingID): returns the wall radius for the specified building's colony.  aiGetWallRadius     bool aiCanBuildWall(int buildingID, int escrowID): returns whether it is allowed to build a wall around the specified building's colony, and whether the player can afford it from the specified escrow.    aiCanBuildWall      bool aiBuildWall(int buildingID, int escrowID): builds walls around the specified building's colony using the specified escrow. aiBuildWall     bool aiRansomExplorer(int explorerID, int escrowID, int sourceBuildingID): ransoms the specified explorer using funds from the specified escrow account and spawns it from the specified building.  aiRansomExplorer    int aiGetFallenExplorerID(): returns the ID of the fallen explorer; if there isn't one, returns -1  aiGetFallenExplorerID       bool aiIsMultiplayer(): returns true, if this is a multiplayer game.    aiIsMultiplayer void aiQueueAutoSavegame( int saveNumber ): Queues the auto savegame.   aiQueueAutoSavegame     long aiGetNumberTeams(): returns the number of teams in the game.   aiGetNumberTeams    long aiGetScore(int playerID): returns the score for the given player.  aiGetScore  bool aiSetHCGatherPoint( vector point ): Sets the HCGP. aiSetHCGatherPoint  vector aiGetHCGatherPoint( void ): Returns the HCGP.    aiGetHCGatherPoint      bool aiHCDeckCardGetCardCount( long deskIndex, long cardIndex ): Gets how many cards of this type we can send. -1 mean infinite.    aiHCDeckCardGetCardCount    bool aiHCDeckCanPlayCard( long cardIndex ): Can we play this card from the given deck?  aiHCDeckCanPlayCard     long aiHCDeckGetCardUnitCount( long deckIndex, long cardIndex ): For this card, get the unit Count  aiHCDeckGetCardUnitCount    long aiHCDeckGetCardUnitType( long deckIndex, long cardIndex ): For this card, get the unitType aiHCDeckGetCardUnitType long aiHCDeckGetCardTechID( long deckIndex, long cardIndex ): For this card, get the techID aiHCDeckGetCardTechID       long aiHCDeckGetCardLevel( long deckIndex, long cardIndex ): For this card, get the level   aiHCDeckGetCardLevel        long aiHCDeckGetCardAgePrereq( long deckIndex, long cardIndex ): For this card, get the age prereq  aiHCDeckGetCardAgePrereq    bool aiHCDeckPlayCard( long cardIndex ): play this card.    aiHCDeckPlayCard    long aiHCDeckGetNumberCards( long deckIndex): Returns the number of cards in the Current HC Deck.   aiHCDeckGetNumberCards      long aiHCDeckAddCardToDeck( long deckIndex, long cardIndex): Adds the card given to the givenHC Deck.   aiHCDeckAddCardToDeck   bool aiHCDeckActivate( long deckIndex ): Makes the deckIndex the current active HC deck.    aiHCDeckActivate    bool aiHCDeckCreate( string ): Create a new HC Deck with the given name.    AI Deck aiHCDeckCreate      long aiHCGetNumberDecks(): Returns the number of decks in the Current HC.   aiHCGetNumberDecks  long aiHCCardsFindBestCard(int cardType, int levelPref, int resourcePref): Get the best card using the optional cardtype and optional resourcePreference    aiHCCardsFindBestCard       long aiHCCardsGetCardCount(): For this cardIndex, get the CardCount, -1 is Infinite.    aiHCCardsGetCardCount   long aiHCCardsGetCardUnitCount(): For this cardIndex, get the UnitCount.    aiHCCardsGetCardUnitCount   long aiHCCardsGetCardUnitType(): For this cardIndex, get the UnitType.  aiHCCardsGetCardUnitType        long aiHCCardsGetCardTechID(): For this cardIndex, get the TechID.  aiHCCardsGetCardTechID      long aiHCCardsGetCardLevel(int cardIndex): For this cardIndex, get the age prereq.  aiHCCardsGetCardLevel       long aiHCCardsGetCardAgePrereq(int cardIndex): For this cardIndex, get the age prereq.  aiHCCardsGetCardAgePrereq   bool aiHCCardsBuyCard(int cardIndex): Buy this card now aiHCCardsBuyCard    bool aiHCCardsCanIBuyThisCard(int deckIndex, int cardIndex): Can I buy this card now?   aiHCCardsCanIBuyThisCard        bool aiHCCardsIsCardBought(int cardIndex): Has the cardindex been bought yet?   aiHCCardsIsCardBought   long aiHCCardsGetTotal(): Returns the number of cards in the Current HC.    aiHCCardsGetTotal   bool aiIsMapType(string -see 3 constants at right-):Is this a certain maptype or not. (AIFishingUseful, AITransportRequired, AITransportUseful) AIFishingUseful aiIsMapType     bool aiGetWaterMap(): Tells us if the AI thinks this is a water map or not. aiGetWaterMap       void aiSetWaterMap( bool v): Tells the AI if this is a water map or not.    aiSetWaterMap       void aiSetDefaultStance( int defaultStance ): Sets your default stance for all of your units.   aiSetDefaultStance      void aiSwitchMainBase(int newBaseID, bool force): switch the newBaseID to be the main base. aiSwitchMainBase    int aiGetPopNeeds(): gets the current Pop needs of all the plans.   aiGetPopNeeds       int aiGetMaxLOSProtoUnitLimit(): gets the limit for how many LOS Protounits the AI can build    aiGetMaxLOSProtoUnitLimit       void aiSetMaxLOSProtoUnitLimit(int limit): sets the limit for how many LOS Protounits the AI can build  aiSetMaxLOSProtoUnitLimit   void aiAttemptResign(): asks the player if its ok to resign aiAttemptResign void aiResign(): reigns the current player..    aiResign        int aiGetMinNumberWantForGatheringAggressives(): gets the min number of wanted units to gather aggressive animals.  aiGetMinNumberWantForGatheringAggressives   void aiSetMinNumberWantForGatheringAggressives(long v): sets the min number of wanted units to gather aggressive animals.   aiSetMinNumberWantForGatheringAggressives   int aiGetMinNumberNeedForGatheringAggressives(): gets the min number of needed units to gather aggressive animals.  aiGetMinNumberNeedForGatheringAggressives   void aiSetMinNumberNeedForGatheringAggressvies(long v): sets the min number of needed units to gather aggressive animals.   aiSetMinNumberNeedForGatheringAggressvies   void aiSetMinArmySize(long v): sets the min number of units in an attack army.  aiSetMinArmySize        bool aiGetPauseAllAgeUpgrades(): gets the pause all age upgrades flag from the AI.  aiGetPauseAllAgeUpgrades    void aiSetPauseAllAgeUpgrades(bool v): sets the pause all age upgrades flag in the AI.  aiSetPauseAllAgeUpgrades    void aiSetRandomMap(bool v): Sets the RM bool in the AI.    aiSetRandomMap  float aiGetExploreDangerThreshold(): gets the ai's Explore Danger Threshold value.  aiGetExploreDangerThreshold bool aiSetExploreDangerThreshold( float value): sets the ai's Explore Danger Threshold value.   aiSetExploreDangerThreshold     bool aiSetAutoGatherMilitaryUnits( bool v ): Turns auto gathering of military units at bases on/off.    aiSetAutoGatherMilitaryUnits    void aiGetCurrentResourceNeed( int resourceID ): returns the current resource need for the given resource.  aiGetCurrentResourceNeed    bool aiGetAutosaveOn(): returns whether or not its cool to turn ai autosaves on.    aiGetAutosaveOn     void aiAutoSavegame( string filename ): Saves the auto, debugging savegames (THIS DOESN'T REALLY DO ANYTHING).  BadFilename aiAutoSavegame      int aiGetCaptainPlayerID( int playerID ): Returns the captain for the given player's team.  aiGetCaptainPlayerID    int aiGetGameMode( void ): Returns the game's mode. aiGetGameMode   string aiGetWorldDifficultyName( int level ): Returns the name of the level.    aiGetWorldDifficultyName        void aiSetWorldDifficulty( int v ): Sets the world difficulty level.    aiSetWorldDifficulty    int aiGetWorldDifficulty( void ): Returns the world difficulty level.   aiGetWorldDifficulty    int aiFindBestTownDefenseGodPowerPlan(void): find a valid god power plan to use for town defense    aiFindBestTownDefenseGodPowerPlan   int aiFindBestAttackGodPowerPlan(void): find a valid god power plan to attach to an attack plan aiFindBestAttackGodPowerPlan    int aiGetGodPowerType( int protoPowerID): get the type for a ProtoPower aiGetGodPowerType       int aiGetGodPowerProtoIDForTechID( int techID): translate a granted tech id into a protopower id    aiGetGodPowerProtoIDForTechID       int aiGetGodPowerTechIDForSlot( int slotID): Get the god power tech id from the given slot. aiGetGodPowerTechIDForSlot  bool aiCastGodPowerAtUnit( int godPowerTechID, int unitID): Casts the given God power tech, at the specified unit.  aiCastGodPowerAtUnit        bool aiCastGodPowerAtPosition( int godPowerTechID, vector pos): Casts the given God power tech, at the specified position.  aiCastGodPowerAtPosition    bool aiSetOpportunityScore(  long oppID, long permission, float affordable, float classscore, float instance, float total ): sets the score for this opp.   aiSetOpportunityScore       void aiSetOpportunityLocation(  int opportunityID, vector location ): sets the location for this opp.   aiSetOpportunityLocation        void aiSetOpportunityRadius(  int opportunityID, float radius ): sets the radius for this opp.  aiSetOpportunityRadius  void aiSetOpportunityTargetID(  int opportunityID, int targetType ): sets the target id for this opp.   aiSetOpportunityTargetID        void aiSetOpportunityTargetType(  int opportunityID, int targetType ): sets the target type for this opp.   aiSetOpportunityTargetType  long aiGetOpportunityTargetID(  int opportunityID ): gets the target id from this opportunity   aiGetOpportunityTargetID        vector aiGetOpportunityLocation(  int opportunityID ): gets the location from this opportunity  aiGetOpportunityLocation        long aiGetOpportunityType(  int opportunityID ): gets the type from this opportunity    aiGetOpportunityType    long aiGetOpportunityTargetType(  int opportunityID ): gets the target type from this opportunity   aiGetOpportunityTargetType  long aiGetOpportunityTargetPlayerID(  int opportunityID ): gets the target playerID from this opportunity   aiGetOpportunityTargetPlayerID      float aiGetOpportunityRadius(  int opportunityID ): gets the radius from this opportunity   aiGetOpportunityRadius      long aiGetOpportunitySourceType(  int opportunityID ): gets the source type from this opportunity   aiGetOpportunitySourceType  long aiGetOpportunitySourceID(  int opportunityID ): gets the source id from this opportunity   aiGetOpportunitySourceID        void aiFindBestOpportunity(): finds the best currently scored opp.  aiFindBestOpportunity       long aiDestroyOpportunity( int opportunityID): remove an opportunity on the player's opp list.  aiDestroyOpportunity    long aiActivateOpportunity( int opportunityID, bool flag ): activates or deactivates an opportunity on the player's opp list.   aiActivateOpportunity   long aiCreateOpportunity(int type, int targettype, int targetID, int targetPlayerID, int source ): adds an opportunity to the list and returns the id.  aiCreateOpportunity     int aiNumberUnassignedUnitsByGoal( int goalID ): Returns the number of unassigned units based on the goal's unit type(s).   aiNumberUnassignedUnitsByGoal       int aiNumberUnassignedUnits( int typeID ): Returns the number of unassigned units of the given type.    aiNumberUnassignedUnits void aiSendChatToEnemies( string chatString ): CP AI chat to enemies.   aiSendChatToEnemies     void aiSendChatToAllies( string chatString ): CP AI chat to allies. aiSendChatToAllies  void aiSendChatToEveryone( string chatString ): CP AI chat to everyone. aiSendChatToEveryone    void aiChat( int playerID, string chatString ): CP AI chat to playerID. aiChat  void aiSetAllowBuildings( bool v ): Sets allow buildings on/off.    aiSetAllowBuildings bool aiGetAllowBuildings( void ): Returns allow buildings on/off.   aiGetAllowBuildings void aiSetFarmLimit( int limit ): Sets the per plan farm build limit.   aiSetFarmLimit  int aiGetFarmLimit( void ): Returns the per plan farm build limit.  aiGetFarmLimit      void aiSetAutoFarmEscrowID( int escrowID ): Sets the auto Farm escrow ID.   aiSetAutoFarmEscrowID       int aiGetAutoFarmEscrowID( void ): Returns the auto Farm escrow ID. aiGetAutoFarmEscrowID       void aiSetAutoGatherEscrowID( int escrowID ): Sets the auto gather escrow ID.   aiSetAutoGatherEscrowID int aiGetAutoGatherEscrowID( void ): Returns the auto gather escrow ID. aiGetAutoGatherEscrowID bool aiRemoveResourceBreakdown( int resourceTypeID, int resourceSubTypeID, int baseID ): Removes the given breakdown.   aiRemoveResourceBreakdown       bool aiSetResourceBreakdown( int resourceTypeID, int resourceSubTypeID, int numberPlans, int planPriority, float percentage, int baseID ): Sets a subtype breakdown for a resource. aiSetResourceBreakdown      float aiGetResourceBreakdownPercentage( int resourceTypeID, int resourceSubTypeID, int baseID ): Gets the percentage for the given breakdown.   aiGetResourceBreakdownPercentage        int aiGetResourceBreakdownPlanPriority( int resourceTypeID, int resourceSubTypeID, int baseID ): Gets the priority of the plans for the given breakdown.    aiGetResourceBreakdownPlanPriority  int aiGetResourceBreakdownNumberPlans( int resourceTypeID, int resourceSubTypeID, int baseID ): Gets the number of plans for the given breakdown.   aiGetResourceBreakdownNumberPlans   void aiNormalizeResourceGathererPercentages( int rgpIndex ): Normalizes all of the resource gatherer percentages to 1.0.    aiNormalizeResourceGathererPercentages      void aiSetResourceGathererPercentage( int resourceID, float value, bool normalize, int rgpIndex ): Sets the resource gatherer percentage for the given resource (if normalized is true, the percentages will be normalized to 1.0). aiSetResourceGathererPercentage     float aiGetResourceGathererPercentage( int resourceID, int rgpIndex ): Returns the resource gatherer percentage for the given resource. aiGetResourceGathererPercentage void aiNormalizeResourceGathererPercentageWeights( void ): Normalizes all of the resource gatherer percentages weights to 1.0.  aiNormalizeResourceGathererPercentageWeights    void aiSetResourceGathererPercentageWeight( int rgpIndex, float weight ): Sets the RGP weight.  aiSetResourceGathererPercentageWeight   float aiGetResourceGathererPercentageWeight( int rgpIndex ): Returns the RGP weight.    aiGetResourceGathererPercentageWeight   float aiGetMarketSellCost( int resourceID ): Returns the amount received for selling 100 units of the given resource.   aiGetMarketSellCost     float aiGetMarketBuyCost( int resourceID ): Returns the amount required to buy 100 units of the given resource. aiGetMarketBuyCost      bool aiBuyResourceOnMarket( int resourceID): buys (+100) the given resource.    aiBuyResourceOnMarket   bool aiSellResourceOnMarket( int resourceID): sells (+100) the given resource.  aiSellResourceOnMarket  bool aiTribute( int playerID, int resourceID, float amount ): Tributes the given player.    aiTribute   bool aiTaskUnitDelete( int unitID ): Deletes the given unit.    aiTaskUnitDelete        bool aiTaskUnitSpecialPower( int unitID, int powerID, vector position ): Does a lightweight (no plan) research tasking of the given unit for the given special power.   aiTaskUnitSpecialPower  bool aiTaskUnitResearch( int unitID, int techID ): Does a lightweight (no plan) research tasking of the given unit for the given tech ID.   aiTaskUnitResearch  bool aiTaskUnitTrain( int unitID, int unitTypeID ): Does a lightweight (no plan) train tasking of the given unit for the given target unit type.    aiTaskUnitTrain     bool aiTaskUnitBuild( int unitID, int buildingTypeID, vector position ): Does a lightweight (no plan) build tasking of the given unit to build the given building.  aiTaskUnitBuild     bool aiTaskUnitWork( int unitID, int targetUnitID ): Does a lightweight (no plan) work tasking of the given unit on the given target unit.  aiTaskUnitWork      bool aiTaskUnitMove( int unitID, vector position ): Does a lightweight (no plan) move tasking of the given unit to the given location.  aiTaskUnitMove  bool aiSetHandler( string handlerFunctionName, int type ): Sets the handler for given type of event.    aiSetHandler    void aiCommsSendReply(int sentenceID, int responseID): send a reply to a sentence.  aiCommsSendReply    vector aiCommsGetTargetLocation(int sentenceID): get target location from specified sentence.   aiCommsGetTargetLocation        long aiCommsGetTargetListItem(int sentenceID, int index): get index item from specified sentence.   aiCommsGetTargetListItem    long aiCommsGetTargetListCount(int sentenceID): get number of items in target list for specified sentence.  aiCommsGetTargetListCount   long aiCommsGetChatTargetType(int sentenceID): get target type for specified sentence.  aiCommsGetChatTargetType        long aiCommsGetChatVerb(int sentenceID): get chat verb for specified sentence.  aiCommsGetChatVerb      long aiCommsGetSendingPlayer(int sentenceID): get sending player for specified sentence.    aiCommsGetSendingPlayer     bool aiCommsSetEventHandler(string handlerFunctionName ): Sets the handler for the communications system (invalid name unsets the handler). aiCommsSetEventHandler      int aiCommsSendStatementWithVector(targetPlayerID, int promptType, vector v): Sends a statement to the designated player. Adds a location flare.    aiCommsSendStatementWithVector      int aiCommsSendStatement(targetPlayerID, int promptType): Sends a statement to the designated player.   aiCommsSendStatement    aiCommsAllowChat( bool flag ): enables or disables the chats from this ai player.   aiCommsAllowChat    float aiPlanGetUnitCost(int planID, bool considerHitPoints): gets total aiCost of plan's units, weighted for HP if requested.   aiPlanGetUnitCost       int aiGetNumberIdlePlans( int planType ): Gets the of idle plans of the given type. aiGetNumberIdlePlans    int aiPlanGetBaseID( int planID): gets the plan's base id.  aiPlanGetBaseID bool aiPlanSetBaseID( int planID, int baseID ): sets the plan's base id.    aiPlanSetBaseID     bool aiPlanSetAttack( int planID, bool v ): Sets attack flag on/off for the given plan. aiPlanSetAttack bool aiPlanGetAttack( int planID ): Gets the attack flag of the given plan. aiPlanGetAttack     bool aiPlanSetMilitary( int planID, bool v ): Sets military on/off for the given plan.  aiPlanSetMilitary       bool aiPlanGetMilitary( int planID ): Gets the military flag of the given plan. aiPlanGetMilitary       bool aiPlanSetEconomy( int planID, bool v ): Sets economy on/off for the given plan.    aiPlanSetEconomy        bool aiPlanGetEconomy( int planID ): Gets the economy flag of the given plan.   aiPlanGetEconomy        int aiPlanGetEscrowID( int planID ): Gets the escrow for the plan.  aiPlanGetEscrowID   bool aiPlanSetEscrowID( int planID, int escrowID ): Sets the escrow for the plan.   aiPlanSetEscrowID   bool aiPlanSetEventHandler( int planID, int eventType, string handlerName ): Sets event handler function for the given plan and event.  aiPlanSetEventHandler   bool aiPlanSetRequiresAllNeedUnits( int planID, bool rANU ): Sets 'requiresAllNeedUnits' on/off for the given plan. aiPlanSetRequiresAllNeedUnits       bool aiPlanSetUnitStance( int planID, int stance ): Sets unit stance for the given plan.    aiPlanSetUnitStance int aiPlanGetUnitStance( int planID ): Gets the unit stance of the given plan.  aiPlanGetUnitStance     bool aiPlanSetAllowUnderAttackResponse( int planID, bool uAR ): Sets under attack response on/off for the given plan.   aiPlanSetAllowUnderAttackResponse       bool aiPlanGetAllowUnderAttackResponse( int planID ): Gets the UA response-ness of the given plan.  aiPlanGetAllowUnderAttackResponse   bool aiPlanSetOrphan( int planID, bool orphan ): Sets orphan on/off for the given plan. aiPlanSetOrphan bool aiPlanGetOrphan( int planID ): Gets the orphan-ness of the given plan. aiPlanGetOrphan     bool aiPlanSetNoMoreUnits( int planID, bool v ): Sets noMoreUnits on/off for the given plan.    aiPlanSetNoMoreUnits    bool aiPlanGetNoMoreUnits( int planID ): Gets the noMoreUnits-ness of the given plan.   aiPlanGetNoMoreUnits    bool aiPlanSetActive( int planID, bool active ): Sets active on/off for the given plan. aiPlanSetActive bool aiPlanGetActive( int planID ): Gets the active-ness of the given plan. aiPlanGetActive     string aiPlanGetUserVariableString( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan. aiPlanGetUserVariableString bool aiPlanSetUserVariableString( int planID, int planVariableIndex, int valueIndex, string value ): Sets the given variable of the given plan. aiPlanSetUserVariableString     bool aiPlanAddUserVariableString( int planID, int planVariableIndex, string name, int numberValues ): Adds the variable to the given plan.  aiPlanAddUserVariableString bool aiPlanGetUserVariableBool( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan. aiPlanGetUserVariableBool       bool aiPlanSetUserVariableBool( int planID, int planVariableIndex, int valueIndex, bool value ): Sets the given variable of the given plan. aiPlanSetUserVariableBool   bool aiPlanAddUserVariableBool( int planID, int planVariableIndex, string name, int numberValues ): Adds the variable to the given plan.    aiPlanAddUserVariableBool   vector aiPlanGetUserVariableVector( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan. aiPlanGetUserVariableVector bool aiPlanSetUserVariableVector( int planID, int planVariableIndex, int valueIndex, vector value ): Sets the given variable of the given plan. aiPlanSetUserVariableVector     bool aiPlanAddUserVariableVector( int planID, int planVariableIndex, string name, int numberValues ): Adds the variable to the given plan.  aiPlanAddUserVariableVector float aiPlanGetUserVariableFloat( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan.   aiPlanGetUserVariableFloat  bool aiPlanSetUserVariableFloat( int planID, int planVariableIndex, int valueIndex, float value ): Sets the given variable of the given plan.   aiPlanSetUserVariableFloat      bool aiPlanAddUserVariableFloat( int planID, int planVariableIndex, string name, int numberValues ): Adds the variable to the given plan.   aiPlanAddUserVariableFloat  int aiPlanGetUserVariableInt( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan.   aiPlanGetUserVariableInt        bool aiPlanSetUserVariableInt( int planID, int planVariableIndex, int valueIndex, int value ): Sets the given variable of the given plan.   aiPlanSetUserVariableInt    bool aiPlanAddUserVariableInt( int planID, int planVariableIndex, string name, int numberValues ): Adds the variable to the given plan. aiPlanAddUserVariableInt        bool aiPlanRemoveUserVariableValue( int planID, int planVariableIndex, int variableIndex ): Removes the index-th value of the user variable.    aiPlanRemoveUserVariableValue   bool aiPlanRemoveUserVariable( int planID, int planVariableIndex ): Removes the user variable.  aiPlanRemoveUserVariable        bool aiPlanRemoveUserVariables( int planID ): Removes all of the user variables from the given plan.    aiPlanRemoveUserVariables       bool aiPlanSetNumberUserVariableValues( int planID, int planVariableIndex, int numberValues, bool clearCurrentValues ): Sets the number of values for this variable.    aiPlanSetNumberUserVariableValues       int aiPlanGetNumberUserVariableValues( int planID, int planVariableIndex ): Returns the number of values for this variable index.   aiPlanGetNumberUserVariableValues   string aiPlanGetVariableString( int planID, int planVariableIndex ): Gets the given variable of the given plan. aiPlanGetVariableString bool aiPlanSetVariableString( int planID, int planVariableIndex, int valueIndex, string value ): Sets the given variable of the given plan. aiPlanSetVariableString     bool aiPlanGetVariableBool( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan. aiPlanGetVariableBool       bool aiPlanSetVariableBool( int planID, int planVariableIndex, int valueIndex, bool value ): Sets the given variable of the given plan. aiPlanSetVariableBool   vector aiPlanGetVariableVector( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan. aiPlanGetVariableVector bool aiPlanSetVariableVector( int planID, int planVariableIndex, int valueIndex, vector value ): Sets the given variable of the given plan. aiPlanSetVariableVector     float aiPlanGetVariableFloat( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan.   aiPlanGetVariableFloat  bool aiPlanSetVariableFloat( int planID, int planVariableIndex, int valueIndex, float value ): Sets the given variable of the given plan. aiPlanSetVariableFloat  int aiPlanGetVariableInt( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan.   aiPlanGetVariableInt        bool aiPlanSetVariableInt( int planID, int planVariableIndex, int valueIndex, int value ): Sets the given variable of the given plan.   aiPlanSetVariableInt    bool aiPlanRemoveVariableValue( int planID, int planVariableIndex, int variableIndex ): Removes the index-th value of the variable. aiPlanRemoveVariableValue   bool aiPlanSetNumberVariableValues( int planID, int planVariableIndex, int numberValues, bool clearCurrentValues ): Sets the number of values for this variable.    aiPlanSetNumberVariableValues       int aiPlanGetNumberVariableValues( int planID, int planVariableIndex ): Returns the number of values for this variable index.   aiPlanGetNumberVariableValues   bool aiPlanAddWaypoint( int planID, vector waypoint ): Adds the waypoint to the given plan. aiPlanAddWaypoint   bool aiPlanSetWaypoints( int planID, int pathID ): Sets the waypoints of the given plan to the waypoints of the given path. aiPlanSetWaypoints  void aiPlanSetInitialPosition( int planID, vector initialPosition ): Sets the initial positon for this plan.    Syscall config error - Unable to add vector parm (%f, %f, %f) for syscall '%s'. aiPlanSetInitialPosition        vector aiPlanGetInitialPosition( int planID ): Returns the initial positon that was set for this plan.  aiPlanGetInitialPosition        vector aiPlanGetLocation( int planID ): Returns the location for this plan. aiPlanGetLocation   bool aiPlanAddUnit( int planID, int unitID ): Adds a unit to the plan.  aiPlanAddUnit   int aiPlanGetNumberUnits( int planID, int unitTypeID ): Returns the number of units currently assigned in the given plan.   aiPlanGetNumberUnits        bool aiPlanAddUnitType( int planID, int unitTypeID, int numberNeed, int numberWant, int numberMax ): Adds a unit type to the plan.  aiPlanAddUnitType   bool aiPlanSetDesiredPriority( int planID, int priority ): Sets the priority of the given plan. aiPlanSetDesiredPriority        int aiPlanGetDesiredPriority( int planID ): Returns the priority of the given plan. aiPlanGetDesiredPriority    int aiPlanGetActualPriority( int planID ): Returns the priority of the given plan.  aiPlanGetActualPriority     int aiPlanGetState( int planID ): Returns the state of the given plan.  aiPlanGetState  int aiPlanGetType( int planID ): Returns the type of the given plan.    aiPlanGetType   string aiPlanGetName( int planID ): Returns the name of the given plan. aiPlanGetName   int aiPlanGetIDByActiveIndex( int activeIndex ): Returns the ID of the plan with the given active index.    aiPlanGetIDByActiveIndex    int aiPlanGetIDByTypeAndVariableType( int planType, int varType, int varID, bool active ): Returns the ID of the plan with the given parms. aiPlanGetIDByTypeAndVariableType    int aiPlanGetIDSubStr( string searchStr ): Returns the ID of the first plan containing the given string in its name.    aiPlanGetIDSubStr       int aiPlanGetID( string name ): Returns the ID of the plan with the given name. aiPlanGetID     bool aiPlanDestroyByName( string name ): Destroys the plan of the given name.   aiPlanDestroyByName bool aiPlanDestroy( int planID ): Destroys the given plan.  aiPlanDestroy   int aiPlanCreate( string planName, int typeName ): Creates a plan of the given name and type.   aiPlanCreate    int aiPlanGetIDByIndex( int planType, int planState, bool active, int index ): Returns the ID of matching plan. aiPlanGetIDByIndex      int aiPlanGetNumber( int planType, int planState, bool active ): Returns the number of matching plans.  aiPlanGetNumber int aiGoalGetIDByIndex( int goalType, int goalState, bool active, int index ): Returns the ID of matching goal. aiGoalGetIDByIndex      int aiGoalGetNumber( int goalType, int goalState, bool active ): Returns the number of matching goals.  aiGoalGetNumber void aiSetAttackResponseDistance( float v ): Set the attack response distance.        I@aiSetAttackResponseDistance     float aiGetAttackResponseDistance( void ): Returns the attack response distance.    aiGetAttackResponseDistance void aiSetMilitaryPercentage( float v ): Set the military priority percentage.  aiSetMilitaryPercentage float aiGetMilitaryPercentage( void ): Returns the militarypriority percentage. aiGetMilitaryPercentage void aiSetEconomyPercentage( float v ): Set the economy priority percentage.    aiSetEconomyPercentage  float aiGetEconomyPercentage( void ): Returns the economy priority percentage.  aiGetEconomyPercentage  void aiSetMilitaryPop( int v ): Set the script-defined military pop for this player.    aiSetMilitaryPop        int aiGetMilitaryPop( void ): Returns the script-defined military pop for this player.  aiGetMilitaryPop        int aiGetAvailableMilitaryPop( void ): Returns the script-defined military pop for this player. aiGetAvailableMilitaryPop       void aiSetEconomyPop( int v ): Set the script-defined economy pop for this player.  aiSetEconomyPop     int aiGetEconomyPop( void ): Returns the script-defined economy pop for this player.    aiGetEconomyPop int aiGetCurrentEconomyPop( void ): Returns the current economy pop for this player.    aiGetCurrentEconomyPop  int aiGetAvailableEconomyPop( void ): Returns the available economy pop for this player.    aiGetAvailableEconomyPop    void aiSetMostHatedPlayerID( int v ): Sets the script-defined most hated player ID for this player. aiSetMostHatedPlayerID      int aiCalculateMostHatedPlayerID( int comparePlayerID ): Returns the playerID for the player the AI thinks it should be attacking.  aiCalculateMostHatedPlayerID        int aiGetMostHatedPlayerID( void ): Returns the script-defined most hated player ID for this player.    aiGetMostHatedPlayerID  int aiPersonalityGetTotalGameWins(int playerHistoryIndex, int playerRelation): Returns the total games the given player has won against this AI aiPersonalityGetTotalGameWins   int aiPersonalityGetGameFirstAttackTime(int playerHistoryIndex, int gameIndex): Returns the 1st attacktime from the gameIndex game. aiPersonalityGetGameFirstAttackTime int aiPersonalityGetGameUnitCount(int playerHistoryIndex, int gameIndex, int unitType): Returns the unit count from the gameIndex game. If gameIndex is -1, this will return the avg of all games played.   aiPersonalityGetGameUnitCount   bool aiPersonalityGetDidIWinLastGameVS(int playerHistoryIndex)  aiPersonalityGetDidIWinLastGameVS   float aiPersonalityGetGameResource(int playerHistoryIndex, int gameIndex, int resourceID): Returns the given resource from the gameIndex game. If gameIndex is -1, this will return the avg of all games played.    aiPersonalityGetGameResource        int aiPersonalityGetPlayerGamesPlayed(int playerHistoryIndex, int playerRelation): Returns the number of games played against/with the given the playerHistoryIndex.    aiPersonalityGetPlayerGamesPlayed       bool aiPersonalitySetPlayerUserVar( int playerHistoryIndex, string userVarName, float val ): sets the value, given the playerHistoryIndex, userVarName (max 255 chars), and value.  aiPersonalitySetPlayerUserVar       float aiPersonalityGetPlayerUserVar( int playerHistoryIndex, string userVarName ): Returns the user value, given the playerHistoryIndex and the userVarName.    aiPersonalityGetPlayerUserVar   int aiPersonalityGetPlayerHistoryIndex( string searchPlayerName ): Returns a playerHistoryIndex if this personality has played searchPlayerName before. aiPersonalityGetPlayerHistoryIndex      string aiPersonalityGetPlayerHistoryName( int index ): Returns the name of the index'th player in the Personality's history.    aiPersonalityGetPlayerHistoryName       bool aiPersonalityResetPlayerHistory( int playerHistoryIndex ): Resets the given player history.    aiPersonalityResetPlayerHistory     int aiPersonalityCreatePlayerHistory( void ): Creates are player history for the given playername.  aiPersonalityCreatePlayerHistory    int aiPersonalityGetNumberPlayerHistories( void ): Returns the number of player's in the Personality's history. aiPersonalityGetNumberPlayerHistories   float aiPersonalityGetRushBoom( void ): Returns the rush boom scale for this ai.    aiPersonalityGetRushBoom    string aiGetPersonality( void ): Gets the player's personality. aiGetPersonality        aiBreakpointGo( int playerID ): Restart XS execution after the current breakpoint.  void aiBreakpointGo aiBreakpointSet( int playerID, string filename, int lineNumber, bool on ): Sets a breakpoint.   void aiBreakpointSet    void aiSet( string filename, int playerID ): Sets playerID's AI to the given filename.  aiSet   vector aiRandLocation( void ): Returns a random location guaranteed to be on the map.   aiRandLocation  int aiRandInt( int max ): Returns a random number (mod'ed by max if provided).  aiRandInt       void aiRandSetSeed( int seed ): Sets the seed of the random number generator.   aiRandSetSeed   void aiErrorMessage( string errorString ): CP AI error. aiErrorMessage  void aiEcho( string echoString ): CP AI echo.   aiEcho  ??UnitList    PointRadius Base    RescueExplorer  Destroy Trigger AllyRequest AutoGenerated   O p p ( % d ) :   % s   % s   % s   O p p ( % d ) :   % s   % s   % s   t a r g e t I D = % d   O p p ( % d ) :   % s   % s   % s   l o c ( % . 2 f , % . 2 f )   r a d i u s = % . 2 f     const int cOpportunityTargetType%s=%d;  
//Opportunity Target Types:
   const int cOpportunityType%s=%d;    
//Opportunity Types:
  const int cOpportunitySource%s=%d;  
//Opportunity Sources:
    ?Cs s % s   : :   a ( % d )   1 ( % d ) ,   M ( % d )   : :   A = % . 2 f ,   P = % d ,   S r c = % d ,   C = % . 2 f ,   I = % . 2 f   :   F S = % . 2 f     GatherResources ClaimNugget VillagerAttack  Cast    Wait    DualPlace   Working Retreat Evaluate    Exit    Place   Failed  Done    plandebug     HBDebug Output:   User Variables: %d variables.   Army[%02d]: ID=%d, %d units.    Army[%02d]: ID=%d, INVALID. Plan Variables: %d variables.      LOANED Unit[%02d]: ID=%d, '%s'.     LOANED Unit[%02d]: ID=%d (INVALID UNIT).    Unit[%02d]: ID=%d, '%s'.    Unit[%02d]: ID=%d (INVALID UNIT).    Types[%02d]: %s, N=%d, W=%d, M=%d, CAP=%d: Current=%d.  Armies: %d armies.      HandleDamageFreq=%d, HandleDamageTime=%d (%d ms ago), HDPID=%d. AllowAttackResponse=%d, UnitStance=%d.  Area=%d, AreaGroup=%d.  InitialPosition=(%.4f, %.4f, %.4f). Position=(%.4f, %.4f, %.4f).    Economy=%d, Military=%d.    ReadyForUnits=%d, Orphan=%d, NoMoreUnits=%d.    BaseID=%d.  EscrowID=%d.    State=%s.   Actual Priority=%d (Desired=%d).    SubType=%d. Type=%d (%s), TagID=%d. Player=%d (%s). Plan #%d (%s), INACTIVE.    Plan #%d (%s), Active.  WillLose    Outnumbered Explicit    Farthest    Closest Strongest   Weakest Best    MRU LRU attackFromPointToPoint    A  Plenty Vault KOTH   AttackXport Underworld Passage  SetState: Current=%s, New=%s.   Test attack strategy plan debug line %d.    ??    BuildPlan(%s : %d): failed. couldn't set number of foundation variables.    BuildPlan(%s : %d): failed. couldn't add foundation variable.       BuildPlan(%s : %d): failing because I can't afford the building(%d).    buildPath   BuildPlan(%s : %d): Failed checkPlacement, restarting plan. BuildPlan(%s : %d): failing because building placement unitType(%d) is invalid. BuildPlan(%s : %d): failing because building placement is null. BuildPlan(%s : %d): failing because the plan has no units left to build with.   BuildPlan(%s : %d): failing because there are  %d foundations to build. BuildPlan(%s : %d): failing because there are  %d foundations to build in build state.  BuildPlan(%s : %d): failing because building placement failed with state (%d).  BuildPlan(%s : %d): failing because we can't path to any points we want to build at.    BuildPlan(%s : %d): restarting because building placement id(%d) is invalid.    ??Area    Ring    Straight    33???B o m b a r d   N o r m a l     ??GetNugget   Scout_Build_LOSProtoUnit    Explore plan %s: FAILED: couldn't find any waypoints.   Reserve Fishing Boats   French  ??   @Empty2  Empty1  ??nuggetPath  ??Point   AreaGroup   Callback    Age MainBase    CreateBase  ForwardBase Activating Goal/Plan #%d (%s).  %s-%s Maintain  %s-%s Progression   %s-%s Upgrade   %s-Secondary Build Plan %s  %s- Build Plan %s   %s-Claim    %s- MISSION: Claim  %s-Defend Player    %s- MISSION: Defend     Attack P:%d     MISSION: Attack P%d Opp=%d  ToAllyIFailedToDestroyTown  ToAllyIFailedToDestroyNativeSite    ToAllyIFailedToDestroyTradeSite ToAllyIDestroyedTown    ToAllyIDestroyedNativeSite  ToAllyIDestroyedTradeSite   ToAllyIWillClaimTradeSite   ToAllyIWillClaimNativeSite  ToAllyIWillDefendNavtiveSite    ToAllyIWillDefendLocation   ToAllyIWillDefendTown   ToAllyIWillDefendBuilding   ToAllyIWillDefendNativeSite ToAllyIWillDefendTradeSite  ToAllyIWillAttackEnemyTown  ToAllyIWillAttackEnemyBase  ToAllyIWillAttackEnemySettlers  ToAllyIWillAttackTradeSite  ToAllyIWillAttackNativeSite AIPM::createPlan: %d is invalid type.   AIPM::createPlan: Addition to mMainPlans failed.    AIPM::createPlan: Addition to mPlans failed.    AIPM::createPlan: Addition to parent failed.    %s:%d   %s:%s%d AIPM::createPlan: No plan created.  AIPM::createPlan: '%s' is too long for a plan name. AIPM::createPlan: NULL planName.    AIPM::createPlan: Invalid KB.   AIPM::createPlan: '%s' is already in use by planIndex=%d.   ERROR: The progressionID is invalid. This is very bad. (PlanID=%d) (PUID=%d) (TechID=%d)        Progression %s (PlanID=%d) (PUID=%d) (TechID=%d) completed. : %s        ERROR: %s can't create progression. No goal unit or tech specified. P r o g r e s s P l a n T e c h - % d   P r o g r e s s P l a n U n i t - % d   % s - C h i l d T e c h P r o g r e s s i o n   % s - C h i l d U n i t P r o g r e s s i o n   Progression %d subaction(%s) failed .   Progression %s(%d) completed.   Progression %d subaction(%s) completed. Progression %d is researching techID %d.    Progression %d is researching techID %s (%d).   ProgressResearch    Progression %d is training unitID %d.   Progression %d is training unitID %s (%d).  ProgressTrain   Progression %d is building unitID %d.   Progression %d is building unitID %s (%d).  MovePlanFoo %s: Could not create build plan.    BuildTower    MaintainTradeUnits  Invalid debug index=%d.   TB[%02d]: ID=%d (%s). Train Buildings: %d Buildings.  LastTrainTime=%d.   Areas   Points  transportPath   PowerCarpetBomb PowerAirStrike  Human_SpyPlane  Human_Bomber    Human_StrikeFighter Human_JetFighter    %d is an invalid index, '%s'.   %s=(%f, %f, %f) %s='%s' %s=%f   %s=%d   ctu muu 2}u Var[%02d][%2d]: %s. uiwonderpowerpanel  clockTimer  homeCityCardPanel   trainsandcontains   unitStatPanel3  unitselectionpanel  unitTrainingPanel   hCCustomizationPanel    hcTabPanel  hCSkillTree hcSummaryPanel  homeCityTransportPanelHeader    homeCityTransportPanel  homeCityCommandPanel    timeline    idleBanner  armyBanner  VictoryPointPanel   VictoryPointPanelRoot   objectivedialog2    powerPanel  .\alayout.cpp   commandPanel2   AttackNotificationDuration  A t t a c k N o t i f i c a t i o n T o w n     A t t a c k N o t i f i c a t i o n G a i a     A t t a c k N o t i f i c a t i o n     
;H?
?<  @?    B a d   C u r T r e e   ( % d )   i n   o b s t r u c t i o n   m a n a g e r .         B a d   i n d e x   ( % d + % d   =   % d )   i n   o b s t r u c t i o n   m a n a g e r ,   m a x   i s   % d .   ?<    P l e a s e   h e l p   u s   b y   e n t e r i n g   i n f o r m a t i o n   a b o u t   t h i s   c r a s h   D e f P r o c   I g n o r e M i s s i n g C o d e c     I g n o r e U n s u p p o r t e d S y s t e m   o p e n         h t t p : / / g o . m i c r o s o f t . c o m / f w l i n k / ? L i n k I d = 5 5 9 7 9         h t t p : / / g o . m i c r o s o f t . c o m / f w l i n k / ? L i n k I d = 5 1 3 3 8             u H o m e C i t y F i r e w o r k s   g e o m e t r y t r a i l   . t r a i l     I n i t i a l i z a t i o n   F a i l e d 
 % s     
 
 
 
     Machine does not meet min specs: %S % s a v i \ A g e 3 _ y p a c k . b i k     % s a v i \ l o g o s y . b i k     % S y s t e m R o o t % \ e h o m e \ e h s h e l l . e x e     E r r o r :   U n a b l e   t o   f i n d   s p l a s h   r e s o u r c e s     E r r o r :   U n a b l e   t o   C r e a t e   M a i n   W i n d o w   G a m e   s t a r t   f a i l e d .     M i s s i n g   D e f a u l t   c o d e c   ( x p   =   F r a u n h o f e r ,   v i s t a   =   D M O ) .     U s e r   a b o r t e d .     G a m e   d e p e n d e n t   i n i t   f a i l e d .   M o v i e M a n a g e r   i s   N U L L     u i   i n i t   f a i l e d     G a m e : : i n i t i a l i z e B a s i c ( )   f a i l e d .   B C o r e : : i n i t ( )   f a i l e d .   (unknown)   ERROR   logerrors.txt   WARNING logwarnings.txt B M u l t i p l a y e r : : c r e a t e I n s t a n c e ( )   f a i l e d   G a m e   i s   N U L L     F a i l e d   t o   i n i t   M e m o r y S t a c k     F a i l e d   t o   i n i t   g P e r f     C o u l d   n o t   l o a d   D A T A P Y . B A R   F a i l e d   t o   i n i t i a l i z e   C O M     F a t a l   e r r o r   r e p o r t e d   b y   g a m e .   E r r o r   ShowImageBox    ShowChoiceBox-Select-2  ShowChoiceBox-Select-1  ShowChoiceBox   IdleMilitaryBanner  < b g c o l o r = " % . 0 3 f , % . 0 3 f , % . 0 3 f , 0 . 7 5 , 0 . 0 , 0 . 0 , 0 . 0 , 1 . 0 " >   % s   
 < / b g c o l o r > % s   < c o l o r = " % . 0 3 f , % . 0 3 f , % . 0 3 f , 0 . 7 5 , 0 . 0 , 0 . 0 , 0 . 0 , 1 . 0 " >   % s   
 < / c o l o r > % s   messageWindow-text  u i \ s i n g l e p l a y e r \ % s     u i \ c o r e _ u i \ s h a d e d   overlayWindow-text  minimapPanel    titleBarPanel       < c o l o r = % f ,   % f ,   % f > % s   < s t > % s < / s t > :   % s < / c o l o r > 
       < c o l o r = % f ,   % f ,   % f > % s   % s   < s t > % s < / s t > :   % s < / c o l o r > 
         < c o l o r = % f ,   % f ,   % f > % s   % s   % s :   % s < / c o l o r > 
   < c o l o r = % f ,   % f ,   % f > % s   % s   % s   < s t > % s < / s t > :   % s < / c o l o r > 
   < c o l o r = % f ,   % f ,   % f > % s   % s   % s   % s :   % s < / c o l o r > 
     < c o l o r = % f ,   % f ,   % f > % s   % s   % s   % s   < s t > % s < / s t > :   % s < / c o l o r > 
     < c o l o r = % f ,   % f ,   % f > % s   % s   % s   % s   % s :   % s < / c o l o r > 
       < c o l o r = % f ,   % f ,   % f > % s   % s   % s   % s   % s   < s t > % s < / s t > :   % s < / c o l o r > 
       < c o l o r = % f ,   % f ,   % f > % s   % s   % s   % s   % s   % s :   % s < / c o l o r > 
         < c o l o r = % f ,   % f ,   % f > % s   % s   % s   % s   % s   % s   < s t > % s < / s t > :   % s < / c o l o r > 
         < c o l o r = % f ,   % f ,   % f > % s   % s   % s   % s   % s   % s   % s :   % s < / c o l o r > 
   OverlayWindow   WideSubtitlePortrait    WideSubtitleText    WideSubtitleName    SubtitlePortrait    SubtitleText    SubtitleName    letterboxBorder ?LetterboxRight  LetterboxLeft   LetterboxBottom LetterboxTop    .\amaingamescreen.cpp   RecordGameCtrl-AddBookmarkDlg-Text  RecordGameCtrl-AddBookmarkDlg-Cancel    RecordGameCtrl-AddBookmarkDlg-OK    RecordGameCtrl-AddBookmarkDlg   RecordGameCtrl-ProgressBar  RecordGameCtrl-PauseBtn RecordGameCtrl-NextBookmarkBtn  RecordGameCtrl-PrevBookmarkBtn  RecordGameCtrl-CreateBookmarkBtn    RecordGameCtrl-LoopCheck    RecordGameCtrl-PlayFastCheck    RecordGameCtrl-FogCheck RecordGameCtrl-ViewLockCheck    RecordGameCtrl-Bookmarks    RecordGameCtrl-Player   RecordGameCtrl  minimapPanel-homecityButton ShowImageBox-Subtitle   ShowImageBox-Image  ShowChoiceBox-preface   ShowChoiceBox-text2 ShowChoiceBox-text1 messageWindow-CloseButton   ! m u t e   %dx %s  MinimapFilterNormal MinimapFilterNormalMin  MinimapFilterMilitaryMin    MinimapFilterEconomicMin    u i S t o p B u i l d C i n e m a t i c     _ _ G A M E U I _ _     uitraderoutepanel2-main uinativecommandpanel2-main  u i u n i t s t a t p a n e l 3 . x m l     u i u n i t s t a t p a n e l 3 m i n . x m l   u i t r a i n s a n d c o n t a i n s . x m l   u i t r a i n s a n d c o n t a i n s m i n . x m l     u i u n i t t r a i n i n g p a n e l . x m l   u i u n i t t r a i n i n g p a n e l m i n . x m l     u i w o n d e r p o w e r p a n e l . x m l     u i w o n d e r p o w e r p a n e l m i n . x m l   u i u n i t s e l e c t i o n . x m l   u i u n i t s e l e c t i o n m i n . x m l     TreasurePanel-portrait  TreasurePanel-textTreasureItem  TreasurePanel-textTreasure  TreasurePanel-textGuard%d   TreasurePanel-textGuardian  TreasurePanel-textUnitLabel TreasurePanel   SocketPanel2-portrait   SocketPanel2-textDescription    SocketPanel2-textUnitLabel  SocketPanel2    u i c o m m a n d p a n e l n e w . x m l   u i c o m m a n d p a n e l n e w m i n . x m l     minimapPanel-FilterToggle   shipsDisplayBG  shipsTimerFG    shipsTimerBG    shipsDisplay    uimain-homeCityToggle   u i m i n i m a p p a n e l n e w m i n . x m l     a m a i n g a m e s c r e e n : : d i s p l a y S c o r e   - -   U n a b l e   t o   r e t r i e v e   p l a y e r   I D   % d .   U n i t H i t p o i n t s   R a n g e D a m a g e   H a n d D a m a g e     U n i t S p e e d   W a r C h i e f D a n c e A z t e c     W a r C h i e f D a n c e S i o u x     W a r C h i e f D a n c e   W a t e r D a n c e     C i t y D a n c e   F i r e D a n c e   W a r D a n c e     techName    i c o n D a t a     i c o n s . x m l   serverMaintenanceButton ConfirmDelete-text  ConfirmDelete   T i m e r D i s p l a y s   RegistrationDisplay buildVersionDisplay MPVoteToSave    MPVoteDialog    titleBarPanel-nextYearPercentProgression    titleBarPanel-nextAgePercentProgression FilterButtons-default-unset u i \ a l e r t s \ l e v e l u p . x m l   u i \ a l e r t s \ a g e u p . x m l   o b j e c t i v e s N o t i f i c a t i o n B o r d e r % d     objectivesNotificationTextBox   objectivesDialogButton  PausePanel-text nonMainGameMenuPausePanel   LevelUPAlert    AgeUPAlert  FameProgressBar rechargeMeter   winLoseDisplayIgnoresFade   winLoseDisplay  GenericDialog   overlayWindow   messageWindow   victoryTimerDisplay2    victoryTimerDisplay1    victoryTimerDisplay0    victoryDisplay  idleMilitaryBanner  SettlerCountDialog-defaultPanelAsiMax   SettlerCountDialog-defaultPanelAsiMin   SettlerCountDialog-defaultPanelEurMax   SettlerCountDialog-defaultPanelEurMin   SettlerCountDialog-defaultPanelNatMax   SettlerCountDialog-defaultPanelNatMin   SettlerCountDialog-advancedPanelAsiMax  SettlerCountDialog-advancedPanelAsiMin  SettlerCountDialog-advancedPanelEurMin  SettlerCountDialog-advancedPanelEurMax  SettlerCountDialog-advancedPanelNatMin  SettlerCountDialog-advancedPanelNatMax  SettlerCountDialog-idle minimapPanel-nativeAllies   SettlerCountDialog-idleLabel    objectivesBanner    townbellbanner  heroBanner  titleBarPanel-text  terseHelpText   mainHelpText    mainGameMenu-resign timeDisplay uimain-AgeAdvFG uimain-AgeAdvBG uimain-Score    ScenarioDefeatedDlg ScenarioVictoriousDlg   BGadgetPlayerCommsPanel UIHCConfirmDlg2 UIHCConfirmDlg  UIHCDeckPicker  u i h o m e c i t y t r a n s p o r t p a n e l h e a d e r . x m l     u i h o m e c i t y t r a n s p o r t p a n e l . x m l     u i h o m e c i t y c o m m a n d p a n e l . x m l     u i o b j e c t i v e s d i a l o g 2 . x m l   u i a r m y b a n n e r s . x m l   nonEvilPausePos L a r g e I n G a m e   pausedText  Consulate Dialog    Politician Asian Dialog Politician Native Dialog    Politician Dialog   Player Summary  Player Status   Tribute Dialog    ( 0 )     S e t t l e r C o u n t D i a l o g - % s L a b e l     m i n i m a p P a n e l - % s       S e t t l e r C o u n t D i a l o g - t o t a l P o p L e f t   watermarkText   watermark   showWatermark   <%S is not a valid terrain type. '%S' is not a valid tag '%S' is not a valid protounit   '%S' is not a valid map type    m a p t y p e   b i r d     Unexpected tag '%S' A l l o w e d T e r r a i n T y p e s   M a p T y p e s     R a n d o m l y R o t a t e     T i e T o G r o u n d   %S is not a valid spawn type.   O n S c r e e n     O f f s c r e e n   S p a w n T y p e   M a x I n s t a n c e s     M a x A n g l e     M i n A n g l e     A v o i d O b s t r u c t i o n s D i s t a n c e   H e i g h t     D i s t a n c e F u d g e F a c t o r   O f f s c r e e n T i m e T o K i l l   F a d e o u t T i m e   L i f e s p a n     M a x S p a w n T i m e     M i n S p a w n T i m e     Bad proto unit %S in ambient effect.    a m b i e n t e f f e c t   t r e e b i r d s   ambienteffects.xml  =Flare   d e m o     a t t r a c t M o d e - s c e n a r i o - % d   MainMenuOptions MultiPlayerSubMenu  pregameuiscreen   RMG::generate Time=%0.2f. XSDebugger  R a n d o m   M a p :   % s   f a i l e d   t o   l o a d   7?A M o v i e M a n a g e r % d      GMPAutoSave %m%d%Y %H%M%S     MPESOAvatar-CancelButton    MPESOAvatar-OKButton    MPESOAvatar-Current MPESOAvatar-Slider  M P E S O A v a t a r - E n t r y % l d     u i m p e s o a v a t a r . x m l   c u r r e n t _ b a n n e r     c u r r e n t _ b a n n e r . d d t     AMPESOBanner-banner u i m p e s o b a n n e r . x m l   v v   UI_DefaultPregameClickSet   ChatBrowser-JoinEdit-Button ChatBrowser-JoinEdit-Text   ChatBrowser-JoinDlg-PasswordText    ChatBrowser-JoinDlg-CancelButton    ChatBrowser-JoinDlg-JoinButton  ChatBrowser-JoinDlg ChatBrowser-JoinDlg-Container   ChatBrowser-CreateDlg-PasswordDisable   ChatBrowser-CreateDlg-PasswordText  ChatBrowser-CreateDlg-PasswordButton    ChatBrowser-CreateDlg-CancelButton  ChatBrowser-CreateDlg-CreateButton  ChatBrowser-CreateDlg-ChannelNameText   ChatBrowser-CreateDlg   ChatBrowser-CreateDlg-Container ChatBrowser-SortBySticky    ChatBrowser-SortByPopulation    ChatBrowser-SortByName  ChatBrowser-CancelButton    ChatBrowser-JoinButton  ChatBrowser-CreateButton    ChatBrowser-ListSlider  S t i c k y     P o p u l a t i o n     C h a t B r o w s e r - E n t r y % l d - % s   P a s s w o r d P r o t e c t e d I c o n   u i C h a t B r o w s e r . x m l     v v v v 1 ChatRoom-UserMenu   ChatRoom-UserList-Slider    ChatRoom-UserList   ChatRoom-CancelButton   ChatRoom-ChatOutput ChatRoom-ChatInput  ChatRoom-ChannelName    C h a t R o o m - U s e r L i s t - E n t r y % l d - H i g h l i g h t         C h a t R o o m - U s e r L i s t - E n t r y % l d - P e r m i s s i o n s     C h a t R o o m - U s e r L i s t - E n t r y % l d - N a m e   C h a t R o o m - U s e r L i s t - E n t r y % l d     u i C h a t R o o m . x m l     % s % s :       u i \ e s o \ g a m e 3     u i \ e s o \ g a m e 1     % s :       v r v % s   -   % s :     ClanPage-UserMenu   ClanPage-ChatOutput ClanPage-ChatInput  ClanPage-CreateDlg-ClanAbbrev-Text  ClanPage-CreateDlg-ClanName-Text    ClanPage-CreateDlg-CancelButton ClanPage-CreateDlg-CreateButton ClanPage-CreateDlg-Container    ClanPage-SetBoard-CancelButton  ClanPage-SetBoard-SubmitButton  ClanPage-SetBoard-Text  ClanPage-SetBoard-Background    ClanPage-SetBoard-Container ClanPage-AddMessage ClanPage-InviteUser-Button  ClanPage-InviteUser-Background  ClanPage-InviteUser-Text    ClanPage-LastOnlineSortButton   ClanPage-RankSortButton ClanPage-NameSortButton ClanPage-RefreshClanButton  ClanPage-LeaveClan-Button   ClanPage-DestroyClan-Button ClanPage-UserList-Slider    ClanPage-MessageBoard   ClanPage-ClanName   ClanPage-ScreenContainer    C l a n P a g e - U s e r L i s t - E n t r y % l d - H i g h l i g h t         C l a n P a g e - U s e r L i s t - E n t r y % l d - L a s t O n l i n e       C l a n P a g e - U s e r L i s t - E n t r y % l d - R a n k   C l a n P a g e - U s e r L i s t - E n t r y % l d - N a m e   C l a n P a g e - U s e r L i s t - E n t r y % l d     u i C l a n P a g e . x m l      w ?w tw  w n u m P l a y e r s     M O T D     AMPPageBrowser  MPESOCommunity-LoggedInGadget   AMPPasswordDlg  BMPESOCreateAccountDialog   BMPESOLoginDialog   .\ampcommunitypage.cpp  MPESOCommunity-UsersText    MPESOCommunity-MOTDText u i M P E S O C o m m u n i t y . x m l     MPESOCommunity-LoggedInAsText   r e g i s t e r   f a i l e d   S u b   .\AMPESOGadHelper.cpp   o f f l i n e       u i \ c o r e _ u i \ w o o d _ t h i c k _ b o a r d _ t i l e     b o n u s X P   g m R e f r e s h   m i n T i m e X P   m i n T i m e A w a r d     x p c a p       F a i l e d   t o   c o m p l e t e   o u t s t a n d i n g   E S O   t a s k s   [ % s   :   % d ]     n e t w o r k   e r r o r   t i m e o u t   AvatarBar   CancelButton    Output  Input   u i F r i e n d s C h a t . x m l   r   ???     A M P G a m e S e t u p R o o m : : l a u n c h S t a r t e d   - -   F a i l e d   t o   r e t r i e v e   h o m e   c i t y   f o r   p l a y e r   % d   0w ?w % d   % %   u2  u1  ping    p i n g     ping.xml    Launch aborted - ESO Failure    MPGameSetupPage-ConnectingScreen-Cancel MPGameSetupPage-ConnectingScreen    % d . % d . % d . % d   I w AMPHomeCityUI   AMPHCPage-HCViewer  .\AMPHCPage.cpp AMPHCPage-Loading-CancelButton  AMPHCPage-LoadingScreen AMPHCPage-CustomizeButton   AMPHCPage-DeckBuilderButton AMPHCPage-UpgradeButton AMPHCPage-ExitButton    AMPHCPage-ManageDlgContainer    AMPHCPage-HCUIContainer AMPHCPage-HCViewContainer   u i H C P a g e . x m l     P w LadderBrowser-SortByEnd LadderBrowser-SortByStart   LadderBrowser-SortByDescription LadderBrowser-SortByName    LadderBrowser-CancelButton  LadderBrowser-ViewButton    LadderBrowser-ListSlider    E n d   S t a r t   L a d d e r B r o w s e r - E n t r y % l d - % s   u i L a d d e r B r o w s e r . x m l   LadderView-UserMenu LadderView-Description  LadderView-Close-Btn    LadderView-OfPageN  LadderView-PageNum  LadderView-Last-Btn LadderView-Next-Btn LadderView-Prev-Btn LadderView-First-Btn    LadderView-ScreenLabel  LadderView-ColumnSlider L a d d e r V i e w - C o l % l d - R o w % l d     L a d d e r V i e w - C o l % l d - H e a d e r     L a d d e r V i e w - C o l % l d   u i L a d d e r V i e w . x m l     ManageHCDlg-Create-CivPickerBackground  ManageHCDlg-Create-CivPickerHolder  ManageHCDlg-Create-PickCivButton    ManageHCDlg-Create-CivDetails   ManageHCDlg-Create-CivHeader    ManageHCDlg-Create-CancelButton ManageHCDlg-Create-CreateButton ManageHCDlg-Create-GameTypeDropdown ManageHCDlg-Create-Monk00NameLabel  ManageHCDlg-Create-Monk00NameText   ManageHCDlg-Create-ExplorerNameLabel    ManageHCDlg-Create-ExplorerNameText ManageHCDlg-Create-HCNameText   ManageHCDlg-Create-Dlg  u i M a n a g e H C D l g . x m l   u i A s i a n M a n a g e H C D l g . x m l     BCivPickerDlg   .\AMPManageHCDlg.cpp    u i \ e s o \ t a b _ c l a n _ a c t i v e     u i \ e s o \ t a b _ c l a n   u i \ e s o \ t a b _ h o m e c i t y _ a c t i v e     u i \ e s o \ t a b _ h o m e c i t y   u i \ e s o \ t a b _ l a d d e r s _ a c t i v e   u i \ e s o \ t a b _ l a d d e r s     u i \ e s o \ t a b _ c h a t b r o w s e r _ a c t i v e   u i \ e s o \ t a b _ c h a t b r o w s e r     u i \ e s o \ t a b _ g a m e b r o w s e r _ a c t i v e   u i \ e s o \ t a b _ g a m e b r o w s e r     u i \ e s o \ t a b _ q u i c k s e a r c h _ a c t i v e   u i \ e s o \ t a b _ q u i c k s e a r c h     u i \ e s o \ t a b _ h o m e _ a c t i v e     u i \ e s o \ t a b _ h o m e   F x Nx AMPNavigationBar-ExitButton AMPNavigationBar-ScrollDown AMPNavigationBar-ScrollUp   AMPNavigationBar-ScrollBar  A M P N a v i g a t i o n B a r - E n t r y O n % l d   A M P N a v i g a t i o n B a r - E n t r y O f f % l d     A M P N a v i g a t i o n B a r - E n t r y % l d   A M P N a v i g a t i o n B a r - B u t t o n O f f % l d   A M P N a v i g a t i o n B a r - B u t t o n O n % l d     A M P N a v i g a t i o n B a r - B u t t o n % l d     u i N a v i g a t i o n B a r . x m l   AMPPageBrowser-Slider   AMPPageBrowser-Page u i P a g e B r o w s e r . x m l   PasswordDlg-ResultText  PasswordDlg-ResultOKButton  PasswordDlg-RequestingCancelButton  PasswordDlg-EntryCancelButton   PasswordDlg-EntryOKButton   PasswordDlg-AnswerText  PasswordDlg-HintValue   PasswordDlg-Result  PasswordDlg-Requesting  PasswordDlg-EntryFields u i P a s s w o r d D l g . x m l   % s 
 % s 
 % s     % s 
 % s   AMPAvatarPersonaDlg AMPManageHCDlg  PersonaHCPickerDlg  .\AMPPersonaPage.cpp    Persona-UserPassword    Persona-UserOptions Persona-SettingsDlg-CancelButton    Persona-SettingsDlg-SubmitButton    Persona-SettingsDlg-ConfirmPasswordText Persona-SettingsDlg-NewPasswordText Persona-SettingsDlg-OldPasswordText Persona-SettingsDlg-Container   Persona-Close   Persona-StatsSlider-Base    Persona-StatsContainer-Base Persona-QueryButton Persona-QueryText   Persona-QueryDisable    Persona-UserInfo    Persona-UserAvatarImage Persona-UserAvatar  Persona-MedalSlider Persona-Medal18-Game    Persona-Medal17-Game    Persona-Medal16-Game    Persona-Medal15-Game    Persona-Medal14-Game    Persona-Medal13-Game    Persona-Medal12-Game    Persona-Medal11-Game    Persona-Medal10-Game    Persona-Medal9-Game Persona-Medal8-Game Persona-Medal7-Game Persona-Medal6-Game Persona-Medal5-Game Persona-Medal4-Game Persona-Medal3-Game Persona-Medal2-Game Persona-Medal1-Game Persona-Medal18 Persona-Medal17 Persona-Medal16 Persona-Medal15 Persona-Medal14 Persona-Medal13 Persona-Medal12 Persona-Medal11 Persona-Medal10 Persona-Medal9  Persona-Medal8  Persona-Medal7  Persona-Medal6  Persona-Medal5  Persona-Medal4  Persona-Medal3  Persona-Medal2  Persona-Medal1  Persona-ClanInfo    Persona-ClanCrest   Persona-ViewClan    Persona-ManageHCDlgBackground   Persona-HCPickerPlaceholder u i P e r s o n a P a g e . x m l   ?x ?x ?x   x ?x $Ex ?x < c o l o r = 0 . 0 ,   0 . 0 ,   0 . 0 > % s < / c o l o r >   % s 
 < c o l o r = 0 . 0 ,   0 . 0 ,   0 . 0 > % s < / c o l o r >   % s 
 < c o l o r = 0 . 0 ,   0 . 0 ,   0 . 0 > % s < / c o l o r >   % s 
       < c o l o r = 0 . 0 ,   0 . 0 ,   0 . 0 > % s < / c o l o r >   % s 
 < c o l o r = 0 . 0 ,   0 . 0 ,   0 . 0 > % s < / c o l o r >   % s 
 < c o l o r = 0 . 0 ,   0 . 0 ,   0 . 0 > % s < / c o l o r >   % s 
 < c o l o r = 0 . 0 ,   0 . 0 ,   0 . 0 > % s < / c o l o r >   % s 
         A M P Q u i c k S e a r c h P a g e : : l a u n c h S t a r t e d   - -   F a i l e d   t o   r e t r i e v e   h o m e   c i t y   f o r   p l a y e r   % d   x x x x Y\x x x 
Mx 1Mx  Ox BMPESOMatchHCPickerDlg  .\AMPQuickSearchPage.cpp    AMPQuickSearchPage-MatchPanel-Dialog-CancelButton   AMPQuickSearchPage-MatchPanel-Dialog-Avatar8    AMPQuickSearchPage-MatchPanel-Dialog-Avatar7    AMPQuickSearchPage-MatchPanel-Dialog-Avatar6    AMPQuickSearchPage-MatchPanel-Dialog-Avatar5    AMPQuickSearchPage-MatchPanel-Dialog-Avatar4    AMPQuickSearchPage-MatchPanel-Dialog-Avatar3    AMPQuickSearchPage-MatchPanel-Dialog-Avatar2    AMPQuickSearchPage-MatchPanel-Dialog-Avatar1    AMPQuickSearchPage-MatchPanel-Dialog-TextBox-Text2  AMPQuickSearchPage-MatchPanel   AMPQuickSearchPage-RecordMatchButton    AMPQuickSearchPage-StartMatchButton AMPQuickSearchPage-TeamSearchPanel  AMPQuickSearchPage-CloseTeamSearchButton    AMPQuickSearchPage-OpenTeamSearchButton AMPQuickSearchPage-MatchSetting-PowerRatingDropdown AMPQuickSearchPage-MatchSetting-FilterDropdown  AMPQuickSearchPage-MatchSetting-GameTypeDropdown    AMPQuickSearchPage-MatchSetting-TeamSizeDropdown    AMPQuickSearchPage-MatchSetting-IncludeCivsLabel    AMPQuickSearchPage-MatchSetting-IncludeCivsButton   AMPQuickSearchPage-MatchSetting-ExpandSearchLabel   AMPQuickSearchPage-MatchSetting-ExpandSearchButton  AMPQuickSearchPage-MatchSetting-MatchClanButton AMPQuickSearchPage-MatchSetting-MatchFriendsButton  AMPQuickSearchPage-HomeCity-FlagButton  AMPQuickSearchPage-HomeCity-Level   AMPQuickSearchPage-HomeCity-Name    AMPQuickSearchPage-HomeCity-ExplorerName    AMPQuickSearchPage-HomeCity-Portrait    AMPQuickSearchPage-HomeCity-Banner  u i Q u i c k S e a r c h P a g e . x m l   u i \ e s o \ c i v _ f l a g s _ q u i c k _ l a u n c h   LANConnectingDlg    BMPGameSetupPage    .\ampsetupscreen.cpp    mpsetup-RolloverHelp    u i m p s e t u p . x m l   A M P S e t u p S c r e e n . x m l   Failed to end the log   % s | % s | % d | % d   A g e 3 y   1 . 0 . 1   D M     S P     T R     C M     p r o t o - % d     t e c h - % d   Failed to record entity summary Failed to log tech info.    Failed to log unit info.        Error collecting stats: Failed to collect game header and end log   Error collecting stats: Failed to collect player info   AMPStatus-Idle-Build    AMPStatus-Idle-Online   AMPStatus-Avatar    AMPStatus-Matchmaking   AMPStatus-Stats AMPStatus-Idle  AMPStatus-UserName  AMPStatus-Container u i M P E S O S t a t u s . x m l   AMPTicker-Image2    AMPTicker-Image1    AMPTicker-Ticker2   AMPTicker-Ticker1   AMPTicker-text  u i m p e s o t i c k e r . x m l   x 127.0.0.1   a g e   U n l o c k e d     a c t   '%S' is an unknown state    BAnimStateEvent -- '%S' was unexpected. n a m e d t r a n s i t i o n   unknown event type (BAnimStateEvent::loadXML)   '%S' -- unknown event type (BAnimStateEvent::loadXML)   BAnimStateInfo -- unknown animation type '%S'   BAnimState -- '%S' was unexpected.  BAnimStateMachine -- '%S' was unexpected.   Invalid start state '%S'        BAnimStateMachine -- '%S': duplicate state, ignoring second instance.   u i o p t i o n s . x m l   T o o l T i p   L a b e l   S h o w V a l u e   I n c r e m e n t   M a x   M i n   M a x L a b e l     M i n L a b e l     A l p h a O n l y   N u m e r i c O n l y   P o s I n t O n l y     C h a r T y p e     C h a r L i m i t   B o o l     F l o a t   L o n g     8 0 0   x   6 0 0   %   V a l u e   S p i n B u t t o n     E d i t     R a d i o   D r o p D o w n     S l i d e r     C h e c k B o x     F i e l d   expanded    S e c t i o n   G r o u p   O p t i o n s   o p t i o n s . x m l   O p t i o n s - T a b I n a c t i v e % d   O p t i o n s - T a b A c t i v e % d   Options-CancelButton    Options-OKButton    Options-ModifyHotkeys   Options-RestoreDefaultsButton   Options-Slider  Options-RightPanelLabel Options-RightPanel  P l a y e r % d H a n d i c a p     P l a y e r % d R a t i n g     P l a y e r % d D i p l o m a c y   P l a y e r % d G P 4   P l a y e r % d G P 3   P l a y e r % d G P 2   P l a y e r % d G P 1   P l a y e r % d C i v   P l a y e r % d G o d   P l a y e r % d N a m e     P l a y e r % d E n t r y   playerstatusdialog-mapborder    playerstatusdialog-mapname  playerstatusdialog-map  PlayerStatusDialog-HelpText OKButton    playerstatusdialog-rightborder1 playerstatusdialog-leftborder1  BottomPanel HandicapText    RatingText  u i p l a y e r s t a t u s d i a l o g . x m l     
?<;u i p o s t g a m e s c r e e n . x m l     P l a y e r % d F l a g     P l a y e r % d B a c k g r o u n d     S c o r e P a g e - N a m e - R i g h t B o r d e r     S c o r e P a g e - M a i n T a b l e - B o r d e r     P l a y e r % d D a t a     P % d C % d A w a r d   TimelineGraph   a p o s t g a m e s c r e e n : : r e f r e s h t i m e l i n e p a g e   - -   U n a b l e   t o   r e t r i e v e   p l a y e r   I D   % d .     Timeline-Dropdown   T i m e l i n e - P l a y e r - F l a g - % d   T i m e l i n e - P l a y e r - L a b e l - % d     T i m e l i n e - P l a y e r - % d     T i m e l i n e - P l a y e r - B u t t o n - % d   u i p o s t g a m e a w a r d s d i s p l a y - r o w % d % s   S c o r e   P l a y e r     A w a r d   uipostgameawardsdisplay-levelsEarnedAmount  uipostgameawardsdisplay-levelsEarnedLabel   uipostgameawardsdisplay-totalXPAmount   uipostgameawardsdisplay-totalXPLabel    uipostgameawardsdisplay-victoryXPAmount uipostgameawardsdisplay-victoryXPLabel  uipostgameawardsdisplay-bonusXPAmount   uipostgameawardsdisplay-bonusXPLabel    uipostgameawardsdisplay-awardXPAmount   uipostgameawardsdisplay-awardXPLabel    uipostgameawardsdisplay-ingameXPAmount  uipostgameawardsdisplay-ingameXPLabel   uipostgameawardsdisplay-startXPAmount   uipostgameawardsdisplay-startXPLabel    ChatInput   ChatDisplay TimelinePage    ExperiencePage  MilitaryPage    EconomyPage ResourcesPage   ScorePage   GenericScorePage    P % d C % d     % s   ( % d )   P % d F a v U n i t N A     P % d F a v U n i t C o u n t   P % d F a v U n i t I c o n     Timeline-StatsSelection u i p r e g a m e . x m l   uipregame.xml   u i p r o f i l e s e l e c t . x m l   playerprofile-deletedialog  ?   playerprofile-list  D e l e t e     playerprofile-newdialog playerprofile-newdialog-namefield   playerprofile-okbtn playerprofile-deletedialog-button-0 playerprofile-deletebtn playerprofile-newdialog-button-1    playerprofile-newdialog-button-0   % d   :   % . 2 f  T e m p l e N o r s e A c c e l     Norse   T e m p l e E g y p t i a n A c c e l   Egyptian    T e m p l e G r e e k A c c e l     Greek   Temple  British u i s k i r m i s h s e t u p . x m l   u i \ r a n d o m _ m a p \ a m a z o n     +   % d   % %   gameplayMode    t e m p G a m e S e t t i n g s     ( % s )     S P S - P % d H a n d i c a p L a b e l     S P S - P % d H a n d i c a p   S P S - P % d T e a m   S P S - P % d P o r t r a i t   S P S - P % d C o l o r     S P S - P % d H C L e v e l     S P S - P % d H o m e C i t y F l a g   S P S - P % d N a m e   S P S - P l a y e r % d R o w C o n t r o l s   S P S - P l a y e r % d R o w   BSPHCPickerDlg  .\askirmishscreen.cpp   SinglePlayerSetup-XtraRulesNoSelection  SinglePlayerSetup-XtraRulesSelection    SinglePlayerSetup-CivPickerBackground   SinglePlayerSetup-CivPickerHolder   SinglePlayerSetup-HCPickerBackground    SinglePlayerSetup-HCPickerHolder    SinglePlayerSetup-RolloverHelp  SinglePlayerSetup-CancelButton  SinglePlayerSetup-PlayButton    SPS-CheckFFA    SPS-CheckHandicap   SPS-CheckRecordGame SPS-GameSpeedSelection  SinglePlayerSetup-DifficultySelection   SinglePlayerSetup-StartingAgeSelection  SinglePlayerSetup-TitleGameType SinglePlayerSetup-NumPlayersSelection   SinglePlayerSetup-MapSelection  SPS-CheckCustomMaps SinglePlayerSetup-MapDisplay    autoPatcherDialog-confirmdialog autoPatcherDialog-confirmdialog-OKButton    autoPatcherDialog-confirmdialog-prompt  autoPatcherDialog-StatusText    uiautopatcherdialog.xml crc size    *   fromVersion u p d a t e     currentVersion  language    l o c a l e     p a t c h   c h e c k a c c e s s . t m p   < / P e n d i n g V e r s i o n >   < P e n d i n g V e r s i o n >     p e n d i n g V e r s i o n Y . t m p   a u t o P a t c h G a m e M o d e = % d   a u t o P a t c h W a i t P r o c e s s I D = % u     % s a u t o p a t c h e r y . e x e     <patch> G E T   * / *   c l a n     m i n L e v e l     t i e r     p o r t r a i t     i m a g e   a v a t a r     a v a t a r s   avatar_00000000T000000Z.xml avatar_*.xml*   E r r o r   -   L i b r a r y   ( s h f o l d e r . d l l )   d o e s   n o t   c o n t a i n   S H G e t F o l d e r P a t h   e n t r y   p o i n t .         E r r o r   -   U n a b l e   t o   f i n d   l i b r a r y   ( s h f o l d e r . d l l )   targetCircle      VictoryCheerLarge   VictoryCheerNativeLarge VictoryCheerMedium  VictoryCheerNativeMedium    VictoryCheerSmall   VictoryCheerNativeSmall B A T T L E   % d :   % s   + % . 2 f   B o u n t y     B A T T L E   % d :   N o   B o u n t y   A w a r d     E X I T   % d       I D :   % d ,   P o s ( % . 2 f ,   % . 2 f ) ,   S i z e :   % . 2 f ,   M U :   % d ,   T W :   % d ,   P W :   % d ,   A w a r d e d :   % . 2 f ,   L U T :   % d   ToEnemyBattleStartMyFavor   ToAllyBattleStartMyFavor    ToAllyBattleFourOrMorePlayers   ToEnemyBattleFourOrMorePlayers  ToEnemyBattleOverILostFromAhead ToAllyBattleOverIWonFromBehind  ToEnemyBattleOverIWonAsExpected ToAllyBattleOverIWonAsExpected                     @f i g h t l o o p . w a v   b a t t l e c r y . w a v   L i m b e r     BattleDinNative C o m p l e t e d   B a t t l e s :     C u r r e n t   B a t t l e s :     S q u a d M o d e   B u i l d i n g B u i l d i n g B o u n t y M o d i f i e r     K i l l B o u n t y P e r c e n t a g e     R e c o i l T i m e     A w a r d A t B o u n t y   B i g W i n B o n u s   W i n B o n u s     B a t t l e S i z e     B a t t l e E x i t T i m e     M o v i n g D a m a g e B o n u s   B a t t l e s  ??U n a b l e   t o   i n t e r p o l a t e   t o   p o s i t i o n   % d   a t   t i m e   % f   I n v a l i d   w a y p o i n t   s p e c i f i e d .     D i d   y o u   s e l e c t   a   w a y p o i n t   t o   e d i t ?   % S % S     U s e I t a l i c   t e m p C a m p a i g n G a m e S e t t i n g s     % l d   % f   % f   % f     / - - t a u n t     / - - f l a r e     % 0 3 d * . *   / - - f l a r e   % f   % f   % f   / - - t a u n t   % s   w   BChatSet::processSentenceDeclaration() - unable to allocate a sentence entry!   BChatSet::processSentenceDeclaration() - unknown child node (%s)        BChatSet::processTagDeclaration() - unknown nameType specified for tag declaration (%s) VALUE OUT OF RANGE      BChatSet::processTagDeclaration() - unable to allocate a chat entry!    BChatSet::processChatSetDeclaration() - Unable to create chatset.   BChatSet::loadChatSets() - no name specified for chatset    U I _ C h a t H i s t o r y O u t O f R o o m   U I _ C h a t H i s t o r y S c r o l l     percent-border-bottom-right percent-border-bottom-middle    percent-border-bottom-left  percent-border-side-right   percent-border-side-left    percent-border-top-right    percent-border-top-middle   percent-border-top-left chat-border-bottom-right    chat-border-bottom-middle   chat-border-bottom-left chat-border-side-right  chat-border-side-left   chat-border-top-right   chat-border-top-middle  chat-border-top-left    chatHistoryHeader   chatHistoryPercentDisplay   chatOutputDisplayBorder-besideChatLocation  chatOutputDisplayBorder-defaultLocation chatOutputDisplayBorder LazerBear   MonsterTruckA   MonsterTruckT   GeorgeCrushington   MediocreBombard Fluffy  FlyingPurpleTapir   Learicorn   ypEggGoldenMayaMan  ypEggHotDogCart ypEggIceCreamTruck  UI_Thunder  ????    F a i l e d   l o a d i n g   c l i f f   d i f f u s e   t e x t u r e   < % s >       F a i l e d   g e t t i n g   d d t   d i m e n s i o n s   f o r   c l i f f   d i f f u s e   t e x t u r e   < % s >         F a i l e d   l o a d i n g   d i s p l a c e m e n t   i m a g e   < % s >   a s   . d d t   o r   . d p l     '%S' is not a valid model, skipping.    Failed to load cliff piece model %s ?Mesh for cliff piece model must be rigid and not use optimized vertex format %s No mesh bindings in cliff piece model %s    % s . g r 2     ??{ c l i f f m a n a g e r     c l i f f   s h i n y   b u m p   f o g g e d   c l i f f   s h i n y   b u m p     c l i f f   b u m p   f o g g e d   c l i f f   b u m p     f o g   f o g g e d t e r r a i n   a l p h a   c l i f f   d e f a u l t     /? | '%s' is an invalid tag. '%s' is an invalid proto unit id.   '%S' is an invalid tag. '%S' is an invalid type.    Expected tag 'Colony' but found '%S' instead.   '%S' is not a valid tag.    Expected tag 'Colonies' but found '%S' instead. ??K(| $)| c o l o n y W a l l   % d - % d     TownCenterObstruction   recenterWalls   ??ToAllyThanksForCoin ToAllyThanksForWood ToAllyThanksForFood ToAllyIRansomedMyExplorer   ?      | | |   ;o f f .     o n .   F o g   i s     B l a c k m a p   i s       musicVol    % s % S     N o   m i x   f o u n d   n a m e d   % s   %s.cam  s e t W o r l d T o o l t i p R e c t D i m s 1 0 2 4 ( )   -   D i m s   m u s t   b e   w i t h i n   r e s o l u t i o n   1 0 2 4 x 7 6 8 .     C u r r e n t   d i m s   a r e   m i n ( % d , % d )   m a x ( % d , % d )         N e w   w o r l d   t o o l t i p   c l i p   r e c t   d i m s :   m i n ( % d , % d )   m a x ( % d , % d )   . b i k     alwaysCopyUpSaves   invalid filename    % S = % 0 . 3 f     C a r r y   c a p a c i t y :       U n i t   d o e s   n o t   e x i s t !     No help reference text matches.  ?I@HollowSquare    Rectangular Circular    |?>uiOpenScenarioBrowser() ForestUnderbrush    ForestClumpiness    ForestDensity   % S . x m l     objectivesdialog2   MapPointerUpScale   MapPointerCount MapPointerDistance  s a v e S c e n a r i o ( " % s " )     * . t r g   ??F r e e     %.0f %s %.1f %s , %.0f %s   , %.1f %s   '%S' is not a valid resource amount.    '%S' is not a valid resource.   % s :   % d : % 0 2 d   % s :   % d     . p e r s o n a l i t y     c a r d     h c c a r d s s h o p p i n g l i s t   T o t a l R e s o u r c e s     % 0 . 2 f   V i l l a g e r E f f i c i e n c y     S t a t T i m e     a g e t i m e   f i r s t a t t a c k t i m e   p l a y e r r e l a t i o n     m y t e a m w o n   u n i t c o u n t s     % . 4 f     u s e r v a r s     card    TotalResources  VillagerEfficiency  Score   stattime    agetime firstattacktime playerrelation  myteamwon   unitcounts  uservars    hccardsshoppinglist Error reading chatset value from personality file.  Error reading rushboom value from personality file. <??% 0 . 3 f       z   x   H e i g h t s   C l i f f G r o u p     e n d Z     e n d X     s t a r t Z     s t a r t X     b l o c k   t i l e G r o u p   t i l e s   o r i e n t Z   o r i e n t Y   o r i e n t X   p o s Z     p o s X     s e l e c t A s S i n g l e U n i t     i g n o r e P l a c e m e n t R u l e s     g r o u p i n g     animStateMachine    variation   %S is not a valid protounit.    %S is not a valid map type. '%s' is not a valid protounit name. orientZ orientY orientX posZ    posX    endZ    endX    startZ  startX  AttackEnemy AttackAlly  AttackSelf  AttackGAIA  Invalid mesh name in part declaration : %S  Invalid bone name "%s" in part declaration for model "%s", this probably means the bone was not defined in the unit's anim XML. Couldn't register bone name : %S    Unable to load part reference : %S  Couldn't find bone in cDummyImpact list : %S    Invalid bone specified in ImpactPoint reference : %S    Granny model not loaded : %S    ImpactPoint definitions must specify a bone! : %S   Unable to create name for impact point  Unable to load impact point reference : %S  No name specified for model in damage template: %S  Unable to get the model node from this damage template : %S A damage template must specify exatly one model!    Invalid node specified as root of damage template: %S       B D a m a g e T e m p l a t e   E R R O R :   % s   h a s   n o t   r o o t   n o d e .         B D a m a g e T e m p l a t e   E R R O R :   % s   d i d n ' t   l o a d .          
@U n k n o w n   U n k n o w n P A   U n k n o w n T a c t i c   u n i t S e t T a c t i c ( " % S " )   C o n n e c t o r   G a t e     S t r a i g h t 5   S t r a i g h t 4   S t r a i g h t 3   S t r a i g h t 2   T r a i n P o i n t s   C o u n t P o i n t s   D a m a g e T i m e o u t   I c o n T e x t u r e C o o r d s   t e m p p r o t o y . x m l     Firepit t e m p t e c h t r e e y . x m l   b u m p   d e c a l     d e c a l s e l e c t i o n       ? PGroupingSettingsSaveHeights GroupingSettingsSelectAsSingleUnit  GroupingSettingsUsePlacementRules   GroupingSettingsTerrainTypeDropdown GroupingSettingsDialog-OKButton BrushMaskDialog BrushFunctionsPlaceObjectName   BrushFunctionsPlaceObjectPicture    WorldLightingDefaultsButton PresetLightingDropdown  PlaytestDifficultyLevel PlaytestAsPlayer    BrushFunctionsTerrainBrushMask  BrushFunctionsTerrainSwatch BrushFunctionsTerrain   BrushFunctionsSampleTexture BrushFunctionsSampleBrushMask   BrushFunctionsSampleSwatch  BrushFunctionsPlacePlaceAsDropdown  IncludeGaia I n c l u d e P l a y e r % d   ForestSwatch    ShallowCreate   RiverShallowRadiusSlider    BrushFunctionsRiverShallowTool  EditCliffSwatch BrushFunctionsCliffTool CliffHeight CliffSwatch BrushFunctionsCopyPasteTexture  BrushFunctionsCopyPasteHeight   BrushFunctionsCopyPaste E d g e   o f   w o r l d   t e x t u r e   d e n s i t y   .\editorui.cpp  t e r r a i n S e t T y p e ( % d )   t e r r a i n S e t S u b t y p e ( % d )     C u r r e n t       e d i t M o d e ( " p l a c e u n i t " )   u i S e t P r o t o I D ( % d )     T e s t     E m b e l l i s h m e n t   N a t u r e     B u i l d i n g s   ScreenshotQualityText   S c r e e n s h o t T y p e R a d i o B u t t o n s     ScreenshotTakeButton    ScreenshotQualityRadioButtons   ScreenshotTypeRadioButtons  ScreenshotDialog    RiverWaypointRadiusSlider   RiverSwatch % 3 d   RiverWaypointList   RiverWaypointMode   BrushFunctionsRiverTool WaterSwatch u i S e t F o r e s t T y p e N u m ( % d )     F o r e s t s   ForestToolPalette   t e r r a i n S e t M i x ( % d )   M i x e s   MixPalette  u i S e t W a t e r T y p e N u m ( % d )   O c e a n s     L a k e s   R i v e r s     PaintWaterToolPalette   EditWaterToolPalette    RiverToolPalette    u i S e t C l i f f T y p e N u m ( % d )   CliffToolPalette    R o u g h e n S e t t i n g s   R o u g h e n   S e t t i n g s     T o l e r a n c e   A m p l i t u d e   PlaytestDialog  WorldLightingDialog GroupingSettingsDialog  EditWaterRemoveButton   EditWaterUpdateButton   EditWaterBeautifyButton EditWaterSwatch BrushFunctionsEditForestTool    BrushFunctionsEditWater BrushFunctionsWaterTool BrushFunctionsEditCliffTool BrushFunctionsForestTool    BrushFunctionsDeleteObjects BrushFunctionsPlaceObject   BrushFunctionsAdjustElevation   S e t   P a i n t   M a s k     u i T o g g l e B r u s h M a s k ( % d )   DiplomacyDialog ObjectiveEditor NewScenarioGadget   MapElevationGadget  EditorTexturePalette    EditorProtoPalette  u i e d i t o r p a l e t t e s . x m l     ??newhp   newname   +     stat    u i \ a l e r t s \ r e v o l u t i o n . x m l   //=============================================================================

   //
//
  // %s created at %s //=============================================================================
    p o p u l a t i o n     s y s t e m     t i c k e r     p r e l o a d   tickerImage tickerGreen tickerBlue  tickerRed   tickerSize  tickerFont  tickerText  tickerID    d a t a     t i c k e r D a t a     u i t i c k e r i n f o . x m l     % s   % s   [ % x : % s ]   % s   % d   [ % x : % s ]   u i p e r s o n a s t a t s . x m l     u i p e r s o n a s t a t s % i - % s . x m l   u i p e r s o n a s t a t s - * . x m l  s? s x  ?  & l t ; / f o n t & g t ; < / t e x t > < / i t e m > < / i t e m > < / l a y o u t >   < ? x m l   v e r s i o n = " 1 . 0 "   e n c o d i n g = " U T F - 1 6 " ? > < l a y o u t > < i t e m   t y p e = " l i s t " > < i t e m   t y p e = " t e x t b o x "   b u l l e t = " t r u e " > < t e x t > & l t ; f o n t = A r i a l   1 2 & g t ;   '   ' >     < / g i d >     < g i d   i d = '   < / G a m e S e t t i n g s > 
         < G a m e S e t t i n g s   N a m e = " % s "   D e f = " % s " > 
     t e m p M p G a m e S e t t i n g s     t e m p G a m e O p t i o n s   t e m p C u r r e n t M p G a m e S e t t i n g s   t e m p C u r r e n t G a m e O p t i o n s     E S O P r o f i l e S e t t i n g s     w a r r a n t y . r t f     e u l a . r t f         E r r o r   -   L i c e n s e   l i b r a r y   ( E u l a y . d l l )   d o e s   n o t   c o n t a i n   e n t r y   p o i n t         E r r o r   -   U n a b l e   t o   f i n d   l i c e n s e   l i b r a r y   ( E u l a y . d l l )   F l o a t y T e x t     maxTileOffset   c l u s t e r o b j       a s k s :     N o   -   % 0 . 0 f   s e c .   ??animdlg-minusbutton animdlg-plusbutton  animdlg-tagtypedlg-cancelbutton animdlg-tagtypedlg-okbutton animdlg-tagtypedlg-typeradios   animdlg-tagtypedlg  animdlg-addbutton   animdlg-removebutton    animdlg-tagbutton   animdlg-savebutton  animdlg-releasebutton   animdlg-zoombutton  animdlg-particletagdlg-message  animdlg-particletagdlg-particlesetselect    animdlg-particletagdlg  animdlg-footsteptagdlg-footprintboneedit    animdlg-footsteptagdlg-footprinttypeselect  animdlg-footsteptagdlg  animdlg-soundsettagdlg-soundsetselect   animdlg-soundtagdlg animdlg-soundsettagdlg  animdlg-reloadbutton    animdlg-endbutton   animdlg-stepforwardbutton   animdlg-playbutton  animdlg-stepbackbutton  animdlg-beginbutton animdlg-taglist animdlg-usesimskeleton-checkbutton  animdlg-dummyselect animdlg-progressslider  animdlg-modelvarselect  animdlg-versionlist animdlg-animlist    animdlg-statustext  s l i d e r b u t t o n 1 v     <none>  animdlg-soundsettagdlg-loopcheck    animdlg-soundsettagdlg-visiblecheck animdlg-soundsettagdlg-ownercheck     0     Current Time: N/A
State: N/A
Percent Complete: N/A  Current Time: %0.2f\%0.2f
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Percent Complete: %d    Overridden  P a r t i c l e   S e t :   % s ( % 0 . 2 f )   <particle file> F o o t s t e p R i g h t :   % s ( % 0 . 2 f )     F o o t s t e p L e f t :   % s ( % 0 . 2 f )   A T K :   ( % 0 . 2 f )     S E T :   % s ( % 0 . 2 f )     p a r t i c l e N a m e     f o o t p r i n t B o n e   f o o t p r i n t T y p e   c h e c k O w n e r     c h e c k V i s i b l e     I n v e n t o r y       Unknown MapType D e s t r u c t i o n       V P   C o u n t     B u i l d i n g   C o m p .     H o m e C i t y B u i l d i n g U n l o c k e d     H o m e C i t y     V a r i a t i o n       Unknown Age No Tech Unknown Culture Unknown Civ   /     A n i m a t i o n   C o n t r o l   :   % s     Animation Control   Could not save tag data.  Check banglog.txt for more information.   Tags successfully updated.  _ b a k . x m l     C o u l d   n o t   r e l o a d   % s   camEdit-event-delbtn    camEdit-event-addbtn    camEdit-Event-list  camEdit-fwdbtn  camEdit-playbtn camEdit-stopbtn camEdit-pausebtn    camEdit-backbtn camEdit-progress    camEdit-Bias    camEdit-Continuity  camEdit-Tension camEdit-Time    camEdit-Duration    camEdit-Name    camEdit-applybtn    camEdit-delbtn  camEdit-insbtn  camEdit-addbtn  camEdit-Waypoint-list   camEdit-Track-delbtn    camEdit-Track-insbtn    camEdit-Track-list  camEdit-hidebtn camEdit-loadbtn camEdit-savebtn camEdit-newbtn  u i c a m e r a e d i t o r . x m l     t r a c k P l a y ( % f )   t r a c k G o t o S e l e c t e d W a y p o i n t   t r a c k S e t S e l e c t e d W a y p o i n t     t r a c k G o t o S e l e c t e d E v e n t     T i m e   % . 0 2 f     ?I@ui\ingame\warwick_timer_hand_hour   ui\ingame\warwick_timer_hand_minute clockTimer_face clockTimer_teamText clockTimer_displayText  ;u i \ c o r e _ u i \ a r r o w _ d o w n   .\gadcolordropdown.cpp      % s ( < b l a h >   < b l a h >   < b l a h > ) .     N o   h e l p   a v a i l a b l e .   u i C o n s u l a t e d l g . x m l     portraitFileName    P o l i t i c i a n s   p o l i t i c i a n d a t a . x m l                    P % d P % d     PlayerDiplomacyDialog   O k     terrainEdgeRepeatFrequency  .\gadedgedensity.cpp    s l i d e r     % s ( " % s " )     % s ( % d ,   " % s " )     ????C i v i l i z a t i o n     L o c a l e     ?? ?? ??  ?  ? 5? AE-DeleteHerd   AE-CreateHerd   AE-HerdList u i h e r d e d i t . x m l     MapElevationResetButton MapElevationApplyButton MapElevationSquashCheckBox  MapElevationDownButton  MapElevationUpButton    MapElevationSpaceAvailableBelow MapElevationSpaceAvailableAbove MapElevationDialog  % d   m e t e r s   i c o n s \ U I _ g e n e r i c _ b u t t o n   NewScenarioStartUnderDebugger   NewScenarioGenerateButton   NewScenarioDefaultsButton   NewScenarioTeamsDropdown    NewScenarioPlayersDropdown  NewScenarioSizeRadioButtons NewScenarioSeedEntry    NewScenarioTypeDropdown NewScenarioDialog   % s * . x m l   startRandomGame2("%s", %d, %d, "", %s, %d, %d, 0, false)    uiNewScenario() NuggetEditor-RandomizeNuggetType    NuggetEditor-SetNuggetType  NuggetEditor-ProtoNuggetList    u i n u g g e t e d i t . x m l     % d - % s - t a r g e t - l a b e l     % d - % s - t a r g e t - b u t t o n   % d - % s - t a r g e t T y p e - b u t t o n   .\gadplayercomms.cpp    % d - % s - v e r b - b u t t o n   playercomms-ExitButton  playercomms-chatInput-text  playercomms-targetArea  playercomms-targetLocationInstructions  playercomms-targetInstructions  playercomms-targetInstructions-background   playercomms-verb-highlight  playercomms-verbArea    playercomms-verbInstructions    playercomms-button-allPlayers   p l a y e r c o m m s - h i g h l i g h t - t o P l a y e r % d     p l a y e r c o m m s - b u t t o n - t o P l a y e r % d   u i p l a y e r c o m m s . x m l   ;< c o l o r = " % f , % f , % f " >     p l a y e r s u m m a r y d l g - P l a y e r % d V i e w H C   p l a y e r s u m m a r y d l g - t r i b u t e P l a y e r % d G o l d         p l a y e r s u m m a r y d l g - t r i b u t e P l a y e r % d W o o d         p l a y e r s u m m a r y d l g - t r i b u t e P l a y e r % d F o o d     playersummarydlg-sendButton playersummarydlg-clearButton    playersummarydlg-closeButton    playersummarydlg-TributeGold    playersummarydlg-TributeWood    playersummarydlg-TributeFood    playersummarydlg-availGold  playersummarydlg-availWood  playersummarydlg-availFood  u i p l a y e r s u m m a r y d l g . x m l     p l a y e r s u m m a r y d l g - D i v i d e r % d     playersummarydlg-Team1Row   p l a y e r s u m m a r y d l g - P l a y e r % d H C L e v e l     p l a y e r s u m m a r y d l g - P l a y e r % d N a m e   p l a y e r s u m m a r y d l g - P l a y e r % d R o w     p l a y e r s u m m a r y d l g - T e a m % d N a m e   p l a y e r s u m m a r y d l g - T e a m % d R o w         p l a y e r s u m m a r y d l g - P l a y e r % d B o u n d a r y   playersummarydlg-TributeRow playersummarydlg-playerStart    P o l i t i c i a n D l g - P o l i t i c i a n U n a v a i l a b l e % d   P o l i t i c i a n D l g - T i t l e 2     u i p o l i t i c i a n A s i a n d l g . x m l     I n d i a n s   J a p a n e s e     u i B u i l d M o d e ( % d )   techSlot    nativeCiv   wonderName      P o l i t i c i a n D l g - P o l i % d D e s c r i p t i o n   P o l i t i c i a n D l g - P o l i % d C o s t     P o l i t i c i a n D l g - P o l i % d N a m e     P o l i t i c i a n D l g - P o l i t i c i a n H i l i g h t P o s i t i v e % d   P o l i t i c i a n D l g - P o l i % d P o r t r a i t     P o l i t i c i a n D l g - P o l i t i c i a n B u t t o n % d     P o l i t i c i a n D l g - P o l i t i c i a n % d     P o l i t i c i a n D l g - B o r d e r % d     P o l i t i c i a n D l g - S i z e 5 P o l i t i c i a n s     P o l i t i c i a n D l g - S i z e 4 P o l i t i c i a n s     P o l i t i c i a n D l g - S i z e 3 P o l i t i c i a n s     P o l i t i c i a n D l g - S i z e 2 P o l i t i c i a n s     P o l i t i c i a n D l g - S i z e 1 P o l i t i c i a n s         P o l i t i c i a n D l g - O r i g P o s i t i o n P o l i t i c i a n 0   P o l i t i c i a n D l g - T i t l e P a r e n t   P o l i t i c i a n D l g - T i t l e   P o l i t i c i a n D l g - C a n c e l B u t t o n     P o l i t i c i a n D l g - A c c e p t B u t t o n     u i p o l i t i c i a n E u r o p e a n d l g . x m l   u i \ i n g a m e \ p o l i t i c i a n s \ R E V _ b a n n e r _ c h i l e     u i \ i n g a m e \ p o l i t i c i a n s \ R E V _ b a n n e r _ c o l o m b i a       u i \ i n g a m e \ p o l i t i c i a n s \ R E V _ b a n n e r _ a r g e n t i n a     u i \ i n g a m e \ p o l i t i c i a n s \ R E V _ b a n n e r _ p e r u       u i \ i n g a m e \ p o l i t i c i a n s \ R E V _ b a n n e r _ b r a z i l   u i \ i n g a m e \ p o l i t i c i a n s \ R E V _ b a n n e r _ m e x i c o   u i \ i n g a m e \ p o l i t i c i a n s \ R E V _ b a n n e r _ u s a         u i \ i n g a m e \ p o l i t i c i a n s \ R E V _ b a n n e r _ h a i t i     u i p o l i t i c i a n N a t i v e d l g . x m l   A z t e c   S i o u x   I r o q u o i s     ui_scroll   l i s t i t e m     bottomCapArt    topCapArt   rightCapArt leftCapArt  S o u n d   C o n t r o l   S o u n d   C o n t r o l   :   % S   % S   soundgadget-soundsetfield   soundgadget-targetfield soundgadget-civfield    soundgadget-sexfield    soundgadget-savebutton  soundgadget-typelist    F e m a l e ( O d d )   M a l e ( E v e n )     S o u n d   d e f i n i t i o n   f i l e   s u c c e s s f u l l y   s a v e d .       U n a b l e   t o   w r i t e   s o u n d   d e f i n i t i o n   f i l e !     Age 4   Age 3   Age 2   u i \ b l a c k     .\gadtechtree.cpp   t e c h t r e e - N o d e % d   u i \ o r a n g e   t e c h t r e e - H i g h l i g h t % d     u i \ l i g h t r e d   u i \ r e d     u i \ l i g h t g r e e n   u i \ g r e e n     u i \ l i g h t b l u e     u i \ b l u e   % S : 
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 C o s t :   % s   F I X   M E     techTree    Age 1   Ulfsark Villager Egyptian   Villager Greek  Age 4 Tyr   Age 4 Hel   Age 4 Baldr Age 3 Njord Age 3 Skadi Age 3 Bragi Age 4 Hera  Age 4 Hephaestus    Age 4 Artemis   Age 3 Dionysos  Age 3 Apollo    Age 3 Aphrodite Age 4 Thoth Age 4 Osiris    Age 4 Horus Age 3 Sekhmet   Age 3 Nephthys  Age 3 Hathor    Age 2 Heimdall  Age 2 Freyja    Age 2 Forseti   Age 2 Ptah  Age 2 Bast  Age 2 Age 2 Anubis  Age 2 Hermes    Age 2 Ares  Age 2 Athena    :   Age 1   Z e u s     TreeGadSection-HeaderArea   TreeGadSection-ChildArea    TreeGadCheckBox-Label   TreeGadSection-CheckBox u i g a d s e c t i o n . x m l     T r e e G a d C h e c k B o x - D i s a b l e O v e r l a y     T r e e G a d C h e c k B o x - L a b e l   u i g a d c h e c k b o x . x m l   S l i d e r C o n t a i n e r - D i s a b l e O v e r l a y     S l i d e r C o n t a i n e r - V a l u e   S l i d e r C o n t a i n e r - L a b e l M a x     S l i d e r C o n t a i n e r - L a b e l M i n     S l i d e r C o n t a i n e r - L a b e l   u i g a d s l i d e r . x m l   T r e e G a d D r o p D o w n - D i s a b l e O v e r l a y     u i g a d d r o p d o w n . x m l   T r e e G a d E d i t - D i s a b l e O v e r l a y     u i g a d e d i t . x m l   T r e e V i e w     ? ?? AE-GhostArmyPlayer  AE-GhostArmy    AE-DeleteArmy   AE-CreateArmy   AE-ArmyName AE-ArmyList u i a r m y e d i t . x m l     .\gadtrigger.cpp    C u s t o m T r i g g e r P a r a m - % d   trEdit-CondEffPanel-notbox  trEdit-CondEffPanel-orbox   trEdit-CondEffPanel-name    trEdit-CondEffPanel-custom  trEdit-CondEffPanel-type    trEdit-CondEffPanel-delbtn  trEdit-CondEffPanel-copybtn trEdit-CondEffPanel-insbtn  trEdit-CondEffPanel-list    trEdit-Effect-list  trEdit-Condition-list   trEdit-Trigger-priority trEdit-Trigger-name trEdit-Trigger-loopbtn  trEdit-Trigger-runimmediatelybtn    trEdit-Trigger-activebtn    trEdit-Trigger-RadioButtons trEdit-Trigger-delbtn   trEdit-Trigger-copybtn  trEdit-Trigger-insbtn   trEdit-Trigger-list trEdit-CondEffPanel trEdit-Trigger-group    trEdit-Triggers u i t r i g g e r e d i t o r . x m l   TGEditor-Triggers-list2 TGEditor-Triggers-group2    TGEditor-Triggers-delbtn    TGEditor-Triggers-insbtn    TGEditor-Triggers-list1 TGEditor-Triggers   TGEditor-Groups-list    TGEditor-Groups-name    TGEditor-Groups TGEditor-RadioButtons   TGEditor-delbtn TGEditor-insbtn TGEditor-list   u i t r i g g r o u p e d i t o r . x m l   G r o u p   I n f o     T r i g g e r   I n f o     ?E??<S h o w   A r e a   S h o w   S e l e c t e d   A r e a     S e t   A r e a     S e t   S e l e c t e d   A r e a   M a k e     Q u i c k   C r e a t e   A r m y   C h o o s e   A r m y   % s - f i e l d     S h o w     S h o w   S e l e c t e d   U n i t ( s )   % s - b u t t o n 2     S e t   S e l e c t e d   U n i t ( s )     % s - b u t t o n 1     P a s s i v e   D e f e n s i v e   A g g r e s s i v e     N e u t r a l   % s - c i v i l i z a t i o n   % s - c u l t u r e     % s - t r a d e r o u t e   % s - o b j e c t i v e     % s - p u f i e l d     % s - k b s t a t   % s - u i c a t e g o r y   % s - s t a n c e t y p e   % s - a l l i a n c e   % s - r e s o u r c e   % s - g o d p o w e r   % s - o p e r a t o r   % s - e v e n t     % s - u n i t t y p e   % s - p r o t o u n i t     % s - t e c h s t a t u s   % s - t e c h   % s - c a m e r a t r a c k     % s - p l a y e r   u i \ i n g a m e \ b a c k g r o u n d _ b l u e _ c   O F F   O N     % s - b o o l   % s - l o n g f l o a t s t r i n g     B r o w s e     .\gadtrigparam.cpp  % s - b r o w s e b u t t o n   vector(%f,%f,%f), vector(%f,%f,%f), vector(%f,%f,%f), vector(%f,%f,%f)  v e c t o r ( % f , % f , % f ) ,   v e c t o r ( % f , % f , % f ) ,   v e c t o r ( % f , % f , % f ) ,   v e c t o r ( % f , % f , % f )     %f, %f, %f  % d , % d   ( N o n e )     %d,%d   R e f r e s h   - - - - - - - - - - - - - - - - - - - - - -     I n a c t i v e   R u l e s     A c t i v e   R u l e s     R u l e s   XS Runtime[%d]: %S (DataID=%d). XS Runtime[%d]: %S (BASE DATA). X S   R u l e s     X S   R u n t i m e s   - - >   XS Debugger Menu    .\gadxsdebugger.cpp < N o   s o u r c e   f i l e s   2 > L a s t   e x e c u t e   t i m e = % d   ( % f   s e c o n d s   a g o ) . 
           I n t e r v a l = % f   t o   % f   ( s e c o n d s ) . 
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 N o   V a r i a b l e s .   %s=%s.  (INVALID SYMBOL (perhaps a parm?))=%s.  (%f, %f, %f)    N o   s o u r c e   a v a i l a b l e .     C u r r e n t   S o u r c e :   N O N E .       N o   s o u r c e   a v a i l a b l e   ( p r o b a b l y   a   n o n - d e b u g   X S   b u i l d ) .     % 4 d :   % S 
     X S   D e b u g g e r   X S   D e b u g g e r :   ' % s '   r u n t i m e ,   D a t a I D = % d     X S   D e b u g g e r   ( P A U S E D )     X S   D e b u g g e r :   ' % s '   r u n t i m e ,   D a t a I D = % d   ( P A U S E D )       X S   D e b u g g e r :   ' % s '   X S   r u n t i m e ,   D a t a I D = % d .     N o   o u t p u t   a v a i l a b l e .     R u l e   W a t c h     xsdebugger-functiondisplay  xsDebugger  .   ???  renderer is already at (%ld, %ld, %ld, %ld) D I S P L A Y   camera start    %s00000000.tmp    BW o r l d   V i e w     R e c e n t F i l e s y . x m l     < / R e c e n t F i l e s > 
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     T O D O     loadDetailsText detailsText 00000000.tmp    . t m p     .\game.cpp  Tried changing render modes, that failed, then going back to previous mode also failed. . b a k     t e c h t r e e y 1 0 1 . x m l     p r o t o y 1 0 1 . x m l   t e c h t r e e y 1 0 0 . x m l     p r o t o y 1 0 0 . x m l   c r a p     jU? ? . x s       ? ? ? ? ? d? ? ? 8f? ? ? ? ? vb? ? ? BGameStream::addSync error saving SyncUpdate    BGAmeStream::getFileMarkerPost error validating chunk   BGameStream::getSync error loading SyncUpdate   BGameStream::addUpdate addSelectedUnit() error  BGameStream::addUpdate addCommand() error   BGameStream::addUpdate addSelectedUnitAmount() error    BGameStream::addUpdate addCommandAmount() error BGameStream::addUpdate addUpdateTime() error    BGameStream::addUpdate addCamera() error    BGameStream::addUpdate - missing mSyncUpdate    BGameStream::addUpdate addSync() error  BGameStream::getUpdate !validateChunkRead   BGameStream::getUpdate outletEndUpdate() error  BGameStream::getUpdate getSync() error  BGameStream::getUpdate getSelectedUnit() error  BGameStream::getUpdate v != update->getSelectedUnitAmount() BGameStream::getUpdate getSelectedUnitAmount() error    BGameStream::getUpdate getCommand() error   BGameStream::getUpdate v != update->getCommandAmount()  BGameStream::getUpdate getCommandAmount() error BGameStream::getUpdate getUpdateTime() error    BGameStream::getUpdate getCamera() error    BGameStream::getUpdate outletBeginUpdate() error    BGameStream::getUpdate !readExpectedTag BGameStream::getUpdate update parm is null  g a d g e t U n r e a l ( " i n g a m e - m e s s a g e d i a l o g " )   % S   ingame-messagedialog-OKButton   ingame-messagedialog-prompt * % S   * % s   u i S h o w A I D e b u g I n f o E s c r o w ( % d )   % S   -   ( i d : % d )     { k b u n i t D e b u g T e x t ( % d ) }   ingame-messagedialog3-prompt    SPCLoad-Background  SPCLoad-Text6   SPCLoad-Text5   SPCLoad-Text4   SPCLoad-Text3   SPCLoad-Text2   SPCLoad-Text1   u i g a m e p a l e t t e s . x m l     C h i l d - > % S   -   ( i d : % d )   u i S h o w A I D e b u g I n f o P l a n ( % d )   ( n o n e )     A I D e b u g I n f o s u b m e n u _ P l a n s     A I D e b u g I n f o s u b m e n u _ G o a l s     { p l a n D e b u g L i n e s ( % d ) }     A I D e b u g I n f o - P l a n D i a l o g - % d       u i S h o w A I D e b u g I n f o P l a c e m e n t ( % d )   u i S e t B u i l d i n g P l a c e m e n t R e n d e r ( % d , t r u e )     P l a c e m e n t   % d     A I D e b u g I n f o s u b m e n u _ B l d g   P l a c e       u i S e t B u i l d i n g P l a c e m e n t R e n d e r ( % d , f a l s e )     D e b u g   I n f o   f o r   B u i l d i n g   P l a c e m e n t   I D   % d   { b u i l d i n g P l a c e m e n t D e b u g T e x t ( % d ) }     A I D e b u g I n f o - P l a c e m e n t D i a l o g - % d         u i S h o w A I D e b u g I n f o P r o g r e s s i o n ( % d )         A I D e b u g I n f o s u b m e n u _ P r o g r e s s i o n s   D e b u g   I n f o   f o r   P r o g r e s s i o n   I D   % d     { p r o g r e s s i o n D e b u g T e x t ( % d ) }         A I D e b u g I n f o - P r o g r e s s i o n D i a l o g - % d         D e b u g   I n f o   f o r   S e l e c t e d   K b U n i t   I D   % d     A I D e b u g I n f o - K B U n i t D i a l o g     D e b u g   I n f o   f o r   K b U n i t   I D   % d   A I D e b u g I n f o - K B U n i t D i a l o g - % d   r e n d e r B a s e I D ( % d ,   % d ,   % d )     D e b u g   I n f o   f o r   B a s e I D   % d     { b a s e D e b u g T e x t ( % d ) }   A I D e b u g I n f o - B a s e D i a l o g - % d   u i S h o w A I D e b u g I n f o A r e a ( % d )   A r e a I D   -   % d   A r e a s   ( % d   -   % d ) . . .     A I D e b u g I n f o s u b m e n u _ A r e a s     r e n d e r A r e a I D ( % d ,   % d ,   % d )     D e b u g   I n f o   f o r   A r e a I D   % d     { a r e a D e b u g T e x t ( % d ) }   A I D e b u g I n f o - A r e a D i a l o g - % d   u i S h o w A I D e b u g I n f o A r e a G r o u p ( % d ,   1 )   A r e a G r o u p I D   -   % d     A r e a   G r o u p s   ( % d   -   % d ) . . .     A I D e b u g I n f o s u b m e n u _ A r e a G r o u p s   u i S h o w A I D e b u g I n f o A r e a G r o u p ( % d ,   % d )     D e b u g   I n f o   f o r   A r e a G r o u p I D   % d   { a r e a G r o u p D e b u g T e x t ( % d ) }     A I D e b u g I n f o - A r e a G r o u p D i a l o g - % d     u i S h o w A I D e b u g I n f o A t t a c k R o u t e ( % d )     R o u t e s   ( % d   -   % d ) . . .       A I D e b u g I n f o s u b m e n u _ A t t a c k   R o u t e s         u i S e t K B A t t a c k R o u t e R e n d e r ( % d , f a l s e )     D e b u g   I n f o   f o r   A t t a c k R o u t e I D   % d   { a t t a c k R o u t e D e b u g T e x t ( % d ) }     A I D e b u g I n f o - A t t a c k R o u t e D i a l o g - % d         u i S e t K B R e s o u r c e R e n d e r ( % d , f a l s e )   D e b u g   I n f o   f o r   K B R e s o u r c e I D   % d     { k b R e s o u r c e s D e b u g T e x t ( % d ) }     A I D e b u g I n f o - K B R e s o u r c e s D i a l o g - % d     u i S h o w A I D e b u g I n f o K B A r m y ( % d )   A r m i e s   ( % d   -   % d ) . . .   A I D e b u g I n f o s u b m e n u _ A r m i e s   u i S e t K B A r m y R e n d e r ( % d , f a l s e )   D e b u g   I n f o   f o r   K B A r m y I D   % d     { k b A r m y D e b u g T e x t ( % d ) }   A I D e b u g I n f o - K B A r m y D i a l o g - % d       u i S h o w A I D e b u g I n f o K B U n i t P i c k ( % d )   U n i t P i c k s   ( % d   -   % d ) . . .     A I D e b u g I n f o s u b m e n u _ U n i t P i c k s     D e b u g   I n f o   f o r   K B U n i t P i c k I D   % d     { k b U n i t P i c k D e b u g T e x t ( % d ) }   A I D e b u g I n f o - K B U n i t P i c k D i a l o g - % d   A I D e b u g I n f o s u b m e n u _ E s c r o w s     D e b u g   I n f o   f o r   E s c r o w I D   % d     { e s c r o w D e b u g T e x t ( % d ) }   A I D e b u g I n f o - E s c r o w s D i a l o g - % d         % . 2 f   ' % S '       % d   ' % S '   u n i t s   T i m e = % d :         [ % 0 3 d ] :   % S .   % d   U n i t T y p e s :       u i S h o w A I D e b u g I n f o K B R e s o u r c e ( % d )   % S   -   % S   ( % d )     R e s o u r c e s   ( % d   -   % d ) . . .         A I D e b u g I n f o s u b m e n u _ K B   R e s o u r c e s     aC
;47:  ?D;   A  @@<?eB47?ormationOrientation    gatherpointEconomy  gatherpointMilitary SelectTransportUnit PlaceTradeRoute placetrack  defineGrouping  cameratracks    triggers    selectautobuilding  autobuilding    fullpaste   homeCityGatherPoint gatherpoint specialpower2   placeWall   paintTerrainOverlay editwater   paintwater  paintland   N o n P a s s a b l e L a n d   ff6@cliffSelection      I n v a l i d   n o d e   < % s >   i n   c l i f f   m o d e l   s p e c i f i c a t i o n     T y p e ,   H i g h   p o l y   m o d e l ,   a n d   l o w   p o l y   m o d e l   w e r e   n o t   a l l   s p e c i f i e d   f o r   c l i f f s   C l i f f   C l i f f T y p e s 2 . x m l   C l i f f T y p e s . x m l     t e r r a i n \ c o l o n y \ r e d     PerimeterWallMaxNodeDistance     +$<o?trackProtoCursor    L e f t   c l i c k   o n   t h e   t y p e   o f   b u i l d i n g   y o u   w a n t   t o   b u i l d .   ( U N L O C A L I Z E D   S T R I N G )     L e f t   c l i c k   t o   p l a c e   b u i l d i n g   f o u n d a t i o n .   ( U N L O C A L I Z E D   S T R I N G )     % s   i s n ' t   a   v a l i d   S H I N Y B U M P   c a p P i e c e T e x   f o r   c l i f f         % s   i s n ' t   a   v a l i d   B U M P   c a p P i e c e T e x   f o r   c l i f f   height  % s   i s n ' t   a   v a l i d   S H I N Y B U M P   p i e c e T e x   f o r   c l i f f       % s   i s n ' t   a   v a l i d   B U M P   p i e c e T e x   f o r   c l i f f     swimmer durationVariance    spawntimeVariance   spawntime   color   o u t s i d e   i n s i d e     secondary   %s is not a valid cliff type.   T e a m     = ? ? N f ? ?   >S t a t e I n f o   P a s t C o n q u e s t s   W o r l d M a p     S a v e N a m e     P a s t C o n q u e s t     SaveName    F a i l e d   t o   r e t r i e v e   h o m e   c i t y   f o r   p l a y e r   % s   [ % s ]   F a i l e d   t o   r e t r i e v e   h o m e   c i t y   f o r   p l a y e r   % d   [ % s ]   t e m p G C G a m e S e t t i n g s     r e v e a l     o w n e r   T e r r i t o r y   C u r r e n t T e a m   C u r r e n t T u r n   C u r r e n t C h a r a c t e r     invade      L e a v i n g   i n c r e m e n t C h a r a c t e r :   A d j u s t e d   C h a r a c t e r :   % d 
 
         E n t e r i n g   i n c r e m e n t C h a r a c t e r :   C u r r e n t   C h a r a c t e r :   % d 
 
         I n s t a n t i a t i n g   G C G a m e   m o d u l e . . . 
 
     D e s t r u c t i n g   G C G a m e   m o d u l e . . . 
 
     T e a m   % s       T h e   t e r r i t o r y   o f   % s   c h a n g e s   h a n d s   f r o m   c h a r a c t e r   % d   t o   c h a r a c t e r   % d . 
 
     B G C G a m e : : i n i t   - -   % s   d i d n ' t   l o a d .     reveal  owner       G C G a m e : : I n i t :   % s   h a s   n o   r o o t   n o d e .     B G C G a m e : : I n i t   - -   % s   d i d n ' t   l o a d .     M y C h a r a c t e r   G a m e T y p e     % s _ % s _ G a m e . x m l     g c _ p r o t o g a m e . x m l     % s % d     g a m e P l a y e r % d n a m e     g a m e P l a y e r % d h o m e c i t y n a m e     g a m e P l a y e r % d E x p l o r e r N a m e     uimain-CoveredWagon h o m e c i t y \ h o m e c i t y _ u n i t s \ e n t e r t a i n e r _ f i r e _ e a t e r \ f i r e _ e a t e r . x m l   t o r c h y     H C         % s 
 < c o l o r = 0 . 0 ,   0 . 8 ,   0 . 8 > % s < / c o l o r >     stereo  G C     e n a b l e d   A c t i v e P r o p s   d b i d     % f     X P P e r c e n t a g e     r e s p e c     M o n k N a m e     D e f a u l t F i l e n a m e   D e f a u l t D i r e c t o r y I D     S a v e d H o m e C i t y   dbid    shipmentUnit    w a g o n   h o t a i r b a l l o o n   u n i t s \ v i l l a g e r s \ v i l l a g e r . x m l     UI_DefaultIngameClickSet    UI_HCShipArrives    R e v o l t C a r d     W i d t h   P a t h     enabled C o f f e r s   A m o u n t     R e s o u r c e     homeCityCitizens    DefaultHomeCity h o m e c i t y R e v o l u t i o n . x m l     H C S h i p m e n t     H C S e l e c t     o<E x p l o d e S o u n d S e t   L a u n c h S o u n d S e t     S o u n d C y c l e T i m e     E x p l o d e S o u n d T i m e     M o d e l F i l e   frequency   R e a c t i o n S o u n d S e t     F i r e w o r k     homecityfireworks.xml    ? ?? ?? ?? ?? ?? ?? E x i t P o s i t i o n     E n t e r P o s i t i o n   s p _   P l a y e r % d . x m l     F a i l e d   t o   r e t r i e v e   h o m e c i t y   % s % s _ h o m e c i t y . x m l   % s % s % s % s h o m e c i t y . x m l         F a i l e d   t o   c r e a t e   d e f a u l t   h o m e c i t y   % s D e f a u l t H o m e c i t y . x m l   s k i l l p o i n t s   : u i h o m e c i t y s u m m a r y p a n e l . x m l     u i h o m e c i t y s u m m a r y p a n e l e s o . x m l   hcDeck-CardViewContextButtons   byAgeLabel  byLeaderLabel   byBuildingLabel hcDeck-CardViewContextLabel u i H o m e C i t y T a b P a n e l . x m l     u i H o m e C i t y T a b P a n e l E s o . x m l   UIHCDeckBuilder h o m e C i t y P a n e l - S a v i n g S c r e e n         h o m e C i t y P a n e l - c u s t o m i z a t i o n P a n e l         h o m e C i t y P a n e l - s k i l l T r e e A c t i v e C a r d s S P C       h o m e C i t y P a n e l - s k i l l T r e e T o t a l T e c h s S P C         h o m e C i t y P a n e l - s k i l l T r e e U p g r a d e s T e x t S P C     h o m e C i t y P a n e l - s k i l l T r e e U p g r a d e s S P C     h o m e C i t y P a n e l - s k i l l T r e e S P C     h o m e C i t y P a n e l - s k i l l T r e e A c t i v e C a r d s     h o m e C i t y P a n e l - s k i l l T r e e T o t a l T e c h s       h o m e C i t y P a n e l - s k i l l T r e e U p g r a d e s T e x t   h o m e C i t y P a n e l - s k i l l T r e e U p g r a d e s   h o m e C i t y P a n e l - s k i l l T r e e   h o m e C i t y P a n e l - s k i l l T r e e P a n e l S P C   h o m e C i t y P a n e l - s k i l l T r e e P a n e l     UIHCDeckCopyDlg UIHCDeckCreateDlg   .\homecityui.cpp    u i h o m e c i t y p a n e l . x m l   u i h o m e c i t y p a n e l e s o . x m l     h o m e c i t y u i . x m l     UISkirmHCOptionsDlg HomecityMainEdit    ??CloseDoor   OpenDoor          >@charge_walk volley_walk alphaFadeTime   lifespan    does not a valid weight.  Assuming a wieght of 1.   '%S' is not a invalid impact type.  Expected 'ImpactEffect' but found '%S' instead      LB_ S e c t o r B A D S E C T O R     _ S e c t o r F r o n t L e f t     _ S e c t o r L e f t F r o n t     _ S e c t o r L e f t B a c k   _ S e c t o r B a c k L e f t   _ S e c t o r B a c k R i g h t     _ S e c t o r R i g h t B a c k     _ S e c t o r R i g h t F r o n t   _ S e c t o r F r o n t R i g h t   AutoBase%dPlayer%d         Resource #%d: Dist=(%.02f,%.02f), Points=(%.02f,%.02f), TTD=(%.02f,%.02f), Base=(%.02f,%.02f), Danger=(%.02f,%.02f), Class=%f, Total=%f. FindBestResource - PlayerID: %d, None found FindBestResource - PlayerID: %d, PlanID: %d Internal array: BKB::queryVPSites results   Site    Completed   Native  Secret  % d   ( % d )   S e l e c t i o n A r m y - % d     tempKBPath  AnimalReactive  AnimalPredator  ToEnemyWhenEnemyGetsNativeLead  ToAllyWhenEnemyGetsNativeLead   ToEnemyWhenTheyClaimFirstNative ToAllyWhenEnemyClaimsFirstNative    ToAllyWhenHeTakesNativeLead ToAllyWhenHeClaimsFirstNative   ToAllyIWhenITakeNativeLead  ToEnemyWhenIClaimFirstNative    ToAllyWhenIClaimFirstNative ToEnemyWhenEnemyGetsTradeLead   ToAllyWhenEnemyGetsTradeLead    ToEnemyWhenTheyClaimFirstTrade  ToAllyWhenEnemyClaimsFirstTrade ToAllyWhenHeTakesTradeLead  ToAllyWhenHeClaimsFirstTrade    ToAllyIWhenITakeTradeLead   ToEnemyWhenIClaimFirstTrade ToAllyWhenIClaimFirstTade   ForwardMilitaryAutoBase%dPlayer%d   Jimmy   MainAutoBase%dPlayer%d     BJimmy2  B a s e A R ( % d : % d - % d : % d )   Economy Root    Resource Target Selector    Attack Target Selector  DEFAULTUI   DEFAULTCPAI DEFAULTSIM  ?      basedebug   TownBellToBase  ] ??Right   Left    Front   Back    h `? ??any dead    alive   queued  float kbGetTargetSelectorFactor(int type) : gets the TargetSelector Factor value.   kbGetTargetSelectorFactor   int kbSetTargetSelectorFactor(int type, float val) : sets the TargetSelector Factor value.  kbSetTargetSelectorFactor   void kbSetForwardBasePosition(vector position) set the explicit position that every forward base will use.  kbSetForwardBasePosition    int kbFindBestBuildingToRepair(vector position, float distance, float healthRatio, int repairUnderAttackUnitTypeID) : returns the id of the best building to repair.    kbFindBestBuildingToRepair      int kbFindAreaGroupByLocation( int groupType, float relativeX, float relativeZ ) : returns the visible area group that matches the given criteria.  kbFindAreaGroupByLocation   int kbFindAreaGroup( int groupType, float surfaceAreaRatio, int compareAreaID) : returns the visible area group that matches the given criteria.    kbFindAreaGroup     int kbUnitPickGetResult( int upID, int index ) : Returns the index-th ProtoUnitID.  kbUnitPickGetResult int kbUnitPickGetNumberResults( int upID ) : Returns the number of unit pick results.   kbUnitPickGetNumberResults  int kbUnitPickRun( int upID ) : Runs the unit pick. kbUnitPickRun   bool kbUnitPickAdjustPreferenceFactor( int upID, int unitTypeID, float baseFactorAdjustment ) : Adjusts the preferenceFactor for that unit type (uses 50.0 as the base if the UP doesn't exist yet).    kbUnitPickAdjustPreferenceFactor        bool kbUnitPickSetPreferenceFactor( int upID, int unitTypeID, float preferenceFactor ) : Sets the preferenceFactor for that unit type.  kbUnitPickSetPreferenceFactor   int kbUnitPickGetGoalCombatEfficiencyType( int upID ) : Gets the unit pick attack unit type.    kbUnitPickGetGoalCombatEfficiencyType   bool kbUnitPickSetGoalCombatEfficiencyType( int upID, int type ) : Sets the unit pick attack unit type. kbUnitPickSetGoalCombatEfficiencyType   int kbUnitPickGetAttackUnitType( int upID ) : Gets the unit pick attack unit type.  kbUnitPickGetAttackUnitType bool kbUnitPickSetAttackUnitType( int upID, int type ) : Sets the unit pick attack unit type.   kbUnitPickSetAttackUnitType     int kbUnitPickGetMaximumPop( int upID ) : Gets the unit pick maximum pop.   kbUnitPickGetMaximumPop     bool kbUnitPickSetMaximumPop( int upID, int number ) : Sets the unit pick desired max pop.  kbUnitPickSetMaximumPop     int kbUnitPickGetMinimumPop( int upID ) : Gets the unit pick minimum pop.   kbUnitPickGetMinimumPop     bool kbUnitPickSetMinimumPop( int upID, int number ) : Sets the unit pick desired min pop.  kbUnitPickSetMinimumPop     int kbUnitPickGetMaximumNumberUnits( int upID ) : Gets the unit pick maximum number units.  kbUnitPickGetMaximumNumberUnits     bool kbUnitPickSetMaximumNumberUnits( int upID, int number ) : Sets the unit pick desired number unit types.    kbUnitPickSetMaximumNumberUnits int kbUnitPickGetMinimumNumberUnits( int upID ) : Gets the unit pick minimum number units.  kbUnitPickGetMinimumNumberUnits     bool kbUnitPickSetMinimumNumberUnits( int upID, int number ) : Sets the unit pick desired number unit types.    kbUnitPickSetMinimumNumberUnits int kbUnitPickGetDesiredNumberBuildings( int upID, int index ) : gets the unit pick desired number buildings for the index-th unit type.    kbUnitPickGetDesiredNumberBuildings bool kbUnitPickSetDesiredNumberBuildings( int upID, int index, int numberBuildings ) : Sets the unit pick desired number buildings for the index-th unit type.  kbUnitPickSetDesiredNumberBuildings     int kbUnitPickGetDesiredNumberUnitTypes( int upID ) : Gets the unit pick desired number unit types. kbUnitPickGetDesiredNumberUnitTypes bool kbUnitPickSetDesiredNumberUnitTypes( int upID, int number, int numberBuildings, bool degradeNumberBuildings ) : Sets the unit pick desired number unit types.  kbUnitPickSetDesiredNumberUnitTypes bool kbUnitPickSetMovementType( int upID, int movementType ) : Sets the unit pick movement type.    kbUnitPickSetMovementType   bool kbUnitPickSetCostWeight( int upID ) : Sets the unit pick cost weight.  kbUnitPickSetCostWeight     bool kbUnitPickAddCombatEfficiencyType( int upID, int typeID, float weight ) : Adds an enemy unit typeID to the unit pick combat efficiency calculation.    kbUnitPickAddCombatEfficiencyType   bool kbUnitPickResetCombatEfficiencyTypes( int upID ) : Resets the enemy unit typeIDs for the unit pick combat efficiency calculation.  kbUnitPickResetCombatEfficiencyTypes    bool kbUnitPickSetCombatEfficiencyWeight( int upID ) : Sets the unit pick combat efficiency weight. kbUnitPickSetCombatEfficiencyWeight bool kbUnitPickSetEnemyPlayerID( int upID, int playerID ) : Sets the unit pick enemy player ID. kbUnitPickSetEnemyPlayerID      bool kbUnitPickSetPreferenceWeight( int upID, float v ) : Sets the unit pick preference weight. kbUnitPickSetPreferenceWeight   float kbUnitPickGetPreferenceWeight( int upID ) : Gets the unit pick preference weight. kbUnitPickGetPreferenceWeight   bool kbUnitPickResetResults( int upID ) : Resets the unit pick results. kbUnitPickResetResults  bool kbUnitPickResetAll( int upID ) : Resets all of the unit pick data. kbUnitPickResetAll      bool kbUnitPickDestroy( int upID ): Destroys the given unit pick.   kbUnitPickDestroy   int kbUnitPickCreate( string name ): Creates a unit pick.   NoUPName    kbUnitPickCreate        int kbGetRandomEnabledPUID( int unitTypeID, int escrowID ): Returns a random, valid PUID that's of the given type.  kbGetRandomEnabledPUID      int kbGetBlockID( string blockName ): Returns the UnitID of the cinematic block.    kbGetBlockID        vector kbGetBlockPosition( string blockName ): Returns the position of the cinematic block. kbGetBlockPosition  bool kbLocationVisible( vector location ): Returns true if the location is currently visible to the player. kbLocationVisible   bool kbUnitVisible( int unitID ): Returns true if the unit is currently visible to the player.  kbUnitVisible   int kbBaseGetNumberUnits( int playerID, int baseID, int relation, int unitTypeID ): Returns the number of units that match the criteria.    kbBaseGetNumberUnits        bool kbBaseRemoveUnit( int playerID, int baseID, int unitID ): Removes the given unit to the base.  kbBaseRemoveUnit    bool kbBaseAddUnit( int playerID, int baseID, int unitID ): Adds the given unit to the base.    kbBaseAddUnit   void kbBaseSetMaximumResourceDistance( int playerID, int baseID, float distance ): Sets the maximum resource distance of the base.Y@kbBaseSetMaximumResourceDistance        float kbBaseGetMaximumResourceDistance( int playerID, int baseID ): Gets the maximum resource distance of the base. kbBaseGetMaximumResourceDistance    bool kbBaseGetEconomy( int playerID, int baseID ): Gets the economy flag of the base.   kbBaseGetEconomy        bool kbBaseSetEconomy( int playerID, int baseID, bool Economy ): Sets the economy flag of the base. kbBaseSetEconomy    bool kbBaseSetMilitaryGatherPoint( int playerID, int baseID, vector gatherPoint ): Sets the military gather point of the base.  kbBaseSetMilitaryGatherPoint    vector kbBaseGetMilitaryGatherPoint( int playerID, int baseID ): Gets the military gather point of the base.    kbBaseGetMilitaryGatherPoint    bool kbBaseGetMilitary( int playerID, int baseID ): Gets the military flag of the base. kbBaseGetMilitary       bool kbBaseSetMilitary( int playerID, int baseID, bool military ): Sets the military flag of the base.  kbBaseSetMilitary       bool kbBaseGetSettlement( int playerID, int baseID ): Gets the settlement flag of the base. kbBaseGetSettlement bool kbBaseSetSettlement( int playerID, int baseID, bool settlement ): Sets the settlement flag of the base.    kbBaseSetSettlement     bool kbBaseGetForward( int playerID, int baseID ): Gets the forward flag of the base.   kbBaseGetForward        bool kbBaseSetForward( int playerID, int baseID, bool forward ): Sets the forward flag of the base. kbBaseSetForward    bool kbBaseGetMain( int playerID, int baseID ): Gets the main flag of the base. kbBaseGetMain   bool kbBaseSetMain( int playerID, int baseID, bool main ): Sets the main flag of the base.  kbBaseSetMain       int kbBaseGetMainID( int playerID ): Gets the main base ID for the player.  kbBaseGetMainID     bool kbBaseGetActive( int playerID, int baseID ): Gets the active flag of the base. kbBaseGetActive     bool kbBaseSetActive( int playerID, int baseID, bool active ): Sets the active flag of the base.    kbBaseSetActive     bool kbBaseGetUnderAttack( int playerID, int baseID ): Gets the under attack flag of the base.  kbBaseGetUnderAttack    int kbBaseGetTimeUnderAttack( int playerID, int baseID ): Returns the number of continuous seconds the base has been under attack.  kbBaseGetTimeUnderAttack    vector kbBaseGetBackVector( int playerID, int baseID ): Gets the back vector of the base.   kbBaseGetBackVector vector kbBaseGetFrontVector( int playerID, int baseID ): Gets the front vector of the base. kbBaseGetFrontVector        bool kbBaseSetFrontVector( int playerID, int baseID, vector frontVector ): Sets the front (and back) of the base.   kbBaseSetFrontVector        int kbBaseGetOwner( int baseID ): Returns the player ID of the specified base's owner.  kbBaseGetOwner  vector kbBaseGetLocation( int playerID, int baseID ): Gets the last known damage location of the base.  kbBaseGetLastKnownDamageLocation        vector kbBaseGetLocation( int playerID, int baseID ): Gets the location of the base.    kbBaseGetLocation       void kbBaseDestroyAll( int playerID ): Destroys all of the bases for the given player.  kbBaseDestroyAll        bool kbBaseDestroy( int playerID, int baseID ): Destroys the given base.    kbBaseDestroy       int kbBaseFindCreateResourceBase( int enemyPlayerID, int enemyBaseID ): Finds/Creates a 'forward' military base against the given enemy base.   kbBaseFindForwardMilitaryBase   int kbBaseFindCreateResourceBase( int resourceType, int resourceSubType, int parentBaseID ): Finds/Creates a resource base. kbBaseFindCreateResourceBase        int kbBaseCreate( int playerID, string name, vector position, float distance ): Creates a base. NoBaseName  kbBaseCreate        int kbBaseGetIDByIndex( int playerID, int index ): Returns the BaseID for the given base.   kbBaseGetIDByIndex  int kbBaseGetNumber( int playerID ): Returns the number of bases for the given player.  kbBaseGetNumber int kbBaseGetNextID( void ): Returns the ID of the next base that will be created.  kbBaseGetNextID     long kbFindClosestBase( long playerRelation, vector location ): gets the nearest base of player relation from the location. kbFindClosestBase   void kbSetAutoBaseDetectDistance( float v ): Sets the auto base creation distance.  kbSetAutoBaseDetectDistance float kbGetAutoBaseDetect( void ): Returns the auto base creation distance. kbGetAutoBaseDetectDistance void kbSetAutoBaseDetect( bool v ): Sets the auto base detection value. kbSetAutoBaseDetect     bool kbGetAutoBaseDetect( void ): Returns the auto base detection value.    kbGetAutoBaseDetect void kbSetAutoBaseCreateDistance( float v ): Sets the auto base creation distance.  kbSetAutoBaseCreateDistance float kbGetAutoBaseCreate( void ): Returns the auto base creation distance. kbGetAutoBaseCreateDistance void kbSetAutoBaseCreate( bool v ): Sets the auto base creation value.  kbSetAutoBaseCreate     bool kbGetAutoBaseCreate( void ): Returns the auto base creation value. kbGetAutoBaseCreate     bool kbSetTownLocation( vector location ): Sets the location of the main town.  kbSetTownLocation       int kbGetTownAreaID( void ): Returns the area ID of the main town.  kbGetTownAreaID     vector kbGetTownLocation( void ): Returns the location of the main town.    kbGetTownLocation   bool kbIsGameOver(): Returns whether the game is over or not.   kbIsGameOver    void kbSetPlayerHandicap( int playerID, float handicap ): Sets the indicated player's handicap multiplier (ie., 1.0 = no handicap). kbSetPlayerHandicap float kbGetPlayerHandicap( int playerID ): Returns the player's handicap multiplier (ie., 1.0 = no handicap).   kbGetPlayerHandicap     bool kbIsPlayerHuman( int playerID ): Returns true if the given player is a a human player. kbIsPlayerHuman     bool kbIsPlayerValid( int playerID ): Returns true if the given player is a valid player (i.e. it exists in the game).  kbIsPlayerValid int kbGetNumberMutualAllies( void ): Returns the number of mutual allies.   kbGetNumberMutualAllies     bool kbIsPlayerMutualAlly( int playerID ): Returns true if the given player is a mutual ally.   kbIsPlayerMutualAlly    bool kbIsPlayerAlly( int playerID ): Returns true if the given player is an ally.   kbIsPlayerAlly      bool kbIsPlayerNeutral( int playerID ): Returns true if the given player is a neutral player.   kbIsPlayerNeutral       bool kbIsPlayerEnemy( int playerID ): Returns true if the given player is an enemy. kbIsPlayerEnemy     string kbGetPlayerName( <playerID> ): Returns the player's name.    kbGetPlayerName     int kbGetPlayerTeam( <playerID> ): Returns the player's team number.    kbGetPlayerTeam bool kbHasPlayerLost( <playerID> ): Returns the player's lost status.   kbHasPlayerLost bool kbIsPlayerResigned( <playerID> ): Returns the player's resigned status.    kbIsPlayerResigned      float kbGetTechAICost( int techID ): Returns the AI cost for the given tech ID. kbGetTechAICost float kbGetProtoUnitAICost( int protoUnitTypeID ): Returns the AI cost for the given protoUnit type ID. kbGetProtoUnitAICost    bool kbSetAICostWeight( int resourceID, float weight ): Sets the weight this resource type is given during AI cost calculuations.   kbSetAICostWeight   float kbGetAICostWeight( int resourceID ): Returns the AI cost weight for the given resource.   kbGetAICostWeight       float kbGetCombatEfficiency( int playerID1, int unitTypeID1, int playerID2, int unitTypeID2 ): Returns the combat efficiency of the comparison (in terms of playerID1's units). kbGetCombatEfficiency   float kbGetTechPercentComplete( int techID ): Returns the percent complete for the the requested tech of the current player.    kbGetTechPercentComplete        int kbTechGetStatus( int techID ): Returns the current tech status for the current player of the requested tech.    kbTechGetStatus     bool kbProtoUnitIsType( int playerID, int protoUnitID, int unitTypeID ): Returns true if the protounit is of the unitTypeID.    kbProtoUnitIsType       float kbTechCostPerResource( int techID, int resourceID): returns the cost of the tech for the given resource.  kbTechCostPerResource   bool kbCanAffordTech( int techID, int escrowID ): Returns true if the player can afford the tech.   kbCanAffordTech     float kbUnitCostPerResource( int protoUnitID, int resourceID): returns the cost of the protounit for the given resource.    kbUnitCostPerResource       bool kbCanAffordUnit( int protoUnitTypeID, int escrowID ): Returns true if the player can afford the proto unit.    kbCanAffordUnit     int kbUnitGetProtoUnitID( int unitID ): Returns the unit's protounit ID.    kbUnitGetProtoUnitID        int kbGetProtoUnitID( string name ): Returns the ID of the protounit.   kbGetProtoUnitID        bool kbProtoUnitAvailable( int protoUnitID ): Returns true if the protoUnit is currently available. kbProtoUnitAvailable        float kbGetResourceIncome( int resourceID, float seconds, bool relative ): Returns the resource income over the last X seconds.       N@kbGetResourceIncome     float kbGetAmountValidResources( int baseID, int resourceTypeID, int resourceSubTypeID, float distance  ): Returns the resource amount of valid KB resources for the resource types.    kbGetAmountValidResources       int kbGetNumberValidResources( int baseID, int resourceTypeID, int resourceSubTypeID, float distance ): Returns the number of valid KB resources for the resource types.    kbGetNumberValidResources   int kbGetNumberValidResourcesByPlan( int planID, int baseID ): Returns the number of valid KB resources for the given plan/base.    kbGetNumberValidResourcesByPlan     float kbTotalResourceGet( int resourceID ): Returns the total amount of the given resource gathered to this point in the game.  kbTotalResourceGet      float kbMaximumResourceGet( int resourceID ): Returns the maximum amount of the given resource you can have.    kbMaximumResourceGet    float kbResourceGet( int resourceID ): Returns the current amount of the given resource.    kbResourceGet       long kbResourceGetXP( int playerID ): Returns the current amount XP the given player has.   kbResourceGetXP     long kbGetHCLevel( int playerID ): Returns the current HomeCity Level of the given player.  kbGetHCLevel        bool kbSetupForResource( int baseID, int resourceID, float distance, float amount ): Returns true if amount of resource is within distance of a dropsite.@@kbSetupForResource      bool kbTargetSelectorStart( void ): Starts the current target selector. kbTargetSelectorStart   int kbTargetSelectorGetResultValue( int index ): Returns the result value for given index of the current target selector.   kbTargetSelectorGetResultValue      int kbTargetSelectorGetNumberResults( void ): Returns the number of results in the given target selector.   kbTargetSelectorGetNumberResults    bool kbTargetSelectorAddQueryResults( int queryID ): Sets the list of potential targets to the results in the given query.  kbTargetSelectorAddQueryResults     bool kbTargetSelectorAddUnitType( int protoUnitTypeID ): Add the UAIT for the given BASE unit type as a filter. kbTargetSelectorAddUnitType     bool kbTargetSelectorSelect( int id ): Selects the given target selector.   kbTargetSelectorSelect      bool kbTargetSelectorResetResults( void ): Resets the current target selector.  kbTargetSelectorResetResults    bool kbTargetSelectorDestroy( int id ): Destroys the given target selector. kbTargetSelectorDestroy     int kbTargetSelectorCreate( string name ): Creates a target selector; returns the ID.   kbTargetSelectorCreate  float kbBuildingPlacementGetResultValue( int bpID ): Returns the result value for given BP ID.  kbBuildingPlacementGetResultValue       vector kbBuildingPlacementGetResultPosition( int bpID ): Returns the vector result position for given BP ID.    kbBuildingPlacementGetResultPosition    bool kbBuildingPlacementStart( void ): Starts the placement of current building.    kbBuildingPlacementStart    bool kbBuildingPlacementSetMinimumValue( float minimumValue ): Sets the minimum acceptable value for evaluated spots in the BP. kbBuildingPlacementSetMinimumValue      bool kbBuildingPlacementAddPositionInfluence( vector position, float value, float distance ): Adds the position influence for the current building placement.   kbBuildingPlacementAddPositionInfluence bool kbBuildingPlacementAddUnitInfluence( int typeID, float value, float distance, long kbResourceID ): Adds the unit influence for the current building placement. kbBuildingPlacementAddUnitInfluence bool kbBuildingPlacementSetCenterPosition( vector position, float distance, float obstructionRadius ): Sets up center position-based BP.    kbBuildingPlacementSetCenterPosition        bool kbBuildingPlacementAddAreaGroupID( int areaGroupID ): Adds the AreaGroup ID to the current BP. kbBuildingPlacementAddAreaGroupID   bool kbBuildingPlacementAddAreaID( int areaID, int numberBorderAreaLayers, bool addCenterInfluence ): Adds the Area ID to the current BP (with the given number of border area layers), addCenterInfluence - adds a positional influence from the area center.  kbBuildingPlacementAddAreaID    bool kbBuildingPlacementSetBaseID( int baseID, int locationPref ): Sets the base ID and location preference for the current building placement. kbBuildingPlacementSetBaseID    bool kbBuildingPlacementSetBuildingType( int buildingTypeID ): Sets the building type for the current building placement.   kbBuildingPlacementSetBuildingType  bool kbBuildingPlacementSetEventHandler( int eventType, string handlerName ): Sets event handler function for the current BP and event. kbBuildingPlacementSetEventHandler      bool kbBuildingPlacementSelect( int id ): Selects the given building placement. kbBuildingPlacementSelect       bool kbBuildingPlacementResetResults( void ): Resets the current building placement.    kbBuildingPlacementResetResults bool kbBuildingPlacementDestroy( int id ): Destroys the given building placement.   kbBuildingPlacementDestroy  int kbBuildingPlacementCreate( string name ): Creates a building placement; returns the ID. kbBuildingPlacementCreate   bool kbEscrowAllocateCurrentResources( void ): Reallocates the current resource stockpile into the escrows. kbEscrowAllocateCurrentResources    bool kbEscrowFlush( int escrowID, int resourceID, bool flushChildren ): Removes all credits (and puts them into the root escrow) of the given resource type from the given escrow.  kbEscrowFlush       float kbEscrowGetAmount( int escrowID, int resourceID ): Returns the amount of credits in the given escrow for the given resource.  kbEscrowGetAmount   bool kbEscrowSetCap( int escrowID, int resourceID, float cap ): Sets the cap of the escrow. kbEscrowSetCap      bool kbEscrowSetPercentage( int escrowID, int resourceID, float percentage ): Sets the percentage of the escrow.    kbEscrowSetPercentage       float kbEscrowGetPercentage( int escrowID, int resourceID ): Returns the percentage of the escrow.  kbEscrowGetPercentage       int kbEscrowGetID( string name ): Returns the ID of the named escrow.   kbEscrowGetID   bool kbEscrowDestroy( int escrowID, bool promoteChildren ): Destroys an escrow. kbEscrowDestroy int kbEscrowCreate( string name, int resourceID, float percentage, int parentID ): Creates an escrow.   kbEscrowCreate  int kbGetAttackRouteID( long startAreaID, long goalAreaID): Returns the id of the routes from area1 to area2.   kbGetAttackRouteID      int kbGetNumAttackRoutes( long startAreaID, long goalAreaID): Returns num paths from start to goal area.    kbGetNumAttackRoutes        bool kbMakeAttackRoutes(): find all the paths to the sector specified.  kbMakeAttackRoutes      bool kbAttackRouteAddPath( int attackRouteID, int pathID): Rreturns true if path was added to attack route. kbAttackRouteAddPath        bool kbAddAttackRouteIgnoreType( int ignoreAreaTypeID ): ignore this areatype when finding the route.   kbAddAttackRouteIgnoreType      bool kbAddAttackRouteIgnoreID( int ignoreAreaID ): ignore this area when finding the route. kbAddAttackRouteIgnoreID    bool kbAddAttackRouteSector( int sector ): add a new sector to path to. kbAddAttackRouteSector  bool kbDestroyAttackRoute( int routeID ): Returns true if the route was deleted.    kbDestroyAttackRoute        int kbCreateAttackRouteWithPath( string name, vector startPt, vector endPt): Returns the Route ID if successful.    kbCreateAttackRouteWithPath int kbCreateAttackRoute( string name, int startAreaID, int goalAreaID, int numInitialRoutes): Returns the Route ID if successful.   BAD kbCreateAttackRoute     bool kbCanPath2( vector pointA, vector pointB, long protoUnitTypeID, float range ): Returns true if the given unit type can path from pointA to pointB. kbCanPath2      bool kbCanSimPath( vector pointA, vector pointB, long protoUnitTypeID, float range ): Returns true if the given unit type can path from pointA to pointB.   kbCanSimPath        vector kbPathGetWaypoint( int pathID, long waypointNumber ): Returns the appropriate waypoint from the given path.  kbPathGetWaypoint   bool kbPathAddWaypoint( int pathID, vector waypoint ): Adds the waypoint to the given path. kbPathAddWaypoint   int kbPathGetNumberWaypoints( int pathID ): Returns the number of waypoints in the given path.  kbPathGetNumberWaypoints        float kbPathGetLength( int pathID ): Returns the length of the given path.  kbPathGetLength     string kbPathGetName( int pathID ): Returns the name of the given path. kbPathGetName   int kbPathGetIDByIndex( long index ): Returns the index-th path ID. kbPathGetIDByIndex  int kbPathGetNumber( void ): Returns the number of paths.   kbPathGetNumber bool kbPathDestroy( int pathID ): Destroys the given path.  kbPathDestroy   int kbPathCreate( string name ): Creates a path with the given name.    kbPathCreate    int kbAreaGetClosetArea( vector position, int areaType, int areaType1, float minDistance ): Returns the Area ID of the closest area, of the given types, to given postion.  kbAreaGetClosetArea int kbAreaFindBestGatherAreaID( int unitTypeID ): Returns the Area ID of the best area to gather the given unit type.   kbAreaFindBestGatherAreaID      int kbGetVPGeneratorByScoreType(int siteType): returns the protounit ID for the VP generator that corresponds to this type of VP site.  kbGetVPGeneratorByScoreType     int kbVPSiteGetState(int siteID): returns the specified VP site's state.    kbVPSiteGetState    int kbVPSiteGetOwnerPlayerID(int siteID): returns the specified VP site's owning player.    kbVPSiteGetOwnerPlayerID    int kbVPSiteGetLocation(int siteID): returns the specified VP site's world location.    kbVPSiteGetLocation     int kbVPSiteGetType(int siteID): returns the specified VP site's type (e.g., native, trade, etc).   kbVPSiteGetType void kbDumpVPSiteInfo(): blogs out info about all VP sites. kbDumpVPSiteInfo        int kbVPSiteQuery(int scoreType, int playerRelationOrID, int siteState): returns ID for an array containing VP site IDs that match the specified parameters.    kbVPSiteQuery   int kbAreaGetVPSiteID(int areaID): returns an area's VP site ID (-1 if an area doesn't have a VP site). kbAreaGetVPSiteID   int kbAreaGetType( int areaID ): Returns the Type of area.  kbAreaGetType   int kbAreaGetBorderAreaID( int areaID, long index ): Returns the Area ID of the index-th border area in the given area. kbAreaGetBorderAreaID   int kbAreaGetNumberBorderAreas( int areaID ): Returns the number of border areas for the given area.    kbAreaGetNumberBorderAreas      int kbAreaGetUnitID( int areaID, long index ): Returns the Unit ID of the index-th unit in the given area.  kbAreaGetUnitID     int kbAreaGetNumberUnits( int areaID ): Returns the number of units in the given area.  kbAreaGetNumberUnits    int kbAreaGetVisibilityChangeTime( int areaID ): Returns the gametime of the last visibility change for the given area. kbAreaGetVisibilityChangeTime   int kbAreaGetNumberFogTiles( int areaID ): Returns the number of fog tiles in the given area.   kbAreaGetNumberFogTiles int kbAreaGetNumberVisibleTiles( int areaID ): Returns the number of visible tiles in the given area.   kbAreaGetNumberVisibleTiles     int kbAreaGetNumberBlackTiles( int areaID ): Returns the number of black tiles in the given area.   kbAreaGetNumberBlackTiles   int kbAreaGetNumberTiles( int areaID ): Returns the number of tiles in the given area.  kbAreaGetNumberTiles    vector kbAreaGetCenter( int areaID ): Returns the center of the given area. kbAreaGetCenter     vector kbAreaGroupGetCenter( int groupID ): Returns the center of the given areaGroup.  kbAreaGroupGetCenter    int kbAreaGroupGetIDByPosition( vector position ): Returns the ID of the given area group.  kbAreaGroupGetIDByPosition  int kbAreaGetIDByPosition( vector position ): Returns the ID of the given area. kbAreaGetIDByPosition   int kbAreaGetNumber( void ): Returns the number of areas.   kbAreaGetNumber     void kbAreaCalculate(): Creates areas and area groups. DO THIS BEFORE ANYTHING ELSE IN YOUR SCRIPT. kbAreaCalculate float kbGetMapZSize( void ): Returns the Z size of the map. kbGetMapZSize   float kbGetMapXSize( void ): Returns the X size of the map. kbGetMapXSize       vector kbGetMapCenter( void ): Returns the center vector of the map.    kbGetMapCenter  void kbUnitCountConsole(int playerID1, int playerID2, string unitType, string state(s) ): Returns a quick unit count of player2's units from player1's perspective. kbUnitCountConsole  int kbUnitCount(int player, int unitTypeID, int stateID ): Returns a quick unit count of units for a player.    kbUnitCount     int kbGetPopulationSlotsByQueryID( int queryID ): Returns the number of pop slots currently occupied by the results in the given query. kbGetPopulationSlotsByQueryID   int kbGetPopulationSlotsByUnitTypeID( int playerID, int unitTypeID ): Returns the number of pop slots currently occupied by this unit type. kbGetPopulationSlotsByUnitTypeID    int kbGetPopSlots(int player, int unitTypeID ): Returns the number of pop slots this unit takes (ONLY WORKS ON BASE UNIT TYPES).    kbGetPopSlots       int kbGetPopCapAddition(int player, int unitTypeID ): Returns amount of pop cap addition provided by the given unit type (ONLY WORKS ON BASE UNIT TYPES).   kbGetPopCapAddition int kbGetBuildLimit(int player, int unitTypeID ): Returns the number of the unit type you are allowed to have (ONLY WORKS ON BASE UNIT TYPES); returns -1 if there is no limit. kbGetBuildLimit int kbUnitGetWorkerID( int unitID, int index ): Returns the index-th worker unit ID.    kbUnitGetWorkerID       int kbUnitGetNumberWorkers( int unitID ): Returns the number of units currently working on the given unit.  kbUnitGetNumberWorkers      int kbUnitGetTargetUnitID( int unitID ): Returns the target unit ID of the given unit.  kbUnitGetTargetUnitID   int kbUnitGetActionType( int unitID ): Returns the actionTypeID of the unit.    kbUnitGetActionType     bool kbUnitIsType( int unitID, long unitTypeID ): Returns true if the unit is of the unitTypeID.    kbUnitIsType        vector kbUnitGetPosition( int unitID ): Returns the position for this unit ID.  kbUnitGetPosition       float kbUnitGetMaximumAICost( int unitID ): Returns the maximum AI cost (worth) for this unit ID.   kbUnitGetMaximumAICost      float kbUnitGetCurrentAICost( int unitID ): Returns the current AI cost (worth) for this unit ID.   kbUnitGetCurrentAICost      float kbUnitGetHealth( int unitID ): Returns the health for this unit ID.   kbUnitGetHealth     float kbUnitGetMaximumHitpoints( int unitID ): Returns the maximum hitpoints for this unit ID.  kbUnitGetMaximumHitpoints       float kbUnitGetCurrentHitpoints( int unitID ): Returns the current hitpoints for this unit ID.  kbUnitGetCurrentHitpoints       int kbUnitGetMovementType( int unitTypeID ): Returns the movementType for this unitTypeID.  kbUnitGetMovementType       int kbUnitGetArmyID( int unitID ): Returns the army ID for this unit ID.    kbUnitGetArmyID     int kbUnitGetAreaID( int unitID ): Returns the area ID for this unit ID.    kbUnitGetAreaID     int kbUnitGetBaseID( int unitID ): Returns the base ID for this unit ID.    kbUnitGetBaseID     int kbUnitGetPlanID( int unitID ): Returns the plan ID for this unit ID.    kbUnitGetPlanID     int kbUnitGetPlayerID(int unitID ): Returns the player ID for this unit ID. kbUnitGetPlayerID   float kbUnitQueryGetUnitHitpoints(int queryID, bool considerHealth): gets HP of query's units, using current HP if requested.   kbUnitQueryGetUnitHitpoints     float kbUnitQueryGetUnitCost(int queryID, bool considerHealth): gets total aiCost of query's units, weighted for HP if requested.   kbUnitQueryGetUnitCost      int kbUnitQueryExecuteOnQueryByName( long currentQueryID, string previousQueryName ): Executes the current query on the previous query's results; returns the new number of results.    kbUnitQueryExecuteOnQueryByName int kbUnitQueryExecuteOnQuery( long currentQueryID, int previousQueryID ): Executes the current query on the previous query's results; returns the new number of results.   kbUnitQueryExecuteOnQuery   int kbUnitQueryExecute( long queryID ): Executes the current query; returns number of results.  kbUnitQueryExecute      bool kbUnitQuerySetSeeableOnly( long queryID, bool seeableOnly ): Sets query data.  kbUnitQuerySetSeeableOnly   bool kbUnitQuerySetArmyID( long queryID, int armyID ): Sets query data. kbUnitQuerySetArmyID    bool kbUnitQuerySetAreaGroupID( long queryID, int areaGroupID ): Sets query data.   kbUnitQuerySetAreaGroupID   bool kbUnitQuerySetAreaID( long queryID, int areaID ): Sets query data. kbUnitQuerySetAreaID    bool kbUnitQuerySetBaseID( long queryID, int baseID ): Sets query data. kbUnitQuerySetBaseID    bool kbUnitQuerySetAscendingSort( long queryID, bool v ): If parm is true, results are sorted in ascending distance order from the query position.  kbUnitQuerySetAscendingSort bool kbUnitQuerySetIgnoreKnockedOutUnits( long queryID, bool v ): Sets query data.  kbUnitQuerySetIgnoreKnockedOutUnits bool kbUnitQuerySetMaximumDistance( long queryID, float distance ): Sets query data.    kbUnitQuerySetMaximumDistance   bool kbUnitQuerySetPosition( long queryID, vector v ): Sets query data. kbUnitQuerySetPosition  bool kbUnitQuerySetState( long queryID, int state ): Sets query data.   kbUnitQuerySetState     bool kbUnitQuerySetActionType( long queryID, int actionTypeID ): Sets query data.   kbUnitQuerySetActionType    bool kbUnitQuerySetUnitType( long queryID, int unitTypeID ): Sets query data.   kbUnitQuerySetUnitType  bool kbUnitQuerySetPlayerRelation( long queryID, int playerRelation ): Sets query data. kbUnitQuerySetPlayerRelation    bool kbUnitQuerySetPlayerID( long queryID, int playerID, bool resetQueryData ): Sets query data.    kbUnitQuerySetPlayerID      int kbUnitQueryGetResult( long queryID, int index ): Returns the UnitID of the index-th result in the current query.    kbUnitQueryGetResult    int kbUnitQueryNumberResults( long queryID ): Returns the number of results in the current query.   kbUnitQueryNumberResults    bool kbUnitQueryDestroy( long queryID ): Destroys the given unit query. kbUnitQueryDestroy      bool kbUnitQueryResetResults( long queryID ): Resets the given unit query results.  kbUnitQueryResetResults     bool kbUnitQueryResetData( long queryID ): Resets the given unit query data AND results.    kbUnitQueryResetData        int kbUnitQueryCreate( string name ): Creates a unit query, returns the query ID.   DEFAULT kbUnitQueryCreate   string kbGetCivName( int civID ): Returns the civ name for the given civ.   kbGetCivName        int kbGetCivForPlayer( void ): Returns the civ for the given player.    kbGetCivForPlayer   int kbGetCiv( void ): Returns the civilization for the player.  kbGetCiv    string kbGetCulture( int cultureID ): Returns the culture name for the given culture.   kbGetCultureName        int kbGetCultureForPlayer( void ): Returns the culture for the given player.    kbGetCultureForPlayer   int kbGetCulture( void ): Returns the culture for the player.   kbGetCulture    int kbGetAgeForPlayer( int id ): Returns the current age for the player specified.  kbGetAgeForPlayer   int kbGetAge( void ): Returns the current age for the current player.   kbGetAge        int kbGetPopCap( void ): Returns the current population cap for the player. kbGetPopCap int kbGetPop( void ): Returns the current population for the player.    kbGetPop        void kbLookAtAllUnitsOnMap( void ): Cheats and looks at all of the units on the map.  This will format your harddrive if you're not authorized to use it.   kbLookAtAllUnitsOnMap       void kbDumpType( int player1, int player2, string typeName ): KB dump for player2's units of the given type from player1's perspective. kbDumpType      void kbDump( int player1, int player2 ): KB dump for player2's units from player1's perspective.    kbDump  ?? ? 
$? NoNameSaved Unit (%d):         %s, Age=%d. TFT=%d   Tech (%d):         %s, Age=%d. TFT=%d   Age (%d):          %s (%d), Age=%d. TFT=%d  Invalid Progression Node Type, mType=%d, mID=%d, Age=%d. TFT=%d int kbProgressionGetNodeData( int progressionID, int nodeIndex ): Returns the data at nodeIndex, either UnitID or TechID, depending on the type.    kbProgressionGetNodeData    int kbProgressionGetNodeType( int progressionID, int nodeIndex ): Returns the type of node at the given index, either Unit type or Tech type.   kbProgressionGetNodeType        float kbProgessionGetTotalResourceCost( int progressionID, int resourceID ): Returns the total cost of the given resource for this progressionID. A resourceID of -1 will return the total Cost.    kbProgessionGetTotalResourceCost    int kbProgressionGetTotalNodes( int progressionID ): Returns the total number of steps to complete the progression. kbProgressionGetTotalNodes   DforceKBResourceLoadVersion  B K B R e s o u r c e : : m L i n k e d R e s o u r c e   i s   i n v a l i d .   ( % d )       ??~P? ??Progression%d.         %s
    [%04d]  %s, Type=Tech (%d), Goal=%s (%d):
      [%04d]  %s, Type=Unit (%d), Goal=%s (%d):
    
%d Progressions.
    [%04d]  INVALID TTN.
 
%d Accessible Techs.
  
%d Accessible Transports.
 
%d Accessible Builders.
   
%d Accessible Buildings.
    [%04d]  %s.
    [%04d]  INVALID PU.
  
%d Accessible ProtoUnits.
 // NOTE: All of this information is game-time/context dependent.
   % s K B T T P l a y e r % d . t x t         void kbTechTreeDump( void ): Dumps the current state of the KBTT.   kbTechTreeDump      int kbTechTreeGetCheapestEconUpgrade( int resourceUnitTypeID ): gets cheapest researchable econ upgrade, optionally for specified resource unit type.   kbTechTreeGetCheapestEconUpgrade        int kbTechTreeGetCheapestUnitUpgrade( int unitTypeID ): gets cheapest researchable unit upgrade, optionally for specified unit/unit line.   kbTechTreeGetCheapestUnitUpgrade    int kbCreateTechProgression( string techName, string name ): Creates a tech progression of the given name.  kbCreateTechProgression     int kbCreateUnitProgression( string unitName, string name ): Creates a unit progression of the given name.  kbCreateUnitProgression     string kbGetUnitTypeName( int unitTypeID ): Returns the name of the unit type.  kbGetUnitTypeName       int kbGetUnitBaseTypeID( int unitID ): Returns the base type ID of the unit.    kbGetUnitBaseTypeID     string kbGetProtoUnitName( int protoUnitTypeID ): Returns the name of the protounit ID. kbGetProtoUnitName      string kbGetTechName( int techID ): Returns the name of the tech ID.    kbGetTechName   ??? Spahi   ??  C'%S is not a valid tag.  Ignoring.  Expected 'LightingSet'. segintersect    ui\minimap\flare_circle minimap_border  ui\ingame\ingame_minimap_ypack  ui\ingame\ingame_minimap    ;MinimapTerrain  ?I@'%S' is not a valid mode    '%S' is not a valid terrain type, skipping. Must specifiy mode attribute    '%S' is not a valid decal attribute, skipping.  m o d e l d e c a l        0Expected 'mix'. c r e d i t s _ % s _ % d _ % d     Verdana E n d C r e d i t s _ 6 0 6 b . m p 3   D i d n t S e e I t C o m i n g . m p 3     c r e d i t s . m p 3   r i g h t   l e f t     just    justoffset  color_b color_g color_r extraspace  textsize    r o l e     l i n e     s p a c e   sectiongap  listspacing namesize    rolesize    defaultcolor_b  defaultcolor_g  defaultcolor_r  scrollspeed c r e d i t i n f o     c r e d i t s Y . x m l     c r e d i t s X . x m l     c r e d i t s . x m l   u i \ c o r e _ u i \ c r e d i t s _ s p l a s h Y     u i \ c o r e _ u i \ c r e d i t s _ s p l a s h X     u i \ c o r e _ u i \ c r e d i t s _ s p l a s h   a v i \ C r e d i t s C i n e . b i k   C r e d i t M o v i e T e x       D   D   D?  :h o m e c i t y % s . x m l         B G C M o d e : : e n t e r M o d e   - -   T h i s   i s   n o t   a   G r a n d   C o n q u e s t   s a v e g a m e .     U n a b l e   t o   l o a d   i t   i n t o   a   G r a n d   C o n q u e s t   g a m e .   a g e 3 Y s a v       zD? ConnectDialog-StatusLabel   u i M P C o n n e c t D i a l o g . x m l   :   r e p e a t e r 1 . a g e c o m m u n i t y . c o m     1 2 7 . 0 . 0 . 1   s t a t u s . a s p x ? l o c a l e = % s   e s o s t a t u s . a g e c o m m u n i t y . c o m     MPESOCreateAccountDialog-Email-Text MPESOCreateAccountDialog-SecretAnswer-Text  MPESOCreateAccountDialog-SecretQuestion-Text    MPESOCreateAccountDialog-ConfirmPassword-Text   MPESOCreateAccountDialog-Password-Text  MPESOCreateAccountDialog-Name-Text  MPESOCreateAccountDialog-CancelButton   MPESOCreateAccountDialog-OKButton   u i M P E S O C r e a t e A c c o u n t D i a l o g . x m l     % s 
 
 
 
 % s     ? ? MPESOFriends-ClanBackground MPESOFriends-PestBackground MPESOFriends-FriendsBackground  Pest-Button Friends-Button  MPESOFriends-Menu   MPESOFriends-Dialog-Name-Text   MPESOFriends-Dialog-Text    MPESOFriends-Dialog-CancelButton    MPESOFriends-Dialog-OKButton    MPESOFriends-Dialog-Fields  MPESOFriends-Dialog MPESOFriends-RemoveButton   MPESOFriends-AddButton  MPESOFriends-Slider S t a t u s     M P E S O F r i e n d s - E n t r y % l d - % s     G a m e     u i m p e s o f r i e n d s . x m l     u i \ c o r e _ u i \ t o g g l e _ r e d _ r o l l o v e r         u i \ c o r e _ u i \ t o g g l e _ g r e e n _ r o l l o v e r     u i \ e s o \ s t a t u s _ i n g a m e     u i \ c o r e _ u i \ t o g g l e _ d i s a b l e d     o n l i n e     r e j e c t e d     f u l l     % d   -   % d   * ?? h % s ' s   G a m e :   % s   MPESOGameList-JoinDlg-PasswordText  MPESOGameList-JoinDlg-GameName  MPESOGameList-JoinDlg-CancelButton  MPESOGameList-JoinDlg-JoinButton    MPESOGameList-JoinDlg   MPESOGameList-JoinDlg-Container MPESOGameList-HostDlg-Scenario  MPESOGameList-HostDlg-ScenarioLabel MPESOGameList-HostDlg-UseXPackContentButtonLabel    MPESOGameList-HostDlg-UseXPackContentButton MPESOGameList-HostDlg-XtraRulesNoDropdown   MPESOGameList-HostDlg-XtraRulesDropdown MPESOGameList-HostDlg-HCTiersDropdown   MPESOGameList-HostDlg-GameTypeDropdown  MPESOGameList-HostDlg-PasswordDisable   MPESOGameList-HostDlg-PasswordText  MPESOGameList-HostDlg-PasswordButton    MPESOGameList-HostDlg-CancelButton  MPESOGameList-HostDlg-HostButton    MPESOGameList-HostDlg-GameNameText  MPESOGameList-HostDlg   MPESOGameList-HostDlg-Container MPESOGameList-FilterDlg-ShowXPackContentGames   MPESOGameList-ShowHCLvlRestrictedGames  MPESOGameList-ShowFullGames MPESOGameList-FilterDlg-CancelButton    MPESOGameList-FilterDlg-ApplyButton MPESOGameList-FilterDlg-GameTypeDropdown    MPESOGameList-FilterDlg-MapDropdown MPESOGameList-FilterDlg-PrivacyDropdown MPESOGameList-FilterDlg MPESOGameList-FilterDlg-Container   MPESOGameList-Cheats    MPESOGameList-GameSpeed MPESOGameList-StartingAge   MPESOGameList-HomeCityTier  MPESOGameList-MapName   MPESOGameList-MapIcon   MPESOGameList-Players   MPESOGameList-PlayersSlider M P E S O G a m e L i s t - P l a y e r % l d   MPESOGameList-LoadingMsg    MPESOGameList-FilterButton  MPESOGameList-RefreshButton MPESOGameList-JoinButton    MPESOGameList-HostButton    MPESOGameList-SortByTime    MPESOGameList-SortByRating  MPESOGameList-SortByGameType    MPESOGameList-SortByPlayers MPESOGameList-SortByMap MPESOGameList-SortByName    MPESOGameList-GameListSlider    MPESOGameList-ScreenLabel   MPESOGameList-GameList  C o n t e n t X P a c k     T i m e     R a t i n g     P l a y e r s   M a p N a m e   G a m e T y p e I c o n S c e n a r i o     G a m e T y p e I c o n D e a t h m a t c h     G a m e T y p e I c o n S u p r e m a c y   M P E S O G a m e L i s t - E n t r y % l d - % s   u i M P E S O G a m e L i s t . x m l   ` ? MPESOLoginDialog-RememberNameCheckButton    MPESOLoginDialog-StatusLabelContainer   MPESOLoginDialog-MOTDButton MPESOLoginDialog-MOTDText   MPESOLoginDialog-MOTDContainer  MPESOLoginDialog-ForgotPasswordButton   MPESOLoginDialog-Password-Text  MPESOLoginDialog-UserName-Text  MPESOLoginDialog-NewAccountButton   MPESOLoginDialog-CancelButton   MPESOLoginDialog-LoginButton    MPESOLoginDialog-ScreenLabel    MPESOLoginDialog-LoginContainer u i M P E S O L o g i n D i a l o g . x m l         B M P E S O L o g i n D i a l o g : : d o L o g i n   - -   f a i l e d   t o   l o g i n .   H R :   0 x % x   E S O I s D o w n   [ 1 0 2 ]   [ 1 0 9 ]           Grand Conquest Game Browser AMPLadderView   AMPLadderBrowser    AMPHCPage   AMPPersonaPage  AMPClanPage AMPFriendsChat  BMPESOFriends   AMPChatRoom AMPChatBrowser  BMPESOGameList  AMPQuickSearchPage  AMPESOCommunityPage AMPStatus   AMPBanner   AMPTicker   uiMPESOLoadHCInfoDlg.xml    BMPConnectDialog    BUIESOEulaDlg   AMPNavBar   .\MPESOScreen.cpp   u i M P E S O S c r e e n . x m l   m a t c h m a k i n g   % s   % l d / % l d     ia? ? ? ? 3{? }Gw  Hw w c? w w ? w w BMPESOHCPickerDlg   .\MPGameSetupPage.cpp   m p s e t u p - P l a y e r % d - k i c k   m p s e t u p - P l a y e r % d - R e a d y     m p s e t u p - P l a y e r % d - R e a d y L a b e l   m p s e t u p - P l a y e r % d - L a t e n c y     m p s e t u p - P l a y e r % d - L a t e n c y L a b e l   m p s e t u p - P l a y e r % d - H a n d i c a p   m p s e t u p - P l a y e r % d - H a n d i c a p L a b e l     m p s e t u p - P l a y e r % d - H C L e v e l     m p s e t u p - P l a y e r % d - C i v     m p s e t u p - P l a y e r % d - C i v F l a g     m p s e t u p - P l a y e r % d - T e a m C o l o r     m p s e t u p - P l a y e r % d - t e a m   m p s e t u p - P l a y e r % d - x f e r   m p s e t u p - P l a y e r % d - A I D r o p d o w n   m p s e t u p - P l a y e r % d - n a m e t e x t   m p s e t u p - P l a y e r % d - A v a t a r   m p s e t u p - P l a y e r % d - H i g h l i g h t     m p s e t u p - P l a y e r % d     mpsetup-HCPickerPlaceholder mpsetup-HCPickerContainer   mpsetup-UserMenu    MPGameSetupPage-ConnectingScreen-Dialog mpsetup-recordCheckButton   mpsetup-FFACheckButton  mpsetup-HandiCheckButton    mpsetup-cheatsCheckButton   mpsetup-chat-area-chatoutput    mpsetup-chat-area-chatinput mpsetup-cancelbutton    mpsetup-LabelRatedGame  mpsetup-GameSpeedDropdown   mpsetup-DifficultyDropdown  mpsetup-CheckCustomMaps mpsetup-MapDropdown mpsetup-MapDisplay-DownButton   mpsetup-MapDisplay-UpButton mpsetup-StartingAgeSelection    mpsetup-GameType    mpsetup-MapName mpsetup-MapDisplay  mpsetup-NumberPlayers   mpsetup-IPAddress   mpsetup-gamename-text   mpsetup-LaunchPanel-CancelBtn   mpsetup-LaunchPanel-launchingtext2  mpsetup-LaunchPanel-Dialog  mpsetup-LaunchPanel u i M P G a m e S e t u p P a g e . x m l   u i M P E S O G a m e S e t u p P a g e 2 . x m l   ? H - MPLanIP-HostScenario    MPLanIP-HostScenarioLabel   MPLanIP-LanGamesContentIconList MPLanIP-UseXPackContentButtonLabel  MPLanIP-UseXPackContentButton   MPLanIP-HostXtraRulesNoDropdown MPLanIP-HostXtraRulesDropdown   MPLanIP-Nickname    MPLanIP-CancelButton    MPLanIP-CountDown   MPLanIP-DirectIPEditBox MPLanIP-JoinIPButton    MPLanIP-JoinLanButton   MPLanIP-HostButton  MPLanIP-RefreshButton   MPLanIP-HostGameModeDropdown    MPLanIP-HostGameEditBox MPLanIP-LanGamesList    uimplanip.xml   MPLANLogin-CancelButton MPLANLogin-OKButton MPLANLogin-UserName-Text    MPLANLogin-Dialog   uimplanlogin.xml      u i M P L o g i n S c r e e n . x m l   ConnectDialog   MPLanBrowserDialog  MPLanLoginDialog    .\MPLoginScreen.cpp ? ? ? ? M P V o t e D i a l o g - E n t r y % d - T i m e o u t     M P V o t e D i a l o g - E n t r y % d - V o t e   M P V o t e D i a l o g - E n t r y % d - N a m e   M P V o t e D i a l o g - E n t r y % d     MPVoteDialog-TimeoutText    MPVoteDialog-ChatInput  MPVoteDialog-ChatOutput MPVoteDialog-QuitButton uimpvotedialog.xml  D  ` ? ? ? ? `   [ % 0 2 d / % 0 2 d ]       B M P V o t e D i a l o g : : i n c o m i n g V o t e   - -   b o g u s   v o t e   f r o m   p l a y e r   % d   f o r   p l a y e r   % d     ? ? ? ? ? ? ? MPVoteToSave-NoVoteCount    MPVoteToSave-Vote-button-1  MPVoteToSave-Vote-button-0  MPVoteToSave-Vote   uimpvotetosave.xml   @b a t t l e c r y 1 . w a v     b a t t l e c r y 2 . w a v     b a t t l e c r y 3 . w a v     b a t t l e c r y 4 . w a v     MusicTransition ? =K O T H . m p 3     S o m e O f A K i n d . m p 3   R e v o l o o t i n . m p 3     u i \ a l e r t s \ t r e a t y e n d . x m l   NotifyTextDisplay-spacer-right  NotifyTextDisplay-border-side-right NotifyTextDisplay-border-bottom-right   NotifyTextDisplay-border-top-right  NotifyTextDisplay-border-bottom-middle  NotifyTextDisplay-border-top-middle NotifyTextDisplay   M o d V a l u e     R e s o u r c e M o d E n t r y     A t t a c h D u m m y   E n t e r A n i m   E x i t A n i m     I d l e 2 A n i m   T e a m N u g g e t     K i l l U n i t O n A p p l y   D i f f i c u l t y     G u a r d i a n D i s t a n c e     E x p l o r e D i s t a n c e   P a t t e r n   S i z e     S p a w n U n i t   G u a r d i a n U n i t     C o n v e r t U n i t   G u a r d i a n     N u g g e t U n i t     W a t e r N u g g e t   N u g g e t     N u g g e t s   R e s o u r c e M o d E n t r i e s     R e s o u r c e M o d T e c h   N u g g e t M a n a g e r   spotlightHeaderEdit spotlightFilenameEdit   spotlightText   spotlightTextEdit   objectivesTitleEdit objectivesGoalEdit  objectivesClose objectivesOccurreceFameAward    objectivesOccurreceCount    objectivesFameAward objectivesHintTextEdit  objectivesHintText  objectivesTextEdit  objectivesText  objectivesDisplayNameText   objectivesDisplayName   objectivesShortName objectivesIsPrimary objectivesInitiallyDiscovered   objectivesInitiallyVisible  objectivesMoveDown  objectivesMoveUp    objectivesDel   objectivesIns   objectivesList  u i o b j e c t i v e s . x m l     ( O p t )   % s     ( P r i )   % s     O b j e c t i v e   % d     U I _ N e w O b j e c t i v e   ??33, P ? ? b ?I@PerimeterWallSnapDistance   perimeterWallEnemyCheckRate PerimeterWallOfflineRate    S p l a s h E f f e c t     P h y s i c s O n D e a t h     D e s t r o y e d B y B a l l i s t i c s   Expected true or false (0 or 1 also ok) No distance specified.  Expected tag 'PlacementRules' but found '%S' instead.   '%S' is not a valid rule type.  Invalid type.   No link taken string id.    linkTakenStringID   f u l l y b u i l t     s o l i d   allowTeamColony   [ % s ]   % s   SellDelta   BuyDelta    SPCIndians  SPCChinese  SPCJapaneseEnemy    SPCJapanese Unique %s     S   R   NU      PC      P   A   C2    P   .\player.cpp    destructionTech H o m e C i t y _ E n d O f A c t _ % s . x m l     H o m e C i t y _ % s . x m l   
??    B P l a y e r : : c a n U s e P o w e r   - -   n o   u s e s   a v a i l a b l e .   ' e n t r y - > m U s e C o u n t '   ( v a l u e = % i )     T e c h   i s n ' t   a c t i v e .         B P l a y e r : : l o a d   - -   e r r o r   a l l o c a t i n g   U n i q u e   P r o t o u n i t   f r o m   B a s e   P U I D = % d 
 Y o u   s h o u l d   c h e c k   a g e 3 l o g . t x t   t o   d e t e r m i n e   w h i c h   p r o t o u n i t s   a r e   n o t   g e t t i n g   r e m a p p e d ,   s o   y o u   c a n   k n o w   w h a t   u n i q u e   p r o t o u n i t s   w i l l   n o t   b e   l o a d e d   w i t h   t h i s   s c e n a r i o .   No  Yes J const int cAICommPrompt%s=%d;   
//Prompt Types:
   const int cPlayerChatResponseType%s=%d; 
//Player Chat Response Types:
 const int cPlayerChatTargetStrategy%s=%d;   
//Player Chat Target Strategy Types:
  const int cPlayerChatTargetType%s=%d;   
//Player Chat Target Types:
   const int cPlayerChatVerb%s=%d; 
//Player Chat Verbs:
    < i c o n = " ( 2 4 ) ( T e x t u r e I D ( % d ) ) " >           Incoming order received, but unable to be dispatched.  No event handler.    N e w P r o f i l e 2   N e w P r o f i l e     N e w P r o f i l e 3   	 < / U s e r I n f o r m a t i o n > 
 
   	 	 < L a s t S e l e c t e d D M L A N H C > % s < / L a s t S e l e c t e d D M L A N H C > 
         	 	 < L a s t S e l e c t e d D M S P H C > % s < / L a s t S e l e c t e d D M S P H C > 
     	 	 < L a s t S e l e c t e d D M E S O H C > % s < / L a s t S e l e c t e d D M E S O H C > 
         	 	 < L a s t S e l e c t e d L A N H C > % s < / L a s t S e l e c t e d L A N H C > 
         	 	 < L a s t S e l e c t e d S P H C > % s < / L a s t S e l e c t e d S P H C > 
     	 	 < L a s t S e l e c t e d E S O H C > % s < / L a s t S e l e c t e d E S O H C > 
         	 	 < L a s t S e l e c t e d C i v > % d < / L a s t S e l e c t e d C i v > 
     	 	 < G U I D > % s < / G U I D > 
     	 	 < P a s s w o r d > % s < / P a s s w o r d > 
     	 	 < O n l i n e N a m e > % s < / O n l i n e N a m e > 
         	 	 < S h o w E S O W a r n i n g > % d < / S h o w E S O W a r n i n g > 
     	 	 < S a v e E S O N a m e > % d < / S a v e E S O N a m e > 
     	 	 < E S O N a m e > % s < / E S O N a m e > 
     	 	 < N a m e > % s < / N a m e > 
     	 < U s e r I n f o r m a t i o n > 
   	 < / K e y M a p G r o u p s > 
   	 	 < / G r o u p > 
   	 	 	 < / K e y M a p > 
   	 	 	 	 < A c t i o n > u n b i n d < / A c t i o n > 
     	 	 	 	 < A c t i o n > b i n d < / A c t i o n > 
     	 	 	 	 < E v e n t > % s < / E v e n t > 
     	 	 	 	 < N a m e > % s < / N a m e > 
     	 	 	 < K e y M a p > 
     	 	 < G r o u p   N a m e = " % s " > 
     	 < K e y M a p G r o u p s > 
     < / P r o f i l e >         < P r o f i l e   V e r s i o n = " % d "   G a m e I D = " % d " > 
   < ? x m l   v e r s i o n = " 1 . 0 "   e n c o d i n g = " U T F - 1 6 " ? > 
 
   ?  b i n d     GameID  ??mini_lightning  ?? ?? C  ? H#? j-? F? ?? 	1? C? ( ?? d? ?? I d l e     W a l k     ??GPShieldRadius    pA<??????.\prfilter.cpp  MemoryStack Error -- out of stack memory    MemoryStack Error -- could not obtain a memory stack frame  FindNugget  ??M a x H P D a m a g e B u i l d i n g   M a x H P D a m a g e V i l l a g e r   M a x H P D a m a g e U n i t   M i n H P D a m a g e B u i l d i n g   M i n H P D a m a g e V i l l a g e r   M i n H P D a m a g e U n i t   B a s e D a m a g e P e r c e n t B u i l d i n g   B a s e D a m a g e P e r c e n t V i l l a g e r   B a s e D a m a g e P e r c e n t U n i t   g a i a     P l a y e r R e l a t i o n     '%S' is not a valid multiplier -- assuming 1.0. I f O n S c r e e n A l l E x c e p t C a s t e r   I f O n S c r e e n A l l y     I f O n S c r e e n E n e m y   I f O n S c r e e n C a s t e r     I f O n S c r e e n A l l   A l l E x c e p t C a s t e r   B u i l d U p   E x i s t S o u n d     E n d S o u n d     A t t a c k R u n T a r g e t   A t t a c k R u n D i s t a n c e   P o w e r A c t i o n   A i r c r a f t T y p e     A t t a c k C o u n t   L o s s E x t e n d T i m e     R e c h a r g e T i m e     N u m Y e a r s     V P B l o c k e r   R u m b l e F a d e T i m e     R u m b l e S p e e d   R u m b l e W i d t h   R u m b l e H e i g h t     E a r t h q u a k e S o u n d S e t     D u s t L a r g e P r o t o     D u s t M e d i u m P r o t o   D u s t S m a l l P r o t o     A t t a c k T r e e A c c u r a c y     A t t a c k B u i l d i n g A c c u r a c y     A t t a c k U n i t A c c u r a c y     A t t a c k I n t e r v a l     A t t a c k P r o t o   decal   sfx A b s t r a c t T y p e     P a r t i c l e S F X N o d e   S F X   L o n g e s t T r e e A t t a c k T i m e   F a s t e s t T r e e A t t a c k T i m e   F o r e s t F i r e T r e e S e a r c h R a d i u s     F o r e s t F i r e A t t a c k     BlendTexture    swapTo  F i r e S F X   M a x N u m T r e e s B u r n t     B u r n F a d e L e n g t h     B u r n L e n g t h     M a x N u m T r e e s T o C a t c h O n F i r e     M i n N u m T r e e s T o C a t c h O n F i r e     M a x S e a r c h R a d i u s   M i n S e a r c h R a d i u s   S t r i k e S o u n d S e t     R a i n F a d e O u t E n d T i m e     R a i n F a d e O u t S t a r t T i m e     R a i n B u i l d u p E n d T i m e     R a i n B u i l d u p S t a r t T i m e     C l o u d F a d e O u t E n d T i m e   C l o u d F a d e O u t S t a r t T i m e   C l o u d B u i l d u p E n d T i m e   S t r i k e M a x O f f s e t   S t r i k e M i n O f f s e t   S t r i k e H e i g h t     r a i n     c l o u d   s c o r c h     G r o u n d S p a r k s     s p a r k s     s t r i k e     F i r e D a m a g e     F i r e S p r e a d S p e e d   F i r e S p r e a d A n g l e   F i r e D i s t a n c e     ??length  front   animRate    B P r o t o P o w e r S t a m p e d e : : p a r s e N o d e   - -   ' % s '   n o t   a   v a l i d   p r o t o u n i t   n a m e !     S t a m p e d e     MaxSwapAmount   MinSwapAmount   C o n v e r t U s i n g M i n M a x     S w a p U s i n g M i n M a x   C o n v e r t U n i t s T o G o d P o w e r P l a y e r     s w a p D e l a y   u n i t T a r g e t     g l o b a l     s w a p S e l f O n l y     s w a p E n e m y O n l y   P l a y B i r t h A f t e r M u t a t e     m u t a t e     O v e r a l l C h a n c e   O u t E f f e c t   I n E f f e c t         B P r o t o P o w e r T e l e p o r t : : p a r s e N o d e   -   i n v a l i d   ' I n P o r t a l '   u n i t   i n   % S .   I n P o r t a l         B P r o t o P o w e r T e l e p o r t : : p a r s e N o d e   -   i n v a l i d   ' O u t P o r t a l '   u n i t   i n   % S .     O u t P o r t a l   %d %d   s y m m e t r i c       B P r o t o P o w e r T e m p U n i t : : p a r s e N o d e   - -   ' % s '   n o t   a   v a l i d   p r o t o u n i t   n a m e !     u n i t T a c t i c     B P r o t o q u e s t : : p a r s e F r o m X M L   - -   U n a b l e   t o   l o c a t e   p r o t o u n i t I D   f o r   p r o t o u n i t :   % s   l e n g t h     u n i t s t o b u i l d     p e n a l t y   r e w a r d     d e s c r i p t i o n   completeOnConquest  t e r r i t o r y   p r o t o i d   ??% d 
   % d   ( % d   +   % d ) 
   % . 0 2 f 
     % . 0 2 f   ( % . 0 2 f   +   % . 0 2 f ) 
         S o m e t h i n g   c o o l   w i l l   g o   h e r e   s o o n   # 2 .         S o m e t h i n g   c o o l   w i l l   g o   h e r e   s o o n .   C h a r g e _ i d l e   C o v e r _ r a n g e d _ i d l e   D e f e n d _ i d l e   V o l l e y _ s t a n d i n g _ i d l e     d e f a u l t . t a c t i c s   B u i l d A c c e l     t i s ( " % S " )   t r a i n I n S e l e c t e d ( " % S " )   b l a c k   t e r r a i n   t e x t u r e   Q u e s t   protoquests.xml     C a l l   t o   G e t A d a p t e r D i s p l a y M o d e   f a i l e d .   r e t v a l   % d   ?I@??const int cClusterEverywhere=%d;    const int cClusterShallowWater=%d;  const int cClusterWater=%d; const int cClusterLand=%d;  const int cElevTurbulence=%d;   const int cElevFractalSum=%d;   const int cElevNormal=%d;   const int cMapResources=%d; const int cMapSize=%d;  const int cConnectEnemies=%d;   const int cConnectAllies=%d;    const int cConnectPlayers=%d;   const int cConnectAreas=%d; const string cFilename="%s";    const int cNumberTeams=%d;  const int cNumberNonGaiaPlayers=%d; .\randommap.cpp RMERROR: %s RMWARNING: %s   G e n e r a t i n g   r a n d o m   m a p . . .     You can't set the base terrain mix after calling rmTerrainInitialize.   BRandomMapGenerator::initializeTerrain -- failed: terrain size not yet set!     BRandomMapGenerator::initializeTerrain -- failed: you must set a valid sea type to create a water based map.    BRandomMapGenerator::initializeTerrain -- failed: could not get gameuistate.    BRandomMapGenerator::initializeTerrain -- failed: could not get terrain type manager    BRandomMapGenerator::initializeTerrain -- failed: terrain did not initialize properly.  BRandomMapGenerator::initializeTerrain -- failed: could not allocate terrain    BRandomMapGenerator::initializeTerrain -- failed: no world!     BRandomMapGenerator::initializeTerrain -- failed: bad type string!  carolinas\blackmap  BRandomMapGenerator::fillMapCorners -- failed: could not get terrain type manager       BRandomMapGenerator::fillMapCorners -- failed: could not get terrain    Can't set player area, player %d does not exist Can't set player area, area %d does not exist   Could not set map size.  Tile count must be positive.   Could not set map size.  Total tile count must be less than %d. Could not set map size.  Terrain already initialized.   No terrain created.  RM script needs to call rmTerrainInitialize.   useWaves    Cannot build area: must initialize terrain first!   Cannot build area, random map initialization failed!    Cannot create area, random map initialization failed!   Warning: clamping size to map size! Warning: clamping negative size to zero!    Warning: clamping size to map size  Warning: clamping x size to map size!   Warning: clamping negative x size to zero!  Warning: clamping z size to map size!   Warning: clamping negative z size to zero!  Must initialize terrain first!  Can't get area ID without valid name!   Warning: area '%s' not found!   Cannot set area terrain type.  Could not get terrain type manager.  Cannot set area terrain type: must initialize terrain first!        Cannot set area terrain type, random map initialization failed! Cannot set area terrain type, bad name passed in!   %s is not a valid mix name. Cannot set area mix.  Could not get mix manager.    Cannot set area mix: must initialize terrain first! Cannot set area mix, random map initialization failed!  Cannot set area mix, bad name passed in!    Cannot set area forest type, random map initialization failed!  Cannot set area forest type: '%s' is not a valid forest type!   Cannot set area forest type: must initialize terrain first! Cannot set area forest type, bad name passed in!    Cannot set area water type, random map initialization failed!   Cannot set area water type: '%s' is not a valid water type! Cannot set area water type: must initialize terrain first!  Cannot set area water type, bad name passed in! Cannot set area cliff type, random map initialization failed!   Cannot set area cliff type: '%s' is not a valid cliff type! Cannot set area cliff type: must initialize terrain first!  Cannot set area cliff type, bad name passed in! Cannot set area cliff value, random map initialization failed!      Cannot add area cliff waypoint, random map initialization failed!       A cliff valley must have at least one waypoint before you add additional random points. %d is not a valid area ID.  %s is not a valid terrain type, skipping.   Cannot add area terrain layer.  Could not get terrain type manager. Cannot add area terrain layer: must initialize terrain first!       Cannot add area terrain layer, random map initialization failed!    Cannot add area terrain layer, bad name passed in!  Cannot set area base type: must initialize terrain first!   Cannot set area base height, random map initialization failed!  Cannot check area, random map initialization failed!        Cannot check distance to area, random map or terrain initialization failed!     Cannot check distance to area edge, random map or terrain initialization failed!        Cannot check distance to area cliff edge, random map or terrain initialization failed!  Cannot check distance to area cliff ramp, random map or terrain initialization failed!  Need a valid passability type (land or water)!  Land    Constraint requires a name! Memory allocation error!    Cannot create duplicate constraint '%s'!    Internal constraint error!  Cannot add area constraint, constraint ID %d not valid! Cannot add area constraint, random map initialization failed!   Cannot add fair loc constraint, fair loc ID %d not valid!   Cannot add object def constraint, constraint ID %d not valid!       Cannot add object def constraint, random map initialization failed! Cannot get constraint ID, name required!    Cannot find constraint '%s'!    Could not set location for player %d, player ID is not valid.   Could not create river %d       Cannot reveal river %d -- it does not exist or has not yet been built.  %d is not a valid number of extra tiles.        Could not get number fairLocs for player %d, player ID is not valid.    Could not get fairLoc location for player %d, player ID is not valid.   Could not set fairLoc location for player %d, player ID is not valid.   Team spacing modifier %f is not valid.  Team ID %d is not valid.    No players!  
?ff?River %d's waypoints have not yet been specified.   River %d does not exist Player ID %d is not valid.  Bad player location %f,%f   Player %d already placed    Can't set team area, team %d does not exist Can't set team area, area %d does not exist Could not set location for area %d to player %d's location, player ID is not valid. Cannot create class, name required! Warning: attempted to redefine class '%s' (%d)  Cannot get class ID, name required! Cannot find class '%s'! Cannot add area %d to class %d, class does not exist!       Cannot add area %d to class %d, random map initialization failed!   Cannot add object def %d to class %d, class does not exist! Cannot add object def %d to class %d, random map initialization failed! Cannot check distance to class, random map initialization failed!   Cannot check distance to class, class %d is invalid!        Cannot create object definition, random map initialization failed!  Random map initialization failed!   Can't add object def item, need a valid unit name!  Can't add object def item, '%s' is not a valid unit name!   Cannot set area failure warning status, random map initialization failed!       BRandomMapGenerator::instantiateUnit -- failed: could not get terrain   Cannot set area failure warning status: must initialize terrain first!  Cannot set area min blobs, random map initialization failed!    Cannot set area max blobs, random map initialization failed!    Cannot set area min blob distance, random map initialization failed!    Cannot set area max blob distance, random map initialization failed!    Cannot set area coherence, random map initialization failed!    Cannot set area smooth distance, random map initialization failed!      Cannot set area height blending, random map initialization failed!  Cannot set player resource, '%s' is not a valid resource.   Cannot set player resource, %d is not a valid player ID.    Cannot set player resource, RM not initialized properly.    Cannot set player resource, no resource name specified. Changing sea level has no effect after terrain is already initialized!  Cannot set sea type: '%s' is not a valid type!  Changing sea type has no effect after terrain is already initialized!   Cannot set sea type, bad name passed in!    Could not find random tile, terrain not yet initialized!    Could not find distance to terrain -- terrain not properly initialized. Cannot add influence: must initialize terrain first!    Cannot add influence, random map initialization failed! Need a valid unit type! '%s' is not a valid unit type!  Cannot add remove type, random map initialization failed!       Cannot add terrain replacement, random map initialization failed!   Cannot set area path, random map initialization failed! Cannot create connection, random map initialization failed! Cannot set terrain cost, random map initialization failed!      Could not add area to connection.  Random map initialization failed.    Could not add area to connection.  %d is not a valid area ID.   Cannot add terrain replacement, invalid name!   '%s' is not a valid terrain type.       Cannot add terrain replacement.  Could not get terrain type manager.    Cannot add terrain replacement: must initialize terrain first!  Cannot set terrain cost.  Could not get terrain type manager.   Cannot set terrain cost: must initialize terrain first! Cannot set terrain cost, invalid name!  Cannot set width, random map initialization failed! Cannot set base height, random map initialization failed!   Cannot set coherence, random map initialization failed! Cannot set failure warning status, random map initialization failed!    Cannot set height blend, random map initialization failed!  Cannot set smooth distance, random map initialization failed!   Cannot add connection %d to class %d, class does not exist! Cannot add connection constraint, constraint ID %d not valid!   Cannot add connection constraint, random map initialization failed! Cannot add grouping constraint, constraint ID %d not valid! Cannot add grouping constraint, random map initialization failed!   %d is not a valid trade route ID.   A trade route must have at least one waypoint before you add additional random points.  Trade route #%d needs at least two waypoints.   Bad trade route def name passed in! Constraint ID %d not valid! / % d / % d     % s / % d / % d / % d   Self    % s R M     Can't place fair locs before fair loc info is added.        Could not set location for area %d to team %d's location, team ID is not valid. Could not set location for area %d to team %d's location, team placement not properly established.      BRandomMapGenerator::placeMapClusters -- failed: game or world does not exist   BRandomMapGenerator::placeMapClusters -- failed: could not find protounit       BRandomMapGenerator::placeMapClusters -- failed: could not get terrain  BRandomMapGenerator::placeMapClusters -- failed: could not get terrain type manager <No random map generator allocated!  Special_StartingUnits   Invalid triggerID   Invalid condition %s    Invalid effect %s   XS runtime not initialized! const int %s=%d;    Trigger runtime not initialized!    Name too long!  rmCreateGrouping -- missing name.   rmCreateGrouping -- missing filename.   Could not get nugget manager.   Could not get world.    rmRandInt -- min greater than max.  Invalid param %s    %.8f    '%s' is not a valid map type.  Ignoring.         F@   `X?   ?      @      ?   @33?   ?   ?e p i t h e t   ? ? z ??e?     mCurrentUpdate.getCommandAmount() != cm->getNumberCommandsToExecute()   BRecordGame::startUpdatePlayback !mGameStream->getFileMarkerPost    BRecordGame::startUpdatePlayback !mGameStream->getFileMarker    BRecordGame::startUpdatePlayback isBuffered && !buffering   % l s - % l s % S   B o o k m a r k % d     % l s - % l s   % s - * % S     % s % s - * % S     % s % s % S     % s % s - % s   B1? % s   1     b u i l d i n g s / g e n e r i c _ d e s t r u c t i o n   Too many color sets... ignoring the rest.   ?? ?? s6? u n i t s / a n i m a l s / a l l i g a t o r / a l l i g a t o r . x m l   t e r r a i n / w a t e r / r i v e r _ w a k e     /;  ;    ' % s '   i s   n o t   a   v a l i d   t a g   f o r   r i v e r l i n e   X M L   d e f i n i t i o n     Expected tag 'riverline' but found '%S' instead.    ??? <unknown>   Smooth distance must be >=0 Cannot reveal an area that is not yet built.    Clamping out of range noise bias to 1.  Clamping out of range noise bias to -1. ? Area '%s' (%d), clamping negative max size to 0 Area '%s' (%d), clamping negative min size to 0 Not adding constraint %d to area %d (%s) -- duplicate.  Could not find a valid starting location for area '%s' (%d)!    Cannot build area '%s' (%d) -- random map generator not initialized!    Cannot build area '%s' (%d) -- area already built!      Failed to build area '%s' (%d) -- did not reach minimum tile count!     Cannot finish building area '%s' (%d) -- random map generator not initialized!  Cannot paint terrain for area '%s' (%d) -- no terrain!  BRMArea::paintTerrainByHeight -- failed: '%S' is not a valid terrain.   BRMArea::paintTerrainByHeight -- failed: could not get terrain type manager Cannot paint terrain for area '%s' (%d) -- area not yet built!  Cannot paint forest for area '%s' (%d) -- no terrain!   Cannot paint terrain for area '%s' (%d) -- no type set! Cannot paint forest for area '%s' (%d) -- area not yet built!   Cannot change height for area '%s' (%d) -- no terrain!  Cannot change height for area '%s' (%d) -- height not set!  Cannot change height for area '%s' (%d) -- area not yet built!  Initialization failed!  Cannot paint terrain for area '%s' (%d) -- no type or mix set!  Error: no water info available. Cannot paint cliff for area '%s' (%d) -- no terrain!    Cannot paint cliff for area '%s' (%d) -- area not yet built!    Can't set size for area %d -- area does not exist!  Can't set location for area %d -- area does not exist!  Can't get location for area %d -- area does not exist!  Can't set terrain type for area %d -- area does not exist!  Can't set forest type for area %d -- area does not exist!   Can't set water type for area %d -- area does not exist!    Can't set cliff type for area %d -- area does not exist!    Can't set cliff value for area %d -- area does not exist!   Can't add cliff waypoint for area %d -- area does not exist!    Can't add terrain layer for area %d -- area does not exist! Can't set base height for area %d -- area does not exist!   Created area '%s' (%d) in %d ms (build=%d, finish=%d)   Can't build area %d -- area does not exist! Successfully built %d (of %d) areas in %d ms    Can't paint terrain for area %d -- area does not exist! Can't paint terrain by height for area %d -- area does not exist!   Can't check area %d -- area does not exist! Can't check distance to area %d -- area does not exist! Can't add constraint to area %d -- area does not exist! Can't add class to area %d -- area does not exist!      Cannot check distance to class %d -- random map generator not initialized!      Can't set failure warning status for area %d -- area does not exist!    Can't set min blobs for area %d -- area does not exist! Can't set max blobs for area %d -- area does not exist! Can't set min blob distance for area %d -- area does not exist! Can't set max blob distance for area %d -- area does not exist! Can't set coherence for area %d -- area does not exist! Can't set smooth distance for area %d -- area does not exist!   Can't set height blending for area %d -- area does not exist!   Can't add influence to area %d -- area does not exist!  Can't add remove type to area %d -- area does not exist!        Can't add terrain replacement to area %d -- area does not exist!    Can't set path for area %d -- area does not exist!  Area %d does not exist! Area must have a name.  Area names must be unique!  Area %d is already named '%s'.  Parent area ID '%d' is not valid.   Invalid connection type.        Warning: terrain cost must be greater than 1.0 or equal to -1.0!    %d~~~connection %d~~~constraint2    %d~~~constraint1    Not adding constraint %d to connection %d (%s) -- duplicate.        Not adding start constraint %d to connection %d (%s) -- duplicate.      Not adding end constraint %d to connection %d (%s) -- duplicate.    Build connection failed: could not init the pather  Cannot build connection %s (%d), need at least two areas to connect.    Cannot build connection %s (%d), random map initialization failed.  Cannot build connection %s (%d), it has already been built  Cannot build connection, %d is not a valid connection ID.   Cannot set width, %d is not a valid connection ID.  Cannot set base height, %d is not a valid connection ID.    Cannot set coherence, %d is not a valid connection ID.  Cannot set height blend, %d is not a valid connection ID.   Cannot set smooth distance, %d is not a valid connection ID.    Cannot add connection to class, %d is not a valid connection ID.        Can't add constraint to connection %d -- connection does not exist! Connection must have a name.        Connection names must be unique!  Connection %d is already named '%s'.  Cannot set connection type, %d is not a valid connection ID.    Cannot add area to connection, %d is not a valid connection ID. Cannot add terrain replacement to connection, %d is not a valid connection ID.  Cannot set terrain cost for connection, %d is not a valid connection ID.    ???? Not adding constraint %d to grouping %d (%S) -- duplicate.  RM initialization failed!       Cannot place object def %d (%s) -- trying to place it off the map!  %d is not a valid group ID. Can't add constraint to grouping %d -- grouping does not exist! Can't place grouping %d -- grouping does not exist! Can't set area for def %d -- object def does not exist! Grouping ID %d is invalid   Object definition ID %d is invalid  Can't add class to grouping %d -- grouping does not exist!  Could load load grouping definition '%S' for grouping '%S'. You are trying to make a duplicate grouping called '%S'.    S p e c i a l _ S t a r t i n g U n i t s   Not adding constraint %d to object def %d (%s) -- duplicate.    Cannot add item -- must create terrain first!       Cannot add item to object def %d (%s) -- %d is not a valid proto ID.    Cannot add item -- this object def is for starting units only.  Cannot place object def -- must create terrain first!   Could not add protounit %d to Special_StartingUnits object def  Cannot add starting units -- not Special_StartingUnits object def.  Cannot place object def %d (%s) -- it contains no items!    Tried adding 0 items to '%s' (%d) -- ignoring.  Placed %d item(s) of '%s' (%d) in %d ms Can't add class to object def %d -- object def does not exist!  Object definition must have a name.     Object definition names must be unique!  Object definition %d is already named '%s'.    Can't add constraint to object def %d -- area does not exist!   ? ? ? ? ? i? Hj? ?   ?u i a g s m p c l i e n t w a i t . x m l   u i c a m p a i g n . x m l     CampaignClose   CampaignHCOptionsBtn    CampaignDifficultyLabel CampaignDifficultySettings  CampaignLoadBtn CampaignPlayBtnDemo CampaignPlayBtn CampaignScenarioList3   CampaignHeader3Acts3    CampaignPanelAct3   CampaignTabAct3 CampaignTabActy3    CampaignScenarioList2   CampaignHeader3Acts2b   CampaignHeader3Acts2a   CampaignHeader3Acts2    CampaignHeader2Acts2    CampaignPanelAct2   CampaignTabAct2 CampaignTabActy2    CampaignScenarioList1   CampaignHeader3Acts1c   CampaignHeader3Acts1b   CampaignHeader3Acts1a   CampaignHeader2Acts1b   CampaignHeader2Acts1a   CampaignHeader3Acts1    CampaignHeader2Acts1    CampaignHeader1Act1 CampaignPanelAct1   CampaignTabAct1 CampaignTabActy1    CampaignSingleActText   CampaignName    u i \ s i n g l e p l a y e r \ a c t y 1 _ s p l a s h     u i \ s i n g l e p l a y e r \ a c t x 1 _ s p l a s h     u i \ s i n g l e p l a y e r \ a c t 1 _ s p l a s h   u i \ s i n g l e p l a y e r \ a c t y 2 _ s p l a s h     u i \ s i n g l e p l a y e r \ a c t x 2 _ s p l a s h     u i \ s i n g l e p l a y e r \ a c t 2 _ s p l a s h   u i \ s i n g l e p l a y e r \ a c t y 3 _ s p l a s h     u i \ s i n g l e p l a y e r \ a c t 3 _ s p l a s h   C a m p a i g n S c r e e n     u i \ s i n g l e p l a y e r \ s p c _ m e n u _ i c o n _ s c e n a r i o     u i \ s i n g l e p l a y e r \ s p c _ m e n u _ i c o n _ c i n e     %   * s     u i c r e d i t s . x m l   u i g c c h a r a c t e r . x m l       u i \ f i l e _ s y s t e m \ f i l e _ s y s t e m _ b a c k g r o u n d   HintDlg .\screengccharacter.cpp u i g c h i n t d l g . x m l   GCPanel-Civ GCPanel-ExplorerName    GCPanel-HomeCityName    GCCharacter-LoadButton  GCCharacter-CancelButton    GCCharacter-OKButton    u i g c g a m e . x m l     UIGCCommandDlg  UIGCMinimapDlg  UIGCQuestDlg    UIGCConfirmDlg  UIGCStatsDlg    UIGCScoreDlg    UIGCChatDlg .\screengcgame.cpp  u i g c h o m e c i t y . x m l     .\screengchomecity.cpp  uimain-homeCityToggle2  homecitytabpanel-techsAvail homecitytransportpanel-homecityAge  % d   X P   n e e d e d   f o r   l e v e l   % d   u i h o m e c i t y t a b p a n e l . x m l     GCHomeCity_ConquestLogOpenBtn   GCHomeCity_ConquestLogList  GCHomeCity_ConquestLog  gchomecity-VictoryText  U p g r a d e s   A v a i l a b l e :   % d     u i g c q u e s t . x m l   .\screengcquest.cpp GCQuest-QuestButton GCQuest-CancelButton    GCQuest-OKButton    u i g c s e t t i n g s . x m l     G o o d   L u c k !     b u t   f o r   n o w   w e   a s k   t h a t   y o u   l e a v e   i t   a s   t h e   S p a n i s h .     O n c e   y o u   p r e s s   N e x t   f r o m   t h e   C h a r a c t e r   C r e a t i o n   s c r e e n ,   y o u r   g a m e   w i l l   b e g i n . 
   
     T h e   n e x t   s c r e e n   i s   t h e   C h a r a c t e r   C r e a t i o n   s c r e e n ,   w h e r e   y o u   c a n   r e n a m e   y o u r   e x p l o r e r ,   a n d   s e l e c t   a   n a m e   f o r   y o u r   h o m e   c i t y .     Y o u   m a y   a l s o   s e l e c t   t h e   c i v i l i z a t i o n   f r o m   w h i c h   y o u r   e x p l o r e r   c o m e s ,       w r e s t   t h e   r e m a i n i n g   t e r r i t o r i e s   f r o m   y o u r   e n e m y   a n d   c l a i m   t h e m   f o r   y o u r s e l f . 
   
   F o r   n o w ,   y o u   w i l l   p l a y   t h e   S p a n i s h ,   a n d   y o u   a r e   a l l i e d   w i t h   t h e   B r i t i s h .     Y o u r   e n e m i e s   a r e   t h e   F r e n c h   a n d   t h e   R u s s i a n s .     T h e   e n t i r e   N e w   W o r l d   h a s   a l r e a d y   b e e n   c l a i m e d   b y   o n e   o f   y o u r   t w o   t e a m s ,   a n d   y o u r   g o a l   i s   t o         E v e n t u a l l y ,   t h i s   s c r e e n   w i l l   s e r v e   a s   t h e   s e t u p   s c r e e n   f o r   G r a n d   C o n q u e s t ,   a l l o w i n g   y o u   t o   s e l e c t   y o u r   c i v i l i z a t i o n s ,   y o u r   a l l i e s ,   y o u r   e n e m i e s ,   a s   w e l l   a s   a   v a r i e t y   o f   g a m e   t y p e s   a n d   v i c t o r y   c o n d i t i o n s .           Y o u r   r e g e n t   w i l l   h a v e   m a n y   t a s k s   a n d   m i s s i o n s   f o r   y o u   t o   a c c o m p l i s h ,   a n d   t h e   d e g r e e   t o   w h i c h   y o u   a r e   s u c c e s s f u l   i n   c o m p l e t i n g   y o u r   m i s s i o n s   w i l l   d e t e r m i n e   y o u r   s u c c e s s   i n   t h e   g a m e . 
   
   Y o u   s e r v e   i n   t h e   r o l e   o f   b o t h   E x p l o r e r   a n d   C o n q u e r o r ,   s e n d i n g   e x p e d i t i o n s   i n t o   n e w   t e r r i t o r i e s ,   e s t a b l i s h i n g   c i t i e s ,   f o r g i n g   a l l i a n c e s ,   a n d   m a r s h a l l i n g   y o u r   t r o o p s .         G r a n d   C o n q u e s t   i s   a   g a m e   i n   w h i c h   y o u   a n d   y o u r   a l l i e s   w i l l   s t r u g g l e   f o r   c o n t r o l   o v e r   t h e   N e w   W o r l d   a g a i n s t   t h e   o t h e r   E u r o p e a n   p o w e r s .       GCSettings-Text u i g c s t a t s . x m l   u i h i s t o r y . x m l   < l i n k = " % d " > % s < / l i n k > 
       < c o l o r = % f ,   % f ,   % f > < b > % s < / b > < c o l o r > 
         ?      ?      ?History-NavBar  History-TopPage History-NextPage    History-PrevPage    History-LayoutVert-Text History-LayoutVert-Title    History-LayoutVert-Pic  History-LayoutHoriz-Text    History-LayoutHoriz-Title   History-LayoutHoriz-Pic History-CategoryText    History-TabText7    History-TabText6    History-TabText5    History-TabText4    History-TabText3    History-TabText2    History-TabText1    History-TabText0    History-TabInactive7    History-TabInactive6    History-TabInactive5    History-TabInactive4    History-TabInactive3    History-TabInactive2    History-TabInactive1    History-TabInactive0    History-TabActive7  History-TabActive6  History-TabActive5  History-TabActive4  History-TabActive3  History-TabActive2  History-TabActive1  History-TabActive0  History-MainMenuButton  History-Background  RMSetup-TeamInfo1Alt    RMSetup-MapDetailAlt    RMSetup-TeamInfo1   RMSetup-MapDetail   RMSetup-MapName RMSetup-Screenshot  RMSetup-Background  u i r m s e t u p . x m l       < c o l o r = % f ,   % f ,   % f >     % s   ( % i ) < / c o l o r > 
         < c o l o r = % f ,   % f ,   % f >     % s - % s ( % i ) < / c o l o r > 
     ( u n k n o w n )       < c o l o r = % f ,   % f ,   % f >     ( % s ) < / c o l o r > 
   < c o l o r = % f ,   % f ,   % f > % s < / c o l o r > 
   < u > % s   % d < / u > 
   < / u > 
   < u >   u i s k i r m h o m e c i t y . x m l   SkirmHomeCity-Backdrop  SkirmHomeCityMenu-Quit  SkirmHomeCityMenu-NextScenario  UISkirmNicknameDlg  AHomeCityPicker HomeCityUI  .\screenskirmhomecity.cpp   u i \ h o m e _ c i t y \ i n t r o _ h c   u i s p c h o m e c i t y . x m l   SPCHomeCityMenu-Quit    SPCHomeCityMenu-NextScenario    .\screenspchomecity.cpp l o a d C a m p a i g n S c e n a r i o ( " % s " )     SPCHomeCityMenu SecretRuin  Camp    < / S e t t i n g s > 
     < / S e t t i n g > 
   % f ,   % f ,   % f     	 < S e t t i n g   N a m e = " % s " >     < S e t t i n g s   V e r s i o n = " % d " > 
         B S e t t i n g s : : l o a d F r o m N o d e   - -   F a i l e d   t o   s e t   v a l u e   f o r   s e t t i n g :   % s     
?<  ?  ?  ?  @@??Expected tag 'waterCliff' or 'backCliff' but found '%S' instead.    f o a m B a c k     f o a m S i d e     f o a m 2   f o a m 1   w a v e   d i s t o r t i o n       ' % s '   i s   n o t   a   v a l i d   t a g   f o r   s h o r e l i n e   X M L   d e f i n i t i o n     Expected tag 'Shoreline' but found '%S' instead.    }?G e n e r i c   f i l e n a m e     C i v L o g i c     D a m a g e L o g i c   T a r g e t L o g i c   V a r i a t i o n L o g i c     b u i l d   %s%s_snds_bak.xml   %s%s_snds.xml       S P L I N E   F A I L U R E :   f A d j 1 ( % f )   t i m e R a n g e 2 ( % f )   m K e y s [ i 1 ] ( % f )   m K e y s [ i 2 ] ( % f )   m K e y s [ i 3 ] ( % f )   w a s D i v i d e B y Z e r o ( % s )     S P L I N E   F A I L U R E :   f A d j 0 ( % f )   t i m e R a n g e 1 ( % f )   m K e y s [ i 0 ] ( % f )   m K e y s [ i 1 ] ( % f )   m K e y s [ i 2 ] ( % f )   w a s D i v i d e B y Z e r o ( % s )     S P L I N E   F A I L U R E :   f A d j 1 ( % f )   t i m e R a n g e 2 ( % f )   t e m p K e y s [ i 1 ] ( % f )   t e m p K e y s [ i 2 ] ( % f )   t e m p K e y s [ i 3 ] ( % f )   w a s D i v i d e B y Z e r o ( % s )   S P L I N E   F A I L U R E :   f A d j 0 ( % f )   t i m e R a n g e 1 ( % f )   t e m p K e y s [ i 0 ] ( % f )   t e m p K e y s [ i 1 ] ( % f )   t e m p K e y s [ i 2 ] ( % f )   w a s D i v i d e B y Z e r o ( % s )       ??s h a d o w s _ s e l e c t i o n s / s q u a d _ d e s t _ s q u a r e _ 6 4 x 6 4     s e t S q u a d M o d e ( " % S " )     B a t t l e c r y L a r g e     B a t t l e c r y M e d i u m   B a t t l e c r y S m a l l     D e f e n d B e h a v i o r     L i n e F i r e B e h a v i o r     W h e e l B e h a v i o r   R e f l e c t D a m a g e   F a c e T a r g e t F o r A t t a c k   S y n c M o v e A n i m a t i o n s     A l l o w A u t o P i c k   T a s k A I     F i r e A l o n g F o r m a t i o n O r i e n t a t i o n   C a n R o t a t e I n F o r m a t i o n     C a n B r e a k F o r m a t i o n   U n a v a i l a b l e I c o n   A v a i l a b l e I c o n   C o o l d o w n T i m e     T r a n s i t i o n T i m e O u t   T r a n s i t i o n T i m e I n     D i s t r i b u t e d D a m a g e P e r c e n t     T a s k T y p e     C h a r g e A c c e l e r a t i o n     C h a r g e D a m a g e M o d   C h a r g e V e l o c i t y M o d   C h a r g e S t a r t D i s t a n c e   O u t w a r d   F o r w a r d   F o r m a t i o n E n d F a c e     C a t e g o r y     F o r m a t i o n C a t e g o r y   R a n d o m S p a c i n g O f f s e t   F o r m a t i o n P h a l a n x O f f s e t     F o r m a t i o n B o x S u b G r o u p S p a c i n g   F o r m a t i o n B o x L i n e S p a c i n g   F o r m a t i o n C i r c l e S u b G r o u p S p a c i n g     F o r m a t i o n C i r c l e L i n e S p a c i n g     F o r m a t i o n C o l u m n C o l u m n S p a c i n g     F o r m a t i o n C o l u m n L i n e S p a c i n g     F o r m a t i o n L i n e C o l u m n S p a c i n g     F o r m a t i o n L i n e L i n e S p a c i n g     M a x N u m b e r F o r m a t i o n C o l u m n s   M a x N u m b e r F o r m a t i o n L i n e s   I n v e r t e d P h a l a n x   P h a l a n x   S i n g l e C i r c l e     M o b   S i n g l e B o x   B o x   C o l u m n     L i n e     F o r m a t i o n T y p e   A r m o r B o n u s     M o v i n g D a m a g e B o n u s M o d     D a m a g e B o n u s M o d     H i t p o i n t M o d   V e l o c i t y M o d   S t a n d G r o u n d   S t a n c e     T a r g e t U n i t T y p e     ??ff@   @    @@% s   i s   o u t   o f   r a n g e   o f   % s .   ? "Q? Native Dialog   <maxTurnAnglePerSecond   a l w a y s     tracking    A t t a c k     R a n g e d A t t a c k       HB $tIT e a m   # % d     N o   T e a m   N a m e     KOTHVictoryTimer    u i \ a l e r t s \ k o t h . x m l     WonderVictoryTimer  u i \ a l e r t s \ m a p c o n t r o l . x m l     RelicCaptureTimer   TradeMonopolyTimer  TradeMonopolyTimerEnd    ` `jGToEnemy1MinuteLeftEnemy4OfKind  ToAlly1MinuteLeftEnemy4OfKind   ToEnemy1MinuteLeftOur4OfKind    ToAlly1MinuteLeftOur4OfKind RelicTimerEnd   KOTHTimerEnd    ??    < i c o n = " ( 1 2 8 ) ( u i \ d i v i d e r   1 2 8 x 3 2 ) " > 
   
     % S . t x t   E R R A I N   F O G   T E X T U R E   F o g   C a c h e   % d    t e r r a i n   o v e r l a y   t e r r a i n   i c e   b l e n d   s k y c u b e   t e r r a i n   i c e       t e r r a i n   s h i n y   b u m p   s p a r k l e   b l e n d     s p a r k l e O f f s e t   s p a r k l e   t e r r a i n   s h i n y   b u m p   s p a r k l e     t e r r a i n   s h i n y   b u m p   b l e n d     t e r r a i n   s h i n y   b u m p     t e r r a i n   2   b u m p   b l e n d     t e r r a i n   2   b u m p     t e r r a i n   b u m p   b l e n d     t e r r a i n   b u m p     t e r r a i n   g r i d     w a t e r _ d e b u g   f o g g e d   w a t e r     t e x t u r e M a t r i x P a r a m s   c o l o r S c a l e s   b u m p S c a l e s     s h a l l o w C o l o r     f r e s n e l S c a l e B i a s     d i f f u s e 2     t e r r a i n   s h a d o w   o n l y   t e r r a i n   f o g   o n l y     f o g g e d t e r r a i n   m a s k     t e r r a i n   b l e n d   T e r r a i n   M a s k         B l e n d   h a s   b a d   s i z e .   % s   i s   % d   x   % d ,   n o t   % d   x   % d     reallyBigTerrainCache   bigTerrainCache  {%S, %S (%S - %S)} < u n k n o w n >   Tile(%d,%d) Zone: %ld Point(%f, %f, %f): %S Blends: Edge of world   No terrain intersection ? <.hgt      %s (%d, %d)  	
=,     B(null)   b u m p _ d e c a l _ s m 2     b u m p _ d e c a l _ s m 3         E r r o r   f i n d i n g   t e r r a i n   o b j e c t   n o d e   a t   t i l e   < % d ,   % d >     T e r r a i n   o b j e c t s   d o   n o t   s u p p o r t   n o n - r i g i d   m e s h e s   < % s >     N o   R E I   f o u n d   i n   m o d e l   < % s >         I n v a l i d   t e r r a i n   o b j e c t   m o d e l   < % s >   t e r r a i n \ % % s % % d     sparkle %s.blg  using   over    R e l C a m P o s   C o a s t a l   R a n d o m M a p   C o n n e c t i o n     H i g h L i g h t C o l o r     A t t a c h L o c a t i o n     M i n i m a p V i s u a l   U n r e v e a l e d V i s u a l     PERFLOGEND  ??FindHighPoint   t e r r a i n \ c o l o n y \ c o l o n y s p h e r e     333?d i s t a n c e     m a x n u m     v o l u m e     scrollList  colorDropdown   >>a>??traderoute  % s ( % d )     trade   tradeRouteHackDebug '%S' is an invalid tag  '%S' is not a valid protounit.  m e s h     Invalid block size.  Assuming 1.0   ??  % . 2 f ,   % . 2 f ,   % . 2 f     }

      }
        trDelayedRuleActivation("_%s");
       xsDisableRule("_%s");
      trEcho("%s");
  T r i g g e r   d i s a b l i n g   r u l e   % s  {
     if (tempExp)
      if (tempExp == false)
  );
     &&      ||     bVar%d     bool tempExp = ( ;

      bool bVar%d =    {
 runImmediately
    inactive
  active
    highFrequency
 minInterval 2
 minInterval 4
 minInterval 5
 minInterval 6
 rule _%s
  C o n d i t i o n   % d     E f f e c t   % d   G r o u p   % d     Plyr%dArmy%d    temp    T r i g g e r _ % d        }
}

    case %d:
   {
      xsEnableRule("_%s");
      trEcho("%s");
      break;
   }
    T r i g g e r   e n a b l i n g   r u l e   % s     void eventHandler(int eventID=-1)
{
   switch(eventID)
   {
       trEventSetHandler(%d,  "eventHandler");
    void main(void)
{
    

    // TEST TRIGGER SCRIPT  % S . x s   % S . t r g        ?<?eB??;l o a d S c e n a r i o ( " % S " )     modeEnter("CreditsY")   modeEnter("CreditsX")   modeEnter("Credits")    neutral _ % s   % S :   % f     GrantedVP   {}  standground passive defensive   S o u n d T i m e r % d     ??. m p 3     \ d i a l o g \       \     < i c o n = " ( 1 6 ) ( T e x t u r e I D ( % d ) ) ( % . 0 3 f , % . 0 3 f , % . 0 3 f ) " >     % s   < i c o n = " ( 1 6 ) ( c h a t l o g o ) ( % . 0 3 f , % . 0 3 f , % . 0 3 f ) " >     % s     c a m p a i g n A d v a n c e ( )   c a m p a i g n P l a y C u r r e n t ( )   c a m p a i g n P l a y C u r r e n t ( )   c o m m a n d p a n e l     { }     effects\impacts\DamageFireLoop.particle effects\impacts\DamageSmokeLoop.particle        trPlayerOverrideSoundCiv(playerID, civilization) : Overrides the civilization used for choosing the player's vocal sound effects.   trPlayerOverrideSoundCiv    trPlayerOverrideArtCulture(playerID, culture) : Overrides the culture used for choosing the player's art.   WesternEurope   trPlayerOverrideArtCulture  trShowSPCNote(<Title> <Text>): Displays the SPC Note Dlg with the specified title and text. Title   Text    trShowSPCNote       trSetShadowFarClip( <enable>, <distance> ): Enable or disables the shadow far clippping plane.  trSetShadowFarClip      trTradeRouteSetLevel(traderouteindex, level) : Sets the specified trade route to the specified level from a trigger.    trTradeRouteSetLevel    trTradeRouteToggleState(position): Enable or disables the unit from showing.    trTradeRouteToggleState trTradeRouteSetPosition(position): Places train on a specified position on the route.   trTradeRouteSetPosition trAICommsTrain(sendToPlayerID, unitTypeName): tell player sendToPlayerID to train Units of type unitTypeName, sent via player Comms.    trAICommsTrain  trAICommsClaim(sendToPlayerID): tell player sendToPlayerID to claim TradePost at (locX, locY, locZ), sent via player Comms. trAICommsClaim      trAICommsCancelOrder(sendToPlayerID): tell player sendToPlayerID to cancel order, sent via player Comms.    trAICommsCancelOrder        trAICommsRequestTribute(fromPlayerID, resource, amount): fromPlayerID will send resource of x amount, sent via player Comms.    trAICommsRequestTribute trAICommsDefendPoint(playerID, defendX, defendY, defendZ): playerID will defend point(defendX, defendY, defendZ), sent via player Comms.    trAICommsDefendPoint        trAICommsAttackUnits(playerID, armyToAttack): playerID will attack armyToAttack, sent via player Comms. trAICommsAttackUnits    trAttackUnits(srcArmyname, armyToAttack, planname): srcArmy units will attack armyToAttack in the given planname.   trAttackUnits       trDefendUnits(srcArmyname, defendedArmyname, planname, evaluationFrequency, gatherdistance): srcArmy units will defend defendedArmyUnits in the given planname. trDefendUnits   trAddArmyToPlan(armyname, planname): Adds the units in the specified army to the specified plan.    trAddArmyToPlan trKillAIPlan(playerID, planName) : No help  trKillAIPlan    trCreateAttackPlan(armyName, PlanName, attackPlayerID, attackX, attackY, attackZ, engageRange, evaluationFrequency) : No help   trCreateAttackPlan      trCreateDefendPlan(armyName, defendPlanName, defendX, defendY, defendZ, engageRange, evaluationFrequency, gatherdistance) : No help     triggerDefendPlan   trCreateDefendPlan  trUnitSuspendAction( actionName, <suspend> ) : Makes an action on a unit suspened or not.   trUnitSuspendAction trUnitMakeInvulnerable( <enable> ) : Makes a unit invulnerable to damage.  Turn it off to return the unit to normal.    trUnitMakeInvulnerable  trActivateTrigger(<eventID>) : Activates (sets active = true) the trigger specified by the given eventID.   trActivateTrigger   trDisableTrigger(<eventID>) : Disables (sets active = false) the trigger specified by the given eventID.    trDisableTrigger    trCameraPanWithUnit( <enable> <trigger ID>) : Moves the camera in the same direction that a particular unit moves.  trCameraPanWithUnit trCameraLockOnUnit( <enable> <time to orient> <trigger ID>) : Orients the camera to the selected unit, and keeps it locked on that unit. ): puts the camera in the specified location.  trCameraLockOnUnit      trUnitFaceUnit( <unitScenarioName> <eventID> : Moves the selected unit(s) to face the given unit.   trUnitFaceUnit      vcCheckConquestVictory(): checks for victory by being the last allied-unit alive    vcCheckConquestVictory  vcGetGameplayMode(): returns the current gameplay mode index    vcGetGameplayMode   trCreateTreaty  trVPAnnualAwards(enable): enables/disables the award of VP's each year. trVPAnnualAwards        trPlayerVPCount(playerID): returns the number of victory points for the player. trPlayerVPCount trGrantVP(player, number): Grants a number of Scenario VP to a player   trGrantVP       trQuestVarEcho(varname, value) : chats out the value of one of the trigger scratch variables    trQuestVarEcho  trQuestVarGet(varname) : retrieve value of a trigger scratch variable, returns zero if unset    trQuestVarGet   trQuestVarSetFromRand(varname, minval, maxval, round) : sets one of the trigger scratch variables within a random range trQuestVarSetFromRand   trQuestVarCopy(var1, var2) : copies value of one of the trigger scratch variables   QV2 trQuestVarCopy  trQuestVarSet(varname, value) : sets one of the trigger scratch variables   QV1 trQuestVarSet   trOverlayText(message, time, x, y, width, background) : puts up a big movie-credits style text overlay, optionally in a strange location, and now with a background trOverlayText       trDamageUnitsInArea(player, unitType, dist, damage): All units within dist of the selected ref object that match type take dmg  trDamageUnitsInArea     trDamageUnit(amt): does a specific amount of damage to HP in instant typeless damage.   trDamageUnit    trDamageUnitPercent(percent): does % percent of a unit's total HP in instant typeless damage.   trDamageUnitPercent     trModifyProtounit(unit, player, field, delta): modifies proto unit data for this scenario only. trModifyProtounit       trShowChoiceDialog(maintext, choice1, event1, choice2, event2) : displays dialog with 2 choices, and activates a trigger in response    text2   text1   maintext    trShowChoiceDialog  trShowImageDialog(texture, subtitle) : displays a custom image in a dialog, with a subtitle trShowImageDialog   trEchoStatValue(player, stat) : fetch a stat value from the KB and echo to chat trEchoStatValue trGetStatValue(player, stat) : fetch a stat value from the KB   trGetStatValue  trChatHistoryClear: forces the chat history to reset    trChatHistoryClear      trChatHistoryContains(text): returns whether or not the current chat history has any instance (substring) of this text  trChatHistoryContains   trUnitChangeName(name): set an override name for a specific unit    trUnitChangeName    trRevealEntireMap -- shows whole map, similar to how revealed mode works    trRevealEntireMap   trIsMovieNotPlaying() -- returns false if a movie is currently playing  trIsMovieNotPlaying trPlayMovie(<FileName>) -- plays movies from the AVI directory  test.bik    trPlayMovie trClearCounterDisplay() trClearCounterDisplay   trSetCounterDisplay(text)   trSetCounterDisplay trSetPauseInObjectiveWindow()   trSetPauseInObjectiveWindow trSetPauseOnAgeUpgrade()    trSetPauseOnAgeUpgrade      trForbidProtounit(player, protoname): adds protounit to the forbidden list  trForbidProtounit   trUnforbidProtounit(player, protoname): removes protounit from the forbidden list   trUnforbidProtounit trGetWorldDifficulty()  trGetWorldDifficulty    trGetSelectedUnitID(int index)  trGetSelectedUnitID trGetNumberSelectedUnitIDs()    trGetNumberSelectedUnitIDs  trAIFunc(<playerID> <functionName> <param>: Makes the camera shake. trAIFunc    trArmyPlayerDefakify(armyname) : Defakifies the army.   trArmyPlayerDefakify    trUnitPlayerDefakify() : Sets the selected unit as not having a fake player trUnitPlayerDefakify        trArmyPlayerFakify(armyname, fakeplayerindex) : Fakifies the army to the specified fake player index.   trArmyPlayerFakify      trUnitPlayerFakify(fakePlayerIndex) : Sets the selected unit as having the fake player with the specified index (0-7)   trUnitPlayerFakify      trPlayerGrantResources(player, resource, amount): advances the campaign.    trPlayerGrantResources      trCampaignPlayCurrent(): plays the current scenario in the campaign trCampaignPlayCurrent       trCampaignAdvanceProgress(): advances the user progress through the campaign.(updates user profile only)    trCampaignAdvanceProgress   trCampaignAdvance(): advances the campaign (advance user profile, AND plays the next scenario). trCampaignAdvance   trModeEnter(<name>): enters the mode specified. trModeEnter trIsGadgetVisible(<name>): returns true if gadget is real.  trIsGadgetVisible   trPlayerKillAllBuildings(<playerID> Kills all of the buildings of a given player.   trPlayerKillAllBuildings    trPlayerKillAllUnits(<playerID> Kills all of the units of a given player.   trPlayerKillAllUnits        trPlayerResetBlackMapForAllPlayers(Resets the black map for all HUMAN players.  trPlayerResetBlackMapForAllPlayers      trPlayerResetBlackMap(<playerID>: Resets the black map for a given HUMAN player.    trPlayerResetBlackMap   trCameraShake(<duration> <strength>: Makes the camera shake.    trCameraShake       trMinimapFlare(<playerID> <duration> <position> <flash>): Sends a Minimap flare to a certain player.    trMinimapFlare  trRateResearch(void): restore all rates to normal.  trRatesNormal   trRateResearch(<rate>): modify research rate.   trRateResearch  trRateTrain(<rate>): modify training rate.  trRateTrain trRateConstruction(<rate>): modify construction rate.   trRateConstruction  trUIFadeToColor(<r> <g> <b> <duration> <delay> <inout>): fade in/out using color specified. trUIFadeToColor     trUIFlashCategory(<category> <flash>): flashes a UI element (maybe).    trUIFlashCategory   trUIFlash(<proto name> <flash>): flashes a UI element (maybe).  trUIFlashTrain  trUIFlash(<tech id> <flash>): flashes a UI element (maybe). trUIFlashTech   trUIStopFlash(<gadget name>): stops the flashing of a UI element.   trUIStopFlash       trUIFlash(<gadget name> <flashLimit> <colorR> <colorG> <colorB>): flashes a UI element. trUIFlash       trHasNuggetBeenCollected : Returns true if the nugget has been collected, the playerID is an optional parameter for querying if the specific player has collected it.   trHasNuggetBeenCollected        trGetNumberNuggetsGathered : Returns the number of nuggets gathered by the specified player.    trGetNumberNuggetsGathered      trFormationScale(scale): scales the formation size of formations in the game.   trFormationScale        trForceNonCinematicModels(): forces models to be in non cinematic mode  trForceNonCinematicModels   trCinematicDoAbort(): aborts the cinematic. trCinematicDoAbort  trCinematicAbort(): returns the abort cinematic status. trCinematicAbort    trCounterAbort(name): abort a counter.  trCounterAbort  trCounterAddUnit(name, playerid, count, message, event): start a counter that may or may not fire an event. trCounterAddXP      trCounterAddUnit(name, playerid, count, protounit, message, event): start a counter that may or may not fire an event.  villager    trCounterAddUnit    trCounterAddTimeMs(name, start, stop, message, event): start a counter that may or may not fire an event.   trCounterAddTimeMs  trCounterAddTime(name, start, stop, message, event): start a counter that may or may not fire an event. trCounterAddTime        trSetLighting(setname, fadetime): fades to the specified lighting set over fadetime.    trSetLighting   trArmyDispatch(<parameters>): creates the units in the army specified.  trArmyDispatch  trArmySelectInt(int playerID, int armyID): selects the units in the army specified. trArmySelectInt     trArmySelect(army info string): selects the units in the army specified.    trArmySelect    trStopGameRecord: add help string.  trStopGameRecord    trStartGameRecord: add help string. trStartGameRecord       trSetFogAndBlackmap(<true/false> <true/false>): turn fog and black map on/off.  trSetFogAndBlackmap trRenderRain(<float percent>): controls rain rendering. trRenderRain    trRenderSnow(<float percent>): controls snow rendering. trRenderSnow        trRenderSky(<true/false> <skyName>): turn sky rendering on/off and set which sky to use.    defaultSkyBox   trRenderSky trShowCampaignDlg(NextCampaign): .  message trShowCampaignDlg   trShowWinLose(text, soundfile): message and sound.  trShowWinLose   trYouLose(text): player loses, specifies message.   trYouLose       trYouWin(directToMenu): player wins.  If you set directToMenu to true, you go directly to Campaign Menu.    trYouWin    trTechSetStatus(playerID techID status): sets the tech status for the player.   trTechSetStatus trTechStatusCheck(playerID, techID, techStatus): returns true if tech's status is techStatus.   trTechStatusCheck       trTechStatusResearching(playerID techID): returns true if tech is being researched for player.  trTechStatusResearching trTechStatusActive(playerID techID): returns true if tech is active for player. trTechStatusActive      trGameLoadScenario(<dialog message>): pop up a dialog allowing choice to load a scenario.   trBranchScenario    trGameLoadScenario(<scenario name>): start a game using scenario.   trGameLoadScenario  trGamePause(<true/false>): pause or unpause the game.   trGamePause trWriteToLog(message): Writes text to the Age3Log   trWriteToLog    trChatSendSpoofedToPlayer(fromID toID message): Changes the chat status, but does not append player.  Goes to specific player.  trChatSendSpoofedToPlayer       trChatSendSpoofed(fromID message): Changes the chat status, but does not append player. trChatSendSpoofed       trChatSendToPlayer(fromID toID message): Changes the chat status for one specific player.   trChatSendToPlayer  trChatSend(fromID message): Changes the chat status.    Hello   trChatSend  trChatSetStatus(<onOff>): Changes the chat status.  trChatSetStatus trMessageSetText(<text><timeout>): displays the message text.   trMessageSetText        trCamTrackPlay(<duration> <eventID>): plays the current camera track.   trCamTrackPlay  trCamTrackLoad(<filename>): Loads a camera track.   trCamTrackLoad      trMusicSetMood(<moodID>): Changes the music to mood associated with mood id.    trMusicSetMood  trMusicSetCurrentMusicSet(): sets the current music set.    trMusicSetCurrentMusicSet   trMusicStop(): Stops the current music. trMusicStop trMusicPlayCurrent(): Plays the current music.  trMusicPlayCurrent  trMusicPlay(<filename> <duration>): Plays the music file.   trMusicPlay trSoundPlayDialogue(<stringID>, <eventID>, <ignoreOnAbort>, <seconds>): Plays the sound associated with the dialogue.   trSoundPlayDialogue     trSoundPlayDialog(<filename>, <event>, <ignoreOnAbort>, <subtitle>, <portrait>): Plays the sound associated with the filename.  trSoundPlayDialog       trUnBlockAllAmbientSounds(): Unblocks all ambient sounds that were previously blocked from playing  trUnBlockAllAmbientSounds   trBlockAllAmbientSounds(): blocks all ambient sounds from this point forward    trBlockAllAmbientSounds trUnblockAllSounds(): Unblocks all sounds that were previously blocked from playing trUnblockAllSounds  trBlockAllSounds(excludeDialog): Blocks all sounds from playing from this point forward trBlockAllSounds        trFadeOutAllSounds(<duration>): Fades out all sounds over a given duration  trFadeOutAllSounds  trPlayNextMusicTrack(): Plays the next song in the music play list. trPlayNextMusicTrack        trFadeOutMusic(<duration>): Fades out current music over a given duration.  trFadeOutMusic      trSoundTimer(long milliseconds, long eventID) creates a high performance sound timer and passes the eventID as data.    trSoundTimer    trSoundPlayPaused(<filename>): Plays the sound associated with the filename.    trSoundPlayPaused       trSoundPlayFN(<filename>): Plays the sound associated with the filename.    trSoundPlayFN   trLetterBox(<onOff>): Turns letter box mode on or off.  trLetterBox trSetObscuredUnits( <bool> ): Sets whether or not units can be drawn obscured or not.   trSetObscuredUnits      trSetUnitIdleProcessing( <bool> ): Sets whether or not units can do their idle processing.  trSetUnitIdleProcessing trEventFire(<eventID>): cause an event to occur.    trEventFire     trEventSetHandler(<eventID> <handler>): sets a handler function for an event id.    trEventSetHandler   trSetCinematicUnitSpeaking(objectScenarioName, speaking, duration): Sets the unit as speaking or not.   trSetCinematicUnitSpeaking      trPlayerGetPopulation(playerID): returns the player population. trPlayerGetPopulation   trPlayerAtPopCap(playerID): returns true if player is at pop cap.   trPlayerAtPopCap    trObjectiveDiscover(objectiveID, playSound): 'Discovers' a previously unknown (to the player) objective.    trObjectiveDiscover trObjectiveShow(objectiveID): Shows the specified objective on the UI.  trObjectiveShow trObjectiveHide(objectiveID): Hides the specified objective on the UI.  trObjectiveHide trObjectiveComplete(objectiveID, forceComplete, playSound): Completes the specified objective.  Forces a reoccurring objective complete if forceComplete is true.   trObjectiveComplete trPlayerSetActive(playerID): sets the active player.    trPlayerSetActive       trBuildingIsOnCursor(protoname) : Returns true if the proto unit specified is on the cursor and is a building.  trBuildingIsOnCursor    trPlayerCountBuildingInProgress(playerID protoname): returns true if building is being built.   trPlayerCountBuildingInProgress trPlayerModifiedLOS(playerID cansee playerID): Adds/removes LOS between players.    trPlayerModifyLOS   trPlayerGetDiplomacy(playerID playerID): gets the diplomacy status between players. trPlayerGetDiplomacy        trPlayerSetDiplomacy(playerID playerID status): sets the diplomacy status between players.  trPlayerSetDiplomacy    trEndGame: Signal that the game has ended.  trEndGame       trSetPlayerWon: call this when a player has won on the local machine (meaning that this func must be called synchronously on all machines, it will not pass around a command.)  trSetPlayerWon  trSetPlayerDefeated: call this when a player is defeated on the local machine (meaning that this func must be called synchronously on all machines, it will not pass around a command.) trSetPlayerDefeated     trPlayerActive(playerID): returns true/false if the player is active.   trPlayerActive  trPlayerDefeated(playerID): returns true/false if the player has been defeated. trPlayerDefeated        trPlayerCurrentXPCount(playerID): Returns the current (not total) XP for the player.    trPlayerCurrentXPCount  trPlayerResourceCount(playerID, resource): returns the number of resources for the player.  trPlayerResourceCount       trPlayerToggleAllowNewCWSpawning(playerID, allowSpawning) : Toggles whether the player can spawn new covered wagons.    trPlayerToggleAllowNewCWSpawning        trPlayerToggleAllowTCSpawning(playerID, allowSpawning) : Toggles whether the player's TC can spawn units.   trPlayerToggleAllowTCSpawning       trPlayerTribute(from, resource, amount to): tributes resources to a player. food    trPlayerTribute     trPlayerUnitCountSpecific(playerID, protoName): returns the number of units for the player. Village Idiot   trPlayerUnitCountSpecific   trPlayerUnitAndBuildingCount(playerID): returns the number of units and buildings for the player.   trPlayerUnitAndBuildingCount        trPlayerBuildingCount(playerID): returns the number of buildings for the player.    trPlayerBuildingCount       trPlayerUnitCount(playerID): returns the number of units for the player.    trPlayerUnitCount   trSetUserControls(<active>): sets the player controls on or off.    trSetUserControls   trSetCurrentPlayerStatus(<active>): sets the current player as active or inactive.  trSetCurrentPlayerStatus    trCurrentPlayer(): returns the current player.  trCurrentPlayer trWaypointAddUnit( <unitScenarioName> ): Adds the unit's position as a waypoint in the trigger selection system.    trWaypointAddUnit   trWaypointAddPoint( <vector> ): Adds the waypoint into the trigger selection system.    trWaypointAddPoint      trWaypointClear( void ): Clears the waypoints in the trigger selection system.  trWaypointClear trCameraCut( pos, dir, up, right ): puts the camera in the specified location.  trCameraCut trUnitSetStance : set the stance for the given set of units.    trUnitSetStance     trUnitIsOwnedBy(playerID): determines if the selected units are owned by the player specified.  trUnitIsOwnedBy trUnitTypeIsSelected : returns if the specified unit is selected.   trUnitTypeIsSelected    trUnitIsSelected : returns if the specified unit is selected.   trUnitIsSelected    trUnitEjectContained : ejects all contained units.  trUnitEjectContained        trUnitGetIsContained(protounit) : returns true if this unit is contained by the specified protounit.    trUnitGetIsContained    trUnitGetContained : returns the number of units contained. trUnitGetContained  trUnitChangeProtoUnit : changes the proto unit for a given set of units.    trUnitChangeProtoUnit       trUnitHighlight(seconds) : does something to highlight the units selected.  trUnitHighlight     trUnitTeleport : moves units from current position to position specified    trUnitTeleport  trUnitPercentDamaged : returns the percent damaged as 0 to 100  trUnitPercentDamaged        trUnitPercentComplete : returns the percent complete as 0 to 100    trUnitPercentComplete       trUnitConvert(playerID): converts the selected units to player. trUnitConvert   trUnitHasLOS(playerID): returns true if the player can see the selected unit, otherwise returns false.  trUnitHasLOS    trUnitVisToPlayer(playerID): returns true if the player can see the selected unit, and it is on screen. trUnitVisToPlayer       trUnitSetHP( <hitpoints> ): set the hitpoints for all selected units.   trUnitSetHP trUnitSetHeading( <degrees> ): sets the units heading.  trUnitSetHeading    trUnitGetHeading( <scenarioName> ): returns the units heading.  trUnitGetHeading        trUnitCreate( <protoName> <scenarioName> <x> <y> <z> <heading> <playerID> ): creates a new unit.    trUnitCreate    trUnitDestroy(void): destroys the selected unit(s). trUnitDestroy   trUnitDelete( remove ): removes or kills the selected unit(s).  trUnitDelete    trUnitDead( void ): Returns true if all selected units are dead.    trUnitDead  trUnitAlive( void ): Returns true if all selected units are alive.  trUnitAlive trUnitSetAnimation( <AnimName> <versionIndex> <loop> <eventID> <destroyOnNextControlAction> ): Sets the cinematic animation version for the selected unit(s).   trUnitSetAnimation      trUnitCinematicRemoveControlAction() - Removes the current control action so the next thing can take effect immediately.  (For IGC) trUnitCinematicRemoveControlAction  trCountUnitsInArea(centerUnit, matchPlayer, matchType, range)   trCountUnitsInArea      trUnitDistanceToUnitID( <unitID> ): Returns the shortest distance between the trRT units and the given unit.    trUnitDistanceToUnitID  trUnitDistanceToUnit( <unitScenarioName> ): Returns the shortest distance between the trRT units and the given unit.    trUnitDistanceToUnit    trUnitDistanceToPoint( <x> <y> <z> ): Returns the shortest distance between the trRT units and the point.   trUnitDistanceToPoint       trImmediateUnitGarrison( <unitScenarioName> ): Instantly garrisons units inside another unit without considering distance.  trImmediateUnitGarrison     trShowWorldView(playerID): Sets the view to the world if the player specified is the current player.    trShowWorldView trShowHCView(playerID): Sets the view to the HC if the player specified is the current player.  trShowHCView    trPlayerSetHCAccess(playerID, hcAccess): Sets whether the player has access to the HC.  trPlayerSetHCAccess     trPlayerSetAge(playerID, age, displayEffect): Sets the age of the specified player. trPlayerSetAge      trUnitGarrison( <unitScenarioName> <eventID> ): Tasks the selected unit(s) to garrision into another unit.  trUnitGarrison  trShowDamage        trUnitDoWorkOnUnit( <unitScenarioName> <eventID> ): Tasks the selected unit(s) to perform work on the given unit.   trUnitDoWorkOnUnit  trUnitBuildUnit( <protoUnitName> <BVector position (x,y,z): Selects units and makes the build a unit at specified location  trUnitBuildUnit     trUnitMoveFromArea( <x> <y> <z> <eventID> <bAttackMove> <player> <unitType> <radius>): Moves all matching units near the selected unit(s) to the given position.    trUnitMoveFromArea  trCreateRevealer(playerID, revealerName, position, revealerLOS, blackmapOnly) : Creates a revealer with the given attributes.   trCreateRevealer        trSetRevealerActiveState(revealerName, active) : Finds the specified revealer and sets it to active or inactive.    trSetRevealerActiveState    trUnitMoveToUnit( <unitScenarioName> <eventID> <bAttackMove> <bUnitRun> <runSpeedMultiplier>): Moves the selected unit(s) to the spot occupied by the given unit.   trUnitMoveToUnit    trUnitMoveToPoint( <x> <y> <z> <eventID> <bAttackMove> <bUnitRun> <runSpeedMultiplier>): Moves the selected unit(s) to the given position.  trUnitMoveToPoint   trObjectGettingWorked(objectScenarioName): Returns true if the object is currently being worked.    trObjectGettingWorked       trIsPlayerSendingHCShipment(<targetHCPlayerID>) : Returns true when the player sends a shipment from home city. trIsPlayerSendingHCShipment     trHasPlayerSentHCShipment(<targetHCPlayerID>) : Returns true when the player has sent a shipment from the home city.    trHasPlayerSentHCShipment       trIsPlayerSelectingHCBuilding(<hcBuildingName>) : Returns true if the current player is selecting the building in their HC which has the specified name.    trIsPlayerSelectingHCBuilding       trIsPlayerVisitingHC(<targetHCPlayerID>) : Returns true if the current player is looking at (visiting) the home city of the player specified by the player ID passed in.    trIsPlayerVisitingHC        trPlayerControlsSocket(playerID, objectScenarioName): Returns true if the specified player is built on the specified socket.    trPlayerControlsSocket  trUnitSelectByID( <unitID> ): 'Selects' the unit in the trigger selection system.   trUnitSelectByID    trUnitSelect( <unitScenarioName> ): 'Selects' the unit in the trigger selection system. trUnitSelect    trUnitSelectClear( void ): Clears the units in the trigger selection system.    trUnitSelectClear       trTimeMS( void ): Returns the current gametime in Milliseconds. trTimeMS    trTime( void ): Returns the current gametime in Seconds.    trTime  trDelayedRuleActivation( <rulename> ): adds a rule to the runtime to be activated on the next update.   trDelayedRuleActivation trEcho( <echoString> ): Trigger echo.   trEcho  % S % s     T r i g g e r s     i n c l u d e   " % s . x s " ;     const int cUnitStateAliveOrBuilding=%d; % s T R     ", "1   ", "%s  {%d}    -1  trUnitDistanceToUnit("%s")  trUnitDistanceToUnitID(%d)  trUnitDistanceToUnit("  trUnitSelect("%s")  trUnitSelectByID(%d)    trUnitSelect("  %   )   (   Command %s is invalid   ??a g e O v e r l a y 2 - n a t i v e b u t t o n     c o m m a n d p a n e l 2 - b i g h u g e b u t t o n   c o m m a n d p a n e l 2 - b i g b u t t o n 3     c o m m a n d p a n e l 2 - b i g b u t t o n 2         c o m m a n d p a n e l 2 n a t i v e p a n e l - B u t t o n 0     c o m m a n d p a n e l 2 n a t i v e p a n e l - L a b e l     c o m m a n d p a n e l 2 n a t i v e p a n e l     c o m m a n d p a n e l 2 c o m m a n d s   c o m m a n d p a n e l 2 r o w 5   c o m m a n d p a n e l 2 r o w 4   c o m m a n d p a n e l 2 r o w 3   c o m m a n d p a n e l 2 - m a i n     u i \ i n g a m e \ i c o n _ a g e _ o v e r l a y _ v     u i \ i n g a m e \ i c o n _ a g e _ o v e r l a y _ i v   u i \ i n g a m e \ i c o n _ a g e _ o v e r l a y _ i i i     u i \ i n g a m e \ i c o n _ a g e _ o v e r l a y _ i i   u i \ i n g a m e \ i c o n _ a g e _ o v e r l a y _ i     c o m m a n d p a n e l 2 c o m m a n d s - B u t t o n % d     c o m m a n d p a n e l 2 c o m m a n d s - L a b e l   a g e O v e r l a y 2 - b u t t o n % d % d     c o m m a n d p a n e l 2 - b u t t o n % d % d     c o m m a n d p a n e l 2 - r o w L a b e l % d     squadMode(%d, %d)   {currentUnitLimberPercent}  u n i t S e t T a c t i c ( "   %s(%d, %d)  researchByID(%d, %d, %d)    uiConsulateUI(%d, %d)   uiPoliticianUI(%d, %d, %s)  trainInSelectedByID(%d, 5)  trainInSelectedByID(%d, 1)  uiBuildMode(%d) E S O E u l a A c c e p t e d   ESOEulaDlg_DeclineBtn   ESOEulaDlg_AcceptBtn    ESOEulaDlg_Text ESOEulaDlg_Title    u i e s o e u l a d l g . x m l     ESOEULA.TXT FakePlayerEditUnfakifySelected  FakePlayerEditCancelButton  F a k e P l a y e r E d i t R o w % d - F a k i f y         F a k e P l a y e r E d i t R o w % d - C o l o r M i n i m a p B       F a k e P l a y e r E d i t R o w % d - C o l o r M i n i m a p G       F a k e P l a y e r E d i t R o w % d - C o l o r M i n i m a p R   F a k e P l a y e r E d i t R o w % d - C o l o r 3 B   F a k e P l a y e r E d i t R o w % d - C o l o r 3 G   F a k e P l a y e r E d i t R o w % d - C o l o r 3 R   F a k e P l a y e r E d i t R o w % d - C o l o r 2 B   F a k e P l a y e r E d i t R o w % d - C o l o r 2 G   F a k e P l a y e r E d i t R o w % d - C o l o r 2 R   F a k e P l a y e r E d i t R o w % d - C o l o r 1 B   F a k e P l a y e r E d i t R o w % d - C o l o r 1 G   F a k e P l a y e r E d i t R o w % d - C o l o r 1 R       F a k e P l a y e r E d i t R o w % d - C i v N a m e T e x t   F a k e P l a y e r E d i t R o w % d - P l a y e r N a m e T e x t     u i f a k e p l a y e r d a t a . x m l     { % d }   -   I n v a l i d   s t r i n g   I D     { % d }   -   % s   ForbiddenUnitsTechs_CancelBtn   ForbiddenUnitsTechs_OkBtn   ForbiddenUnitsTechs_AllowBtn    ForbiddenUnitsTechs_ForbidBtn   ForbiddenUnitsTechs_ForbiddenList   ForbiddenUnitsTechs_AllowedList ForbiddenUnitsTechs_DisplayBtns u i F o r b i d d e n U n i t s T e c h s . x m l   % s   >     % s 
   T e a m   % s       T e a m   % s ' s       GCChatDlg_ChatInput GCChatDlg_ChatDisplay   u i g c c h a t d l g . x m l   GCCommandDlg_HomecityBtn2   GCCommandDlg_QuitBtn    GCCommandDlg_LoadBtn    GCCommandDlg_SaveBtn    GCCommandDlg_QuestsBtn  GCCommandDlg_HomecityBtn    u i g c c o m m a n d d l g . x m l     I n v a d e !   % s ?   S u r r e n d e r   D e f e n d !   GCConfirmDlg_Btn2   GCConfirmDlg_Btn1   GCConfirmDlg_Line2  GCConfirmDlg_Line1  u i g c c o n f i r m d l g . x m l     GCMinimapDlgMatte   GCMinimapDlgFrame   u i g c m i n i m a p d l g . x m l     ??    u i \ g r a n d _ c o n q u e s t \ q u e e n _ e l i z a b e t h . x m l   GCQuestDlg_DeclineBtn   GCQuestDlg_AcceptBtn    GCQuestDlg_Text GCQuestDlg_Model    u i g c q u e s t d l g . x m l     A c c e p t         < f o n t = H e l p T e x t   1 4 > O b j e c t i v e : < / f o n t >       % 3 . 2 f   % s 
   % d   % s 
     < f o n t = H e l p T i t l e   1 8 > % s < / f o n t > 
   
   < i c o n = " ( 3 2 ) ( o b j e c t s \ f l a g s \ % s _ 3 2 " >       GCScoreDlg_ScoreDisplay u i g c s c o r e d l g . x m l     u i \ i n g a m e \ % s     < c o l o r = 1 , 0 , 0 > T e a m   % s < / c o l o r >     < c o l o r = 0 , 0 , 1 > T e a m   % s < / c o l o r >     OptionsSubMenu  GCStatsDlg_HomeCityBtn  Options-QuitButton  Options-LoadButton  Options-SaveButton  GCStatsDlg_OptionsBtn   GCStatsDlg_Line4    GCStatsDlg_Line3    GCStatsDlg_Line2    GCStatsDlg_Line1a_Col2  GCStatsDlg_Line1a   GCStatsDlg_Line1_Col2   GCStatsDlg_Line1    GCStatsDlg_Line0_Col2   GCStatsDlg_Line0    u i g c s t a t s d l g . x m l     h o m e C i t y R e s e a r c h B y I D O u t s i d e G a m e ( % d ,   % d )   h o m e C i t y R e s e a r c h B y I D ( % d ,   % d )     HCConfirmDlg_CancelBtn  HCConfirmDlg_OkBtn  HCConfirmDlg_TechDetails    HCConfirmDlg_TechName   HCConfirmDlg_TechBtn    u i h c c o n f i r m d l g . x m l     HCConfirmDlg2_CancelBtn HCConfirmDlg2_OkBtn HCConfirmDlg2_TechDetails   HCConfirmDlg2_TechName  HCConfirmDlg2_TechBtn   u i h c c o n f i r m d l g 2 . x m l       u i \ h o m e _ c i t y \ b u t t o n _ h c p r o p _ n o r m a l       u i \ h o m e _ c i t y \ b u t t o n _ h c p r o p _ d i s a b l e d   h o m e C i t y P a n e l - c u s t o m i z a t i o n - p r o p B u t t o n % d - d i s a b l e d - o v e r l a y       h o m e C i t y P a n e l - c u s t o m i z a t i o n - p r o p B u t t o n % d - l o c k e d - o v e r l a y   h o m e C i t y P a n e l - c u s t o m i z a t i o n - p r o p B u t t o n % d - c a n a c t i v a t e - o v e r l a y         h o m e C i t y P a n e l - c u s t o m i z a t i o n - p r o p B u t t o n % d - c h e c k     h o m e C i t y P a n e l - c u s t o m i z a t i o n - p r o p B u t t o n % d - h i g h l i g h t     h o m e C i t y P a n e l - c u s t o m i z a t i o n - p r o p B u t t o n % d         h o m e C i t y P a n e l - c u s t o m i z a t i o n - p r o p P r e r e q M s g       h o m e C i t y P a n e l - c u s t o m i z a t i o n - p r o p U n l o c k e d M s g   h o m e C i t y P a n e l - c u s t o m i z a t i o n - d i s a b l e B u t t o n       h o m e C i t y P a n e l - c u s t o m i z a t i o n - e n a b l e B u t t o n         h o m e C i t y P a n e l - c u s t o m i z a t i o n - u n l o c k B u t t o n         h o m e C i t y P a n e l - c u s t o m i z a t i o n - p r o p S l i d e r     h o m e C i t y P a n e l - c u s t o m i z a t i o n - p r o p D e s c         h o m e C i t y P a n e l - c u s t o m i z a t i o n - p r o p N a m e         h o m e C i t y P a n e l - c u s t o m i z a t i o n - b u i l d i n g L i s t         h o m e C i t y P a n e l - c u s t o m i z a t i o n - a v a i l a b l e P r o p s N u m       h o m e C i t y P a n e l - c u s t o m i z a t i o n - a v a i l a b l e P r o p s     h o m e C i t y P a n e l M a i n   ??  ? hcDeck-DeckList-IconGame3   hcDeck-DeckList-IconGame2   hcDeck-DeckList-IconGame1   r e s o u r c e C o s t O v e r l a y - b u t t o n % d % d     s h i p m e n t s L e f t O v e r l a y - b u t t o n % d % d   .\uihcdeckbuilder.cpp   s h i p C o s t O v e r l a y - b u t t o n % d % d     h c D e c k - b u t t o n % d % d   hcDeck-DeckList hcDeck-DeleteButton hcDeck-CopyButton   hcDeck-CreateButton hcDeck-SelectButton hcDeck-CardsInDeck  hcDeck-Name u i h c d e c k b u i l d e r e s o . x m l     u i h c d e c k b u i l d e r . x m l   ???? u i \ h o m e _ c i t y \ h c _ u i _ g l o w   .\uihcskilltree.cpp % s - b u t t o n g l o w - % d     % s - b u t t o n S h i p m e n t C o s t - % d     % s - b u t t o n S h i p m e n t s L e f t - % d   % s - b u t t o n R e s o u r c e C o s t - % d     u i \ c o r e _ u i \ s t a t e _ s e l e c t e d   u i \ c o r e _ u i \ s t a t e _ l o c k e d   uiTechDetailHelp(%d)    R e s e a r c h   % S       h c S u m m a r y P a n e l - C a r d A v a i l a b l e B a c k     h c S u m m a r y P a n e l - C a r d A v a i l a b l e     h c S u m m a r y P a n e l - h o m e c i t y x p b a r f i l l     h c S u m m a r y P a n e l - h o m e c i t y x p b a r     h c S u m m a r y P a n e l - E x p     h c S u m m a r y P a n e l - L e v e l     h c S u m m a r y P a n e l - E x p l o r e r   h c S u m m a r y P a n e l - I c o n D e a t h m a t c h   h c S u m m a r y P a n e l - I c o n S u p r e m a c y     h c S u m m a r y P a n e l - N a m e   h c t a b p a n e l - b u t t o n A g e O n % d     h c t a b p a n e l - b u t t o n N a t i v e O n % d   h c t a b p a n e l - b u t t o n O n % d   h c t a b p a n e l - b u t t o n % d   h c t a b p a n e l - H e l p T e x t   h c t a b p a n e l - R e s p e c B u t t o n   h c t a b p a n e l - C a n c e l B u t t o n   h c t a b p a n e l - A p p l y B u t t o n     h c t a b p a n e l - D o n e B u t t o n   ??.\uihomecitycardpanel.cpp   h o m e C i t y C a r d P a n e l - b u t t o n % d % d     h o m e C i t y C a r d P a n e l - D e c k N u m C a r d s     h o m e C i t y C a r d P a n e l - D e c k L a b e l 2     h o m e C i t y C a r d P a n e l - S e l e c t B u t t o n     h o m e C i t y C a r d P a n e l - S e l e c t P a n e l   h o m e C i t y C a r d P a n e l - D e c k N a m e     homeCityTrain2(%d, %d)  uiSetHCNotifyText(%d, %d)   h o m e C i t y C a r d P a n e l - P a n e l   h o m e C i t y C o m m a n d P a n e l M a i n      ? homeCityDeckCopy-Edit   homeCityDeckCopy-CancelButton   homeCityDeckCopy-CopyButton u i h o m e c i t y d e c k c o p y . x m l     homeCityDeckCreate-Edit homeCityDeckCreate-CancelButton homeCityDeckCreate-CreateButton u i h o m e c i t y d e c k c r e a t e . x m l     h o m e C i t y D e c k - b u t t o n % d % d   homeCityDeck-CancelButton   homeCityDeck-OKButton   homeCityDeck-Name   homeCityDeck-DeckList   u i h o m e c i t y d e c k . x m l     UIHCDeckButtons ?     T h e   h o m e   c i t y   l e v e l   s h o u l d   b e   b e t w e e n   1   a n d   % d ,   i n c l u s i v e       T h e   h o m e   c i t y   l e v e l   i s   c h a n g i n g .   T h i s   w i l l   r e s e t   t h e   c a r d s   a n d   d e c k s .   C o n t i n u e ?   .\uihomecityeditdlg.cpp HomecitySummaryCancelButton HomecitySummaryOKButton HomecitySummaryEditLevel    HomecitySummaryEditExplorer HomecitySummaryEditCity HomecitySummaryEdit HomecityEditBuildDeckButton HomecityEditChooseCardsButton   HomecityEditLevel   HomecityEditExplorer    HomecityEditCity    HomecityEditCivDropdown HomecityEditSummaryButton   HomecityEditCancelButton    u i H o m e c i t y D a t a . x m l         T h e   h o m e   c i t y   e x p l o r e r   n a m e   s h o u l d   b e   a t   l e a s t   1   c h a r a c t e r   i n   l e n g t h .       T h e   h o m e   c i t y   n a m e   s h o u l d   b e   a t   l e a s t   1   c h a r a c t e r   i n   l e n g t h .         h o m e c i t y t r a n s p o r t p a n e l - h o m e c i t y x p b a r f i l l         h o m e c i t y t r a n s p o r t p a n e l - h o m e c i t y x p b a r         h o m e c i t y t r a n s p o r t p a n e l - h o m e c i t y P l a y e r       h o m e c i t y t r a n s p o r t p a n e l - A g e A d v F G   h o m e c i t y t r a n s p o r t p a n e l - h o m e c i t y A g e     h o m e c i t y t r a n s p o r t p a n e l - h o m e c i t y E x p     h o m e c i t y t r a n s p o r t p a n e l - h o m e c i t y N a m e   h o m e c i t y t r a n s p o r t p a n e l - h o m e c i t y L e v e l         h o m e c i t y t r a n s p o r t p a n e l - b u t t o n B a c k g r o u n d E n d     h o m e c i t y t r a n s p o r t p a n e l - b u t t o n B a c k g r o u n d % d       h o m e c i t y t r a n s p o r t p a n e l - b u t t o n % d   MapSize_CancelBtn   mapsize_OkBtn   mapsize_CurrentSize mapsize_MaxZText    mapsize_MaxXText    mapsize_MinZText    mapsize_MinXText    u i m a p s i z e d l g . x m l         u i \ f i l e _ s y s t e m \ f i l e _ s y s t e m _ b a c k g r o u n d _ d a r k     .\uimaptypedialog.cpp   MercAdd_CancelBtn   MercAdd_OkBtn   MercAdd_CountIncrementFld   MercAdd_MaxCountFld MercAdd_MinCountFld MercAdd_NameFld u i m e r c a d d . x m l   % S ,   % . 0 f ,   % . 0 f ,   % . 1 f     % s ,   % . 0 f ,   % . 0 f ,   % . 1 f     MercAddDlg  .\uimerceditdlg.cpp MercEdit_CancelBtn  MercEdit_OkBtn  MercEdit_EditMerc   MercEdit_DeleteMerc MercEdit_AddMerc    MercEdit_MercList   u i m e r c e d i t . x m l     ??n a t i v e c o m m a n d p a n e l 2 - b u t t o n % d % d     nativecommandpanel2-NativeName  nativecommandpanel2-NativePortrait  u i n a t i v e c o m m a n d p a n e l 2 m i n . x m l     u i n a t i v e c o m m a n d p a n e l 2 . x m l   .\uinativemgrdlg.cpp    NativeMgr_PresentBtn1   NativeMgr_CivFld1   NativeMgr_CancelBtn NativeMgr_OkBtn u i n a t i v e m g r . x m l   ??PrescenarioEventsDlg    .\uiobjectinfopanel.cpp ObjectInfo_singleUnitStats_EditPrescenarioEvents    ObjectInfo_singleUnitStatsValue4    ObjectInfo_singleUnitStatsLabel4    ObjectInfo_singleUnitStatsValue3    ObjectInfo_singleUnitStatsLabel3    ObjectInfo_singleUnitStatsValue2    ObjectInfo_singleUnitStatsLabel2    ObjectInfo_singleUnitStatsValue1    ObjectInfo_singleUnitStatsLabel1    ObjectInfo_singleUnitStatsValue0    ObjectInfo_singleUnitStatsLabel0    ObjectInfo_singleUnitStatPanel  ObjectInfo_singleUnitPortrait   ObjectInfo_singleUnitLine4  ObjectInfo_singleUnitLine4Label ObjectInfo_singleUnitLine3  ObjectInfo_singleUnitLine3Label ObjectInfo_singleUnitLine2  ObjectInfo_singleUnitLine2Label ObjectInfo_singleUnitLine1  ObjectInfo_singleUnitLine0  ObjectInfo_singleUnitHeaderPanel    u i o b j e c t i n f o p a n e l . x m l   % d   ( % d + % d )     % d / % d   ( % d + % d )   % s   ( < i c o n = " ( 1 6 ) ( % S ) " > ) :   o b j e c t i v e s d i a l o g 2 - s e c o n d a r y O b j e c t i v e s L i s t S c r o l l b a r     o b j e c t i v e s d i a l o g 2 - p r i m a r y O b j e c t i v e s L i s t S c r o l l b a r         o b j e c t i v e s d i a l o g 2 - t e m p l a t e O b j e c t i v e R o w T e x t     o b j e c t i v e s d i a l o g 2 - t e m p l a t e O b j e c t i v e R o w I c o n     o b j e c t i v e s d i a l o g 2 - t e m p l a t e O b j e c t i v e R o w     o b j e c t i v e s d i a l o g 2 - s e c o n d a r y O b j e c t i v e s P a n e l     o b j e c t i v e s d i a l o g 2 - p r i m a r y O b j e c t i v e s P a n e l         o b j e c t i v e s d i a l o g 2 - D i s p l a y O b j e c t i v e H i n t s   o b j e c t i v e s d i a l o g 2 - h i n t s P a n e l     o b j e c t i v e s d i a l o g 2 - h i n t s       o b j e c t i v e s d i a l o g 2 - s c e n a r i o G o a l T e x t     o b j e c t i v e s d i a l o g 2 - s c e n a r i o T i t l e T e x t   O b j e c t i v e s T e x t     u i \ c o r e _ u i \ c h e c k b o x   u i \ c o r e _ u i \ c h e c k b o x _ q u e s t i o n     u i \ c o r e _ u i \ c h e c k b o x _ c h e c k e d   .\uiobjectivedialog2.cpp    h o m e c i t y * . x m l   * . x s     PlayerEditCancelButton  P l a y e r R e s e t H o m e c i t y % d   P l a y e r E d i t H o m e c i t y % d     P l a y e r E d i t A I C l e a r % d   P l a y e r E d i t A I B u t t o n % d     P l a y e r E d i t H i d e D r o p d o w n % d     P l a y e r E d i t T e a m F i e l d % d   P l a y e r E d i t F a m e F i e l d % d   P l a y e r E d i t G o l d F i e l d % d   P l a y e r E d i t W o o d F i e l d % d   P l a y e r E d i t F o o d F i e l d % d   P l a y e r E d i t N a m e F i e l d % d   P l a y e r E d i t C o n t r o l D r o p d o w n % d   P l a y e r E d i t C i v D r o p d o w n % d   P l a y e r E d i t C o l o r D r o p d o w n % d   u i P l a y e r D a t a . x m l     B U I P r e s c e n a r i o E v e n t s D l g : : u p d a t e U n i t B o a r d s T e x t - -   U n a b l e   t o   r e t r i v e   U n i t I D   % d   B U I P r e s c e n a r i o E v e n t s D l g : : i n i t D a t a E l e m e n t s   - -   U n a b l e   t o   f i n d   P r e s c e a n r i o   E v e n t   I n d e x   % d     PrescenarioEvents_UnitBoardsSelectBtn   PrescenarioEvents_UnitBoardsShowBtn PrescenarioEvents_UnitBoardsTxt PrescenarioEvents_CancelBtn PrescenarioEvents_OkBtn u i p r e s c e n e v e n t s d l g . x m l     RemoveRiver_SelectBtn   RemoveRiver_RemoveBtn   u i r e m o v e r i v e r d l g . x m l     u i S c e n D e f e a t e d D l g . x m l   ScenSet_CancelBtn   ScenSet_OkBtn   ScenSet_RevealOceanWaterBtn ScenSet_PlayerCountFld  u i s c e n s e t d l g . x m l     ScenarioVictoriousDlg-HCButton  ScenarioVictoriousDlg-MainMenuButton    ScenarioVictoriousDlg-NextScenarioButton    u i S c e n V i c t o r i o u s D l g . x m l   SkirmNickName-OKButton  SkirmNickName-UserName-Text u i s k i r m n i c k n a m e . x m l   SkirmManageHCSubMenu-DeleteHCButton SkirmManageHCSubMenu-CreateHCButton SkirmManageHCSubMenu-SelectHCButton SkirmManageHCSubMenu    SkirmHCOptions_CancelButton SkirmHCOptions_PlayButton   SkirmHCOptions_CustomizeButton  SkirmHCOptions_DeckButton   SkirmHCOptions_UpgradeButton    SkirmHCOptions_SelectButton u i s k i r m o p t i o n s d l g s p c . x m l     u i s k i r m o p t i o n s d l g . x m l   TradeRoute  TradeRoute_SelectBtn    TradeRoute_WaypointBtn  TradeRoute_RemoveBtn    TradeRoute_CreateAsiantBtn  TradeRoute_CreateBtn    u i t r a d e r o u t e d l g . x m l   ??t r a d e r o u t e p a n e l 2 - b u t t o n % d % d   traderoutepanel2-CurrentLevel   traderoutepanel2-TradeRoutePortrait u i t r a d e r o u t e p a n e l 2 m i n . x m l   u i t r a d e r o u t e p a n e l 2 . x m l     tradeRouteTrain(%d, %d, %d) t r a i n s a n d c o n t a i n s - b u t t o n % d % d     t r a i n s a n d c o n t a i n s - r o w % d   t r a i n s a n d c o n t a i n s - r o w L a b e l % d     TreatyAdd_OkDisableBtn  TreatyAdd_CancelBtn TreatyAdd_OkBtn TreatyAdd_CoinFld   TreatyAdd_WoodFld   TreatyAdd_FoodFld   TreatyAdd_UseDefaultCostBtn TreatyAdd_SpecifiedInBtns   TreatyAdd_DurationFld   TreatyAdd_Player2Fld    TreatyAdd_Player1Fld    u i t r e a t y a d d . x m l   % S   a n d   % S   TreatyAddDlg    .\uitreatymgrdlg.cpp    TreatyMgr_OkBtn TreatyMgr_DeleteTreaty  TreatyMgr_EditTreaty    TreatyMgr_AddTreaty TreatyMgr_TreatyList    u i t r e a t y m g r . x m l   ??    u n i t s e l e c t i o n p a n e l - S t a c k V a l u e % d   u n i t s e l e c t i o n p a n e l - S t a c k L a b e l % d   u n i t s e l e c t i o n p a n e l - u n i t R e s o u r c e R a t e V a l u e         u n i t s e l e c t i o n p a n e l - u n i t R e s o u r c e R a t e L a b e l     u n i t s e l e c t i o n p a n e l - s h o w S t a t s     u n i t s e l e c t i o n p a n e l - s h o w C o m m a n d s   u n i t s e l e c t i o n p a n e l - t a b S t a t s   u n i t s e l e c t i o n p a n e l - t a b C o m m a n d   u n i t s e l e c t i o n p a n e l - s t a c k Q u e u e   u n i t s e l e c t i o n p a n e l - u n i t S t a c k B u t t o n B i g B a c k g r o u n d   u n i t s e l e c t i o n p a n e l - u n i t H e l p B u t t o n   u n i t s e l e c t i o n p a n e l - b u t t o n A r e a   u n i t s e l e c t i o n p a n e l - u n i t H e a l t h B a r R e d   u n i t s e l e c t i o n p a n e l - u n i t H e a l t h B a r Y e l l o w     u n i t s e l e c t i o n p a n e l - u n i t H e a l t h B a r G r e e n       u n i t s e l e c t i o n p a n e l - u n i t P o r t r a i t C o u n t B a c k g r o u n d     u n i t s e l e c t i o n p a n e l - u n i t P o r t r a i t C o u n t         u n i t s e l e c t i o n p a n e l - u n i t P o r t r a i t   u n i t s e l e c t i o n p a n e l - u n i t R e s o u r c e V a l u e         u n i t s e l e c t i o n p a n e l - u n i t R e s o u r c e L a b e l         u n i t s e l e c t i o n p a n e l - u n i t R e s i s t s V a l u e   u n i t s e l e c t i o n p a n e l - u n i t R e s i s t s L a b e l   u n i t s e l e c t i o n p a n e l - u n i t H i t P o i n t s V a l u e       u n i t s e l e c t i o n p a n e l - u n i t H i t P o i n t s L a b e l       u n i t s e l e c t i o n p a n e l - u n i t P l a y e r N a m e       u n i t s e l e c t i o n p a n e l - u n i t T y p e N a m e   u n i t s e l e c t i o n p a n e l - u n i t S t a c k B u t t o n B i g 0     u n i t s e l e c t i o n p a n e l - u n i t S t a c k B u t t o n % d     % s   % . 1 f % %   % s   % . 1 f % % ,   % . 1 f   % s   % . 1 f % % ,   % . 1 f x     % s     % s     % . 1 f % % ,   % . 1 f     ,   % d x   % s           % d   < i c o n = " ( 1 0 ) ( T e x t u r e I D ( % d ) ) " >         % d   < i c o n = " ( 1 0 ) ( T e x t u r e I D ( % d ) ) " >   % d / s     % . 2 f / s     ui\ingame\stat_icon_export  % s   ( < i c o n = " ( 3 2 ) ( % S ) " > ) :   % . 2 f   % s   A r m y   o f   % d   U n i t s .   a r t \ u i \ c o m m a n d \ s q u a d     UnitRep_CancelBtn   UnitRep_ReplaceBtn  UnitRep_ProtoList   UnitRep_UnitFld u i u n i t r e p d l g . x m l     u n i t s t a t p a n e l 3 - b a c k   u n i t s t a t p a n e l 3 - h e l p T e x t   u n i t s t a t p a n e l 3 - h e l p   u n i t s t a t p a n e l 3 - m i n i m i z e   u n i t s t a t p a n e l 3 - m a x i m i z e   u n i t s t a t p a n e l 3 - S t a c k V a l u e % d   u n i t s t a t p a n e l 3 - S t a c k L a b e l % d   % s   :       % . 1 f % %     % . 1 f % % ,   % . 1 f     % . 1 f % % ,   % . 1 f x     % 0 . 0 f % %   G r o u p   H e a l t h     ??u n i t t r a i n p a n e l - u n i t B u t t o n % d   u n i t T r a i n i n g P a n e l - t r a i n i n g P a n e l   u n i t T r a i n i n g P a n e l - b o r d e r - s i d e - r i g h t   u n i t T r a i n i n g P a n e l - b o r d e r - s i d e - l e f t     u n i t T r a i n i n g P a n e l - b o r d e r - t o p - r i g h t     u n i t T r a i n i n g P a n e l - b o r d e r - t o p - m i d d l e   u n i t T r a i n i n g P a n e l - b o r d e r - t o p - l e f t       u n i t T r a i n i n g P a n e l - b o r d e r - b o t t o m - r i g h t       u n i t T r a i n i n g P a n e l - b o r d e r - b o t t o m - m i d d l e     u n i t T r a i n i n g P a n e l - b o r d e r - b o t t o m - l e f t     u n i t T r a i n i n g P a n e l M a i n   { d a n c e D e s c r i p t i o n }     u i L o o k A t A n d S e l e c t U n i t ( % d )       h o m e C i t y S h i p E j e c t ( % d ,   % d ,   % d ,   % d )   lookAtHomeCityBuilding(0)   M o d e l I n s t a n c e   i s   n u l l !   M o d e l I n d e x ( % d )   i s   i n v a l i d ,   m e a n s   a n   a n i m f i l e   d i d n ' t   l o a d   c o r r e c t l y .     M o d e l I n s t a n c e   i s   n u l l !   C h e c k   f o r   e r r o r s   i n :   % s     w a t e r s p l a s h _ m e d   ??W o n d e r P o w e r P a n e l - B u t t o n % d   %s(%d, %d, %s) + % . 1 f   F l a g C a r r y I d l e   F l a g C a r r y   U n i t   % d   ( % S )   h a s   a   n o n - u n i t   o b s t r u c t i o n   t y p e   % d     PS    U   .\unit.cpp  ypDodge % s ' E D ! ! !     ToEnemyIDestroyedHisTradeSite   ToEnemyHeDestroyedMyTrade   ToEnemyIDestroyedHisNativeSite  ToEnemyHeDestroyedMyNative  ToEnemyIDestroyedHisTC  ToEnemyHeDestroyedMyTC      b u i l d i n g s \ n a t i v e _ c i v s \ d a n c e _ p i t \ d a n c e _ p i t _ f i r e . x m l        B     A?   @   A?     @  SheepFound  TradeSiteSilkRoad   UI_WarChiefConverted    Fish - Perch    Fish - Salmon   FishSalmon  <B l e n d   ??????a t t a c h m e n t _ t u r n _ t r a i l   a t t a c h m e n t _ s t e r n _ t r a i l     a t t a c h m e n t _ s t a r b o a r d _ t r a i l     a t t a c h m e n t _ p o r t _ t r a i l   ??????AgeAdvance  AgeAdvanceY ??f i r e p i t _ f l a r e u p   f i r e p i t _ r e d   ????  {?ff?   @???        ?  WanderDistance is < 1.0f, bailing (reseting timer, though).     No Terrain, returning.        Timer=%d, GameTime=%d, Diff=%d.   Forced Migration Pos is off map, bailing (reseting timer, though).      No HerdUnit, returning.     No Herd, returning.     No HerdManager, returning.    ??'%S has an invalid "skipHisory" tag.  Ignoring. '%S is not a valid tag under <category>.  Ignoring. '%S is not a valid tag under <subcategory>.  Ignoring.  '%S has missing or invalid "name" attribute.  Ignoring.    AC h e e r   K n o c k o u t R e c o v e r   ToAllyILoseExplorerEnemy    ToAllyILoseExplorerGaia ToAllyHeRescuedMyExplorer   ToEnemyIRescueExplorerHeKilled  ToAllyIRescuedMyExplorer    ??????    I   c l a i m   t h i s   l a n d   i n   t h e   n a m e   o f   % s .     F l a g P l a n t   ????% s   h a s   s t a r t e d   t o   u p g r a d e   a   F o r t   t o   a   S t a r   F o r t .     ExpandFort  ??? G ??treeland    treefall    ??% 0 4 d   % 0 4 d    Granted Conqueror   D e a t h P a r t i c l e   T r a i l P a r t i c l e   B i r t h P a r t i c l e   S p i n R a t e     F a d e O u t   F a d e I n     D u r a t i o n     L o s e E f f e c t     G a i n E f f e c t     S p e c i f i c S o u n d O p p o n e n t   S p e c i f i c S o u n d   S c a l e B y T e a m S i z e   T e a m V P     G l o b a l     P e r m a n e n t   P r o c e s s F r e q u e n c y     A w a r d L i m i t     B a s e A m o u n t     I c o n O f f   I n f o S t r i n g I D     S c o r e T y p e   V P     ??(?L a r g e I n G a m e   2 4     ??ExclusiveControl    Most    UnitKill    UnitCount   M o s t U p g r a d e s     M o s t N u g g e t s   M o s t R e s o u r c e s   M o s t L o s s e s     M o s t K i l l s   A d j u s t K O T H T o t a l T i m e B y T e a m s F a c t o r     A d j u s t K O T H T o t a l T i m e B y T e a m s     K O T H V i c t o r y T i m e P e r P l a y e r     K O T H V i c t o r y T i m e   R e l i c V i c t o r y T i m e P e r P l a y e r   R e l i c C a p t u r e T i m e     W o n d e r V i c t o r y T i m e P e r P l a y e r     W o n d e r V i c t o r y T i m e   F O A K C o u n t   F O A K T i m e         I m p e r i a l A r m y Y e a r R e d u c t i o n T e a m B a s e d     I m p e r i a l A r m y Y e a r R e d u c t i o n C o s t   F a m e P u r c h a s e A m o u n t     F a m e P u r c h a s e C o s t     I m p e r i a l A r m y A c t i v a t i o n C o s t     I m p e r i a l A r m y S u b s e q u e n t Y e a r s   I m p e r i a l A r m y D e f a u l t Y e a r s     Y e a r E n d F a m e G r a n t     A w a r d B o u n t y O n B u i l d i n g D a m a g e   A w a r d B o u n t y O n U n i t D a m a g e   V P B o u n t y S c a l e F a c t o r   V P A c c e l e r a t o r B o u n t y   V P A c c e l e r a t o r B o n u s     A u t o S c a l e   W i n A w a r d R e s o u r c e     P o s t G a m e A w a r d s     S h i p m e n t X P M a x i m u m   S h i p m e n t X P G r o w t h     D e f a u l t S h i p m e n t X P V a l u e     M a x G a m e X P F r o m F a m e   F a m e X P V a l u e   F a m e S h i p s V a l u e     F a m e A w a r d I n t e r v a l   P l a y R e s o u r c e A w a r d I n t e r v a l   F a m e P l a y R e s o u r c e     D e f a u l t P l a y R e s o u r c e   D e f a u l t A w a r d R e s o u r c e     D e f a u l t A w a r d R e s o u r c e L i m i t   D e f a u l t W i n B y     D e f a u l t W i n T o t a l   % s d e f a u l t v p . x m l   A l l S u b C i v s     L o g i c T y p e   ?? 
3? @ @ @ M /&? M ?? ?? ?? /*? R e s e t A l l B o u n t y     S u b C i v     U n i t K i l l     U n i t C o u n t   S e c r e t     ??WallGate    WallStraight5   WallStraight1   ?WallStraight2   WallConnector   WallStraight4   WallStraight3   tower      ?33?Chance must be between 0 and 1. You must specify a chance.  You must specify an endTile.    You must specify a startTile.   '%S' is not a valid protounit name. ??    ????AmbienceRain    e f f e c t s \ w e a t h e r \ r a i n f a l l . p a r t i c l e   e f f e c t s \ w e a t h e r \ s n o w . p a r t i c l e   ff&f&?B09n???2F?? Fb'kJ?j4bOND? P? g P C`? `? ? ? K? ¬K? %02d:%02d:%02d  (%d)    circularTerrainSubType  C l i f f A     circularTerrainType Seminoles   Iroquois    Comanche    Aztecs  t r i g t e m p     trigtemp    t o     f r o m     u n i t t r a n s f o r m . x m l   ?ZL  ZM  .\world.cpp u i \ h i t p o i n t _ b a r s \ h p b a r     d e f a u l t c o l o r e d     h o m e c i t y f r e n c h . x m l     u i \ a l e r t s \ a l e r t _ r e s i g n . x m l     a b i l i t i e s . x m l   b a t t l e . x m l     n u g g e t s . x m l   m a r k e t C o s t - % S   maximumFlyingUnitHeight minimumFlyingUnitHeight buildingExclusiveQueues buildingTrainCutoff buildingTrainResearchActionLimit    trainLimitPerAction buildingTrainLimit  formationScale  autoFormationMergeDistance  autoFormationFormDistance   autoFormationVelocityDifferentialCutoff BWorld::destroyPlayer -- Invalid PlayerID %d specified. marcin is k3wl    BCS   paul is k3w1      BCRM    BCRMO   BC    NativeBirth % d _ m p s c n _ % s   
:<??   B? u i \ s t r a t e g i c _ m a p \ g c _ a r r o w h e a d . x m l   E n d P o i n t M o d e l   S t a r t P o i n t M o d e l   W i d t h P r o g r e s s i o n     A n i m a t e   A r c H e i g h t   N u m b e r A r c S e g m e n t s   A r r o w   S k y   M i n i m a p B a c k g r o u n d V i s u a l   M i n i m a p C a m e r a P o s     F O V   I n i t i a l C a m e r a D i r     I n i t i a l C a m e r a P o s     B W o r l d M a p   E R R O R :   X M L   f i l e   h a s   n o   B a c k g r o u n d M a p V i s u a l   n o d e .     B a c k g r o u n d M a p V i s u a l     @>  @?   ?u i \ i n g a m e \ b i g b u b b l e   u i \ i n g a m e \ b u b b l e     value1  period  magnitude    |  value2  Param   gt  lt  buildingState   aliveState  deadState   anyState    noneState   unique   	
=(),    state   unit    .\commlog.cpp   SocketHelperAsync   0.0.0.0 localhost   ?I?I?ReliableConnection  SocksAsyncSocket         0C                     2 6 .com    .bat    .cmd    ./\ CorExitProcess  a/p am/pm       e+000          PA   GA    u ? Microsoft Visual C++ Runtime Library    Program:    

  ... <program name unknown>  A buffer overrun has been detected which has corrupted the program's
internal state.  The program cannot safely continue execution and must
now be terminated.
 Buffer overrun detected!        A security error of unknown cause has been detected which has
corrupted the program's internal state.  The program cannot safely
continue execution and must now be terminated.
    Unknown security failure detected!  ? ? atan    ceil    modf    exp2    exp10   log2    pow log log10   exp     	?           ??                         ?        	 
?   
? ?? ??     f?     ,? 5? ?? ??         :?     v? ??  ? "?       ?   ?     M ? Q ?     h ? l ? _nextafter  _logb   _yn _y1 _y0 frexp   fmod    _hypot  _cabs   ldexp   fabs    tan cos sin atan2   acos    asin    tanh    cosh    sinh    ?                         ?         ?      ?      ?                ?        runtime error   TLOSS error
   SING error
    DOMAIN error
  R6029
- This application cannot run using the active version of the Microsoft .NET Runtime
Please contact the application's support team for more information.
   R6028
- unable to initialize heap
    R6027
- not enough space for lowio initialization
    R6026
- not enough space for stdio initialization
    R6025
- pure virtual function call
   R6024
- not enough space for _onexit/atexit table
    R6019
- unable to open console device
    R6018
- unexpected heap error
    R6017
- unexpected multithread lock error
    R6016
- not enough space for thread data
 
This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information.
   R6009
- not enough space for environment
 R6008
- not enough space for arguments
   R6002
- floating point not loaded
    Runtime Error!

Program:    GetProcessWindowStation GetUserObjectInformationA   GetLastActivePopup  GetActiveWindow MessageBoxA user32.dll          C4?         D5?     ?? ??     ?? ??  
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  ? * . z s l   e s o S t r i n g T a b l e . x m l     [p? % s   m a t c h     f s     % h u   f l     c l n   t x p   g p     w p c t     % l f   r p     r k     s k     h c l v l   h c c v     h c t r     g m     t p     e s o a w a r d s . x m l       ? ? v 2     u 2     v 1     u 1     i m a g e F i l e   t y p e I D      ? ? E ? ? F 4 A w a r d s     A w a r d T y p e   A w a r d T y p e s     E S O A w a r d s   6 ` ? ? ? ? | ? ? ? ? ? > S o f t w a r e \ M i c r o s o f t \ M i c r o s o f t   G a m e s \ A g e   o f   E m p i r e s   3 \ 1 . 0   S o f t w a r e \ M i c r o s o f t \ M i c r o s o f t   G a m e s \ A g e   o f   E m p i r e s   3   E x p a n s i o n   P a c k \ 1 . 0     S o f t w a r e \ M i c r o s o f t \ M i c r o s o f t   G a m e s \ A g e   o f   E m p i r e s   3   E x p a n s i o n   P a c k   2 \ 1 . 0          p e r s o n a  T h e   a p p l i c a t i o n   w i l l   n o w   e x i t .         U n a b l e   t o   a l l o c a t e   m e m o r y ,   s i z e :     % d .   ;   3 ; 2   #%s#    <invalid file & line -- please use the blog or blogh macro> <%s(%d)>    Time %ld:   %-8d %02d:%02d:%02d:    %-4d>   Error(UNDEFINED)    Error(%.8d)     Warning(UNDEFINED)      Warning(%.8d)   M e s s a g e   & a p o s ;     "   & q u o t ;     & g t ;     & l t ;     &   & a m p ;   
 
 	   
   < / % s >   % s < / % s >   % s < % s % s >     	     % s   = " % s "   <?xml version="1.0"?>
? @?Q? % s   % s   =   % s   % s   =   % d   % s   =   % f   No match.   ----------------    Config Variables    C o n f i g   V a r i a b l e s   m a t c h i n g   " % S "     =   m m       :       ( + )     +%s
   %s "%s"
   %s %d
 %s %f
 // %s
 W A R N I N G :   C o u l d   n o t   o p e n   t h e   p e r s i s t e n t   c f g   f i l e :   ' % s ' !     SA  .\random.cpp    ??                                      Error : unable to find an expected match for '%s' syscall symbol.   Error : unable to add a symbol for '%s' syscall.    Error : could not create syscall entry for '%s' syscall.    Error : %d is not a valid type ID for a return value.   Error : '%s' is stomping on the load of a previous syscall. Error : unfinished syscall addition.    Error : NULL string parameter.  INVALID Error : unable to add set syscall ID for this symbol.   Error : unable to add an entry to the call array.   Error : unable to finish adding a non-existant syscall. colorBrown  colorCyan   colorMagenta    colorYellow colorBlue   colorGreen  colorRed    colorDarkGrey   colorLightGrey  colorGrey   colorWhite  colorBlack  (knNl p t % d   c o m % d   l s t   p r n   c o n   a u x   _   % 0 . 6 f   % s % d . % s   % s % s * . % s     BXSRuntime::interpretCode:  BXSRuntime::interpretRules: currentTime=%d, timeLimit=%d:   BXSRuntime::interpretHandler: functionID=%d, parameter=%d:  BXSRuntime::interpretBreakpoint:    BXSRuntime::interpretTrigger: currentTime=%d:   BXSRuntime::interpretEvents: %d events: Warning 0001: unable to open the listing file '%s'. // '%s':    Info 0002: Generating listing file '%s'.    % s . l x s     % s % s . l x s     Error 0217: problem emitting the list.  Error 0302: LINE quad addition failed.      V[%d]: %s, Type=%s, Value=???.
        V[%d]: %s, VECTOR, Value=(%f, %f, %f).
        V[%d]: %s, STRING, Value=%s.
      V[%d]: %s, BOOL, Value=%d.
        V[%d]: %s, FLOAT, Value=%f.
       V[%d]: %s, INT, Value=%d.
     %d Variables.
   %s:   %d User Classes:
   %s=???   %s=(%f, %f, %f)    %s=%s   %s=%d   %s=%f  %d Syscalls:
      Group '%s'.
       FunctionID=%d.
        Interval=%d to %d.
        Priority=%d.
    %s:
 %d User Rules:
      %s.
 %d User Rule Groups:
    Old FID=%d, New FID=%d.
 %d Function Overloads:
 V[%d]: %s, Type=%s, Value=???.
V[%d]: %s, USERCLASS, Length=%d.
          V[%d]: %s, VECTOR, Value=(%f, %f, %f).
V[%d]: %s, STRING, Value=%s.
          V[%d]: %s, BOOL, Value=%d.
V[%d]: %s, FLOAT, Value=%f.
           V[%d]: %s, INT, Value=%d.
           %d Variables (Parms AND Vars).
        %d Parameters.
        CodeOffset=%d.
 ) ID=%d.
   %s   %-15s%s(  %d User Functions:
      %-30s (SymID=%4d), Position=%d.
 %d Labels:
      %-30s (SymID=%4d), Type=%s, Value=???.
    %-30s (SymID=%4d), VECTOR, Value=(%f, %f, %f).
    %-30s (SymID=%4d), STRING, Value=%s.
      %-30s (SymID=%4d), BOOL, Value=%d.
    %-30s (SymID=%4d), FLOAT, Value=%f.
   %-30s (SymID=%4d), INT, Value=%d.
   %d 'Global (as in not in a function)' Variables:
    %-30s (ID=%4d) SymType=%2d, SymValue=%d.
    %d Symbols:
     %-30s (ID=%4d).
 %d Files:
   Vector (Value=%d).
    String (Value=%d).
    Bool   (Value=%d).
    Float  (Value=%d).
    Int    (Value=%d).
    Void   (Value=%d).
  6 Variable Types:
   Code:       %d bytes (MAX=%d).
    Rules:      %5d rules.
    RuleGroups: %5d groups.
   Functions:  %5d functions.
    Variables:  %5d variables.
    Symbols:    %5d symbols.
      Files:      %5d files.
  File Data:
    Main FunctionID=%d.

 // CXSDump
        //==============================================================================
  Error 0391: Cannot 'const' an 'export' or 'static' variable.        Error 0389: Cannot 'static' a parameter or non-function variable.       Error 0390: Cannot 'static' an 'export', 'extern', or 'const' variable. Error 0387: Cannot 'extern' a parameter or function variable.   Error 0388: Cannot 'extern' a 'static' variable.    Error 0385: Cannot 'export' a parameter or function variable.   Error 0386: Cannot 'export' a 'const' or 'static' variable. Error 400: unable to add an entry to the file symbol table for this global variable.    Error 399: unable to add an entry to the file symbol table for this stack variable. Error 0394: user class init failed. Error 0393: failed to find user class entry definition. Error 0392: failed to create variable entry.    Error 0384: '%s' is already defined.    Error 0383: '%s' is not a valid user class name.    Error 0382: expected a user class name and found '%s'.  Error 0112: POPADD quad addition failed.    Error 0111: DBG quad addition failed.   Error 0110: PUSHADD quad addition failed.   Error 0109: '%s' is not a valid variable for DBG.   Error 0108: '%s' is an invalid token.   Error 0254: JUMP quad addition failed.  Error 0253: invalid 'break' location.   Error 0252: expected 'break' and found '%s'.    Error 0328: JUMP quad addition failed.  Error 0327: invalid 'continue' location.    Error 0326: expected 'continue' and found '%s'. Error 0319: BPNT quad addition failed.  Error 0318: expected 'breakpoint' and found '%s'.   Error 0174: '%d' is not a valid variable type.  Error 0336: '%s' is not a const variable.   Error 0335: '%s' is not a const integer variable.   Error 0334: '%s' is not a valid variable for an integer constant.   Error 0333: bad symbol in integer constant. Error 0332: expected an integer constant and found '%s'.    Error 0341: '%s' is not a const variable.   Error 0340: '%s' is not a const float variable. Error 0339: '%s' is not a valid variable for a float constant.  Error 0338: bad symbol in float constant.   Error 0337: expected a float constant and found '%s'.   Error 0178: expected a bool constant and found '%s'.    Error 0346: '%s' is not a const variable.   Error 0345: '%s' is not a const bool variable.  Error 0344: '%s' is not a valid variable for a bool constant.   Error 0343: bad symbol in bool constant.    Error 0342: expected a bool constant and found '%s'.    Error 0185: expected '(' and found '%s'.    Error 0184: expected float z value and found '%s'.  Error 0183: expected ',' and found '%s'.    Error 0182: expected float y value and found '%s'.  Error 0181: expected ',' and found '%s'.    Error 0180: expected float x value and found '%s'.  Error 0179: expected '(' and found '%s'.    Error 0373: '%s' is not a const variable.   Error 0372: '%s' is not a vector variable.  Error 0371: '%s' is not a valid variable for a bool constant.   Error 0370: bad symbol in vector constant.  Error 0369: expected a vector constant and found '%s'.      Error 0186: could not find a fixup index for jump at position %d.   Error 0362: %d is an invalid FID during overload fixup.     Error 0189: unable to add an entry to the symbol table for label.   Error 0188: could not add jump label.   Error 0187: could not create label name.    L%d Error 0364: unable to add a function overload entry.    Error 0193: setAll failed.  Error 0192: unable to add an entry for temporary variable.  Error 0191: new variable entry allocation failed.   Error 0190: currentFunction is invalid. Error 0202: POPADD quad addition failed.    Error 0201: POP quad addition failed.   Error 0200: ASS quad addition failed.   Error 0199: ADD quad addition failed.   Error 0198: PUSHI quad addition failed. Error 0197: PUSH quad addition failed.  Error 0196: PUSHADD quad addition failed.   Error 0195: cannot assign to a const variable.  Error 0194: cannot assign to a const variable.  Error 0279: unable to add an entry to the file symbol table for this global variable.   Error 0277: failed to create rule group entry.  Error 0276: expected group name and found '%s'. BXSC ERROR 0011: error parsing command '%s'.    BXSC ERROR 0010: error parsing command '%s'.    BXSC ERROR 0009: error parsing command '%s'.    BXSC ERROR 0008: error parsing command '%s'.    BXSC ERROR 0007: error parsing command '%s'.    BXSC ERROR 0006: error parsing command '%s'.    BXSC ERROR 0005: error parsing command '%s'.    BXSC ERROR 0012: error parsing command '%s'.    BXSC ERROR 0004: error parsing command '%s'.    BXSC ERROR 0015: error parsing command '%s'.    BXSC ERROR 0014: error parsing command '%s'.    BXSC ERROR 0013: error parsing command '%s'.    BXSC ERROR 0015: error finding syscall '%s' (id=%d).    BXSC ERROR 0003: error parsing command '%s'.    BXSC ERROR 0002: no source. BXSC ERROR 0001: no tokenizer.  % s . d m p . t x t     % s % s . d m p . t x t     Error 0004: labels could not be fixed up.   Error 0062: LABEL quad addition failed. Error 0061: invalid label ID.   Error 0060: '%s' is an invalid label.   Error 0059: expected ';' and found '%s'.    Error 0058: found '%s' when looking for a label name.   Error 0067: JUMP quad addition failed.  Error 0066: expected ';' and found '%s'.    Error 0065: invalid label ID.   Error 0064: '%s' is an invalid label.   Error 0063: found '%s' when looking for a label name.   Error 0296: ILL quad addition failed.   Error 0295: %d is an invalid infinite loop limit.   Error 0294: parseIntegerConstant failed.    Error 0299: IRL quad addition failed.   Error 0298: %d is an invalid infinite recursion limit.  Error 0297: parseIntegerConstant failed.    Error 0147: %d is an invalid functionID.    Error 0154: addParm failed. Error 0153: parseExpression2 failed.    Error 0152: too many arguments for sys call '%s'.   Error 0151: Missing ',' after arg %d - '%s'.    Error 0159: %d args read.   Error 0283: addParm failed. Error 0156: createTempVar failed.   Error 0282: new PTNode allocation failed.   Error 0155: optional parm creation failed.  Error 0150: Unexpected end of input.    Error 0149: this syscall doesn't allow arguments, so the call shouldn't include parenthesis.    Error 0148: could not allocate root PTNode. Error 0146: %d is an invalid syscall ID.    Error 0161: invalid variableIndex.  Error 0160: parseVectorConstant failed. Error 0162: '%s' is an unrecognized variable name.  Error 0402: expected a class member variable name and found %s. Error 0401: expected '.' and found %s.  Error 0163: variable '%s' is an unrecognized variable type. Error 0164: found '%s' when looking for either an atomic term.      Error 0301: invalid expression, '%s' cannot follow another operator.    Error 0168: parseAtomic failed. Error 0167: new PTNode allocation failed.   Error 0173: new PTNode allocation failed.   Error 0172: '%s' is not a valid operator.   Error 0171: parseExpression2 failed.    Error 0170: parseSysFuncCall failed.    Error 0169: void syscall/function cannot be called here.    Error 0395: invalid expression; cannot convert anything to 'void' type. Error 0396: invalid expression; only ints, floats, and bools may be converted to 'int' type.    Error 0397: invalid expression; only ints, floats, and bools may be converted to 'int' type.    Error 0398: invalid expression; expression type does not match expected type.   Error 0308: illogical or invalid expression.    Error 0324: invalid expression, likely is not enclosed by parentheses.  Error 0300: invalid expression, '%s' cannot follow another operand. Error 0166: quad output failed. Error 0165: high level parseExpr2 failed.   Error 0057: could not add LABEL quad for else block.    Error 0056: could not add LABEL quad for then block.    Error 0055: could not parse the code for ELSE block.    Error 0054: could not add LABEL quad for else block.    Error 0053: could not add JUMP quad for then block. Error 0052: could not parse the code for THEN block.    Error 0051: could not add JUMPZ quad.   Error 0050: parseExpr failed for condition. Error 0081: expected ';' and found '%s'.    Error 0080: POPADD quad addition failed.    Error 0079: POP quad addition failed.   Error 0078: ASS quad addition failed.   Error 0077: parseExpression failed. Error 0076: PUSHADD quad addition failed.   Error 0075: createIncrementVariableCode failed. Error 0074: '%s' operator is only valid for integers and floats.    Error 0073: expected '=', '++', or '--' and found '%s'.     Error 0291: expected '=' and found '%s' (you must initialize all variables to a literal or const value).    Error 0072: '%s' is a const variable.   Error 0071: '%s' is a const variable.   Error 0070: '%s' is not a valid variable for assignment into.   Error 0069: bad LVALUE in variable assignment.      Error 0068: invalid name token in LVALUE in variable assignment.    Error 0094: expected '<', '<=', '>', or '>=' and found '%s'.    Error 0107: could not add END label quad for FOR loop.      Error 0106: could not add JUMP quad for loop label for FOR loop.    Error 0105: createIncrementVariableCode failed. Error 0330: could not add CONTINUE label quad for FOR loop. Error 0104: could not parse the code for FOR loop.  Error 0103: JUMPZ quad addition failed. Error 0102: compare quad addition failed.   Error 0219: final quad output failed.   Error 0099: PUSH quad addition failed.  Error 0098: could not add LOOP LABEL quad for FOR loop. Error 0242: error adding for-loop break label ID.   Error 0329: error adding for-loop continue label ID.    Error 0097: expected ')' and found '%s'.    Error 0218: parseExpression2 failed.    Error 0088: parseVariableAssignment failed. Error 0087: '%s' is not a valid variable.   Error 0086: unable to add an entry to the file symbol table for this stack variable.    Error 0085: setAll failed.  Error 0084: could not create variable entry.    Error 0083: invalid variable in for loop.   Error 0082: expected '(' and found '%s'.    Error 0119: expected ';' and found '%s'.    Error 0118: could not add RET quad for '%s' function.   Error 0117: parseExpression failed. Error 0116: '%s' expected empty return parameter.   Error 0313: expected ')' and found '%s'.    Error 0312: expected ';' and found '%s'.    Error 0115: could not add RET quad for '%s' function.   Error 0311: could not add RET quad for '%s' function.   Error 0113: '%s' is not valid outside of a function.    Error 0257: JUMP quad addition failed.  Error 0256: parseCode failed.   Error 0255: expected ':' and found '%s'.    Error 0237: LABEL quad addition failed. Error 0236: JUMP quad addition failed.  Error 0235: parseCode failed.   Error 0234: JUMPZ quad addition failed. Error 0233: compare quad addition failed.   Error 0232: PUSH quad addition failed.  Error 0231: parseExpression failed. Error 0230: expected 'case' or 'default' and found '%s'.    Error 0238: LABEL quad addition failed. Error 0229: expected '{' and found '%s'.    Error 0228: POPADD quad addition failed.    Error 0227: POP quad addition failed.   Error 0226: ASS quad addition failed.   Error 0225: parseExpression failed. Error 0224: PUSHADD quad addition failed.   Error 0223: createTempVariable failed.  Error 0241: error adding switch break label ID. Error 0222: expected ';' and found '%s'.    Error 0220: expected 'switch' and found '%s'.   Error 0251: LABEL quad addition failed. Error 0250: JUMP quad addition failed.  Error 0249: parseCode failed.   Error 0248: JUMPZ quad addition failed. Error 0247: parseExpression failed. Error 0246: expected '(' and found '%s'.    Error 0245: LABEL quad addition failed. Error 0244: error adding while-loop break label ID. Error 0331: error adding while-loop continue label ID.  Error 0243: expected 'while' and found '%s'.    Error 0353: Cannot 'const' an 'export' or 'static' variable.    Error 0351: Cannot 'static' a parameter or non-function variable.       Error 0352: Cannot 'static' an 'export', 'extern', or 'const' variable. Error 0349: Cannot 'extern' a parameter or function variable.   Error 0350: Cannot 'extern' a 'static' variable.    Error 0347: Cannot 'export' a parameter or function variable.   Error 0348: Cannot 'export' a 'const' or 'static' variable. Error 0028: don't understand the default type for this variable.    Error 0290: parseVariableAssignment failed. Error 0031: unable to add an entry to the file symbol table for this global variable.   Error 0032: unable to add an entry to the file symbol table for this stack variable.    Error 0379: unable to add an entry to the symbol table for this class member variable.  Error 0029: expected ';' and found '%s'.    Error 0027: setAll failed.  Error 0026: parseVectorConstant failed. Error 0024: setAll failed.  Error 0023: expected a string constant and found '%s'.  Error 0022: setAll failed.  Error 0021: parseBoolConstant failed.   Error 0020: setAll failed.  Error 0019: parseFloatConstant failed.  Error 0018: setAll failed.  Error 0017: parseIntegerConstant failed.        Error 0016: expected '=' and found '%s' (you must initialize all variables to a literal or const value).        Error 0289: don't understand the default type for this variable.    Error 0288: setAll failed.  Error 0287: setAll failed.  DSV Error 0286: setAll failed.  Error 0285: setAll failed.  Error 0284: setAll failed.  Error 0015: failed to create variable entry.    Error 0014: '%s' is already defined.    Error 0013: '%s' is not a valid variable type.  Error 0376: could not parse member variable declaration.    Error 0375: '%s' is not a valid variable type.  Error 0378: expected ';' and found '%s'.    Error 0374: expected '{' and found '%s'.    Error 0373: unable to add an entry to the symbol table for '%s' class.  Error 0372: cannot create new class entry.      Error 0371: '%s' is an invalid class name (or is already defined).  Error 0370: found '%s' when looking for a class name.   Error 0369: expected 'class' and found '%s'.    Error 0380: classes may not be defined inside a function.   Error 0144: expected ';' and found '%s'.    Error 0134: POP quad addition failed.   Error 0133: PT::outputQuads failed. Error 0132: '%s' is a bad function - unable to parse.   Error 0131: '%s' is a bad syscall - unable to parse.    Error 0143: '%s' is an unrecognized/currently unsupported symbol - unable to parse. Error 0381: parseClassDeclaration failed.   Error 0310: invalid symbol lookup for '%s'. Error 0141: parseReturn failed. Error 0136: parseVarDecl failed.    Error 0142: parseVariableAssignment failed. Error 0325: parseContinue failed.   Error 0317: parseBreakpoint failed. Error 0240: parseBreak failed.  Error 0239: parseWhile failed.  Error 0221: parseSwitch failed. Error 0293: parseIRL failed.    Error 0292: parseILL failed.    Error 0140: parseDBG failed.    Error 0139: parseForLoop failed.    Error 0138: parseGotoDecl failed.   Error 0137: parseLabelDecl failed.  Error 0135: parseConditionDecl failed.  Error 0128: expected '{' and found '%s'.    Error 0049: could not emit quads for '%s' function. Error 0048: could not add RET quad for '%s' function.   Error 0404: '%s' is a non-void function, but does not return anything.  Error 0368: Mismatched parameter type on paramater #%d on function overload.    Error 0047: could not parse the code for '%s' function. Error 0367: Mismatched number of parameters on function overload.   Error 0366: Mismatched return types on function overload.   Error 0046: found '%s' when ',' was expected.   Error 0045: could not parse parameter declaration.  Error 0044: the main function cannot take any arguments.    Error 0043: '%s' is not a valid parameter type. Error 0041: '%s' is not a valid parameter type. Error 0365: wacky error where replaced function doesn't exist.  Nutty.  Error 0039: expected '(' and found '%s'.    Error 0038: the 'main' function has already been defined.   Error 0363: unable to add a function overload entry.    Error 0037: unable to add an entry to the symbol table. Error 0035: cannot create new function entry.   Error 0034: '%s' is already defined and cannot be a function name (use 'mutable' to allow overriding).  Error 0033: '%s' is not a valid return type.    Error 0275: could not emit quads for '%s' rule. Error 0274: could not add RET quad for '%s' rule.   Error 0273: could not parse the code for '%s' rule. Error 0323: unable to add an entry to the file symbol table for the rule activation variable.   Error 00322: setAll failed for rule activation variable.        Error 0272: expected 'priority', 'minInterval', 'maxInterval', or 'group' and found '%s'.   Error 0271: '%s' is already in use and cannot be a group name.  Error 0269: expected group name and found '%s'. Error 0361: runImmediately cannot be set twice. Error 0316: rule active/inactive cannot be set twice.   Error 0315: rule max interval cannot be set twice.  Error 0314: rule min interval cannot be set twice.  Error 0281: parseIntegerConstant failed.    Error 0280: rule max interval cannot be set twice.  Error 0268: parseIntegerConstant failed.    Error 0267: rule min interval cannot be set twice.  Error 0266: parseIntegerConstant failed.    Error 0265: rule priority cannot be set twice.  Error 0321: failed to create variable entry for rule activation variable.   Error 0270: createRuleGroup failed. Error 0263: cannot create new rule entry for '%s' rule. Error 0262: unable to add an entry to the symbol table. Error 0260: cannot create new function entry for '%s' rule. Error 0259: '%s' is already defined and cannot be a rule name.  Error 0258: expected 'rule' and found '%s'. Error 0012: found '%s' when looking for a variable/function/rule declaration or an include statement.   Error 0002: invalid source. Error 0001: tokenizer is NULL.  %d error(s) found in file '%s'. Error 0307: failed to set source in file entry. Error 0320: unable to add a symbol for this filename.   Error 0304: failed to set filename in file entry.   Error 0303: failed to create file entry.    Error 0011: allocated tokenizer is NULL.    Error 0010: cannot have circular file includes. Error 0009: invalid source. Error 0127: failed to read file data.   Error 0126: could not allocate buffer.  Error 0124: failed to get size of file '%s'.    Error 0123: failed to open file '%s'.   Error 0122: expected ';' and found '%s'.    Error 0121: expected filename and found '%s'.   Error 0120: expected 'include' and found '%s'.  Error 0003: could not compile file '%S'.    arrayID %d doesn't point to a valid array.  index %d for array %d is invalid.   array %d is invalid.    arrayID %d doesn't point to a %s array. integer boolean Vector  array with that name already exists.    size specified as %d    Error: parsing (4 bytes?) beyond end of code.   Error: parsing (2 bytes?) beyond end of code.   Error: parsing (1 bytes?) beyond end of code.   ??      Microsoft Sans Serif    O K     % d x % d   M e m o r y   S y s t e m   E r r o r   % s 
 
     % s 
 
 % s 
 
     D e b u g   C o n t i n u e     A b o r t     - x   - s   % u   % s \ d w 1 5 . e x e   watson.microsoft.com        HKLM\Software\Microsoft\Internet Explorer\Registration\DigitalProductID Microsoft\PCHealth\ErrorReporting\DW    % s | % s   % s c o m m l o g . t x t   % s A g e 3 c o m m L o g . t x t   % s m e m l o g . t x t     % s A g e 3 m m L o g . t x t   % s l o g f i l e . t x t   % s A g e 3 L o g . t x t   c o m m l o g . t x t   m e m l o g . t x t     l o g f i l e . t x t   |   % s d x d i a g . t x t     % s u s e r D a t a F i l e . t x t     % s w a t s o n i n f o . e x e     A p p l i c a t i o n   E r r o r   D e t e c t e d         P l e a s e   c h o o s e   ' S e n d   E r r o r   R e p o r t '   ( a g a i n )   s o   w e   c a n   t r a c k   t h i s   p r o b l e m .   eip=%d  C o u r i e r   N e w   S t a c k   n o t   a v a i l a b l e .   V$?   @33?XS: %s  (%d) : XS: %s   ?  ? F i l e   f a i l e d   t o   c l o s e :   % s    ?Error: unexpected opcode=%d.    XS Breakpoint: File '%s', line %d.  XS Breakpoint: UNKNOWN FILE, line %d.   Warning: Infinite recursion limit of %d hit, failing execution. Error: failed to add function to call stack.    Exit '%s' function. Error: evaluateCode PC=%d (Code goes from 0 to %d), stopping.   CURRENT LINE=%d.    %d. %(%f, %f, %f).  %s. %f. false.  true.   Enter '%s' function.    '%s' return value: (%f, %f, %f).    '%s' return value: %s.  '%s' return value: %f.  '%s' return value: %d.  '%s' return value: Void.    Warning: Possible infinite loop jump to PC=%d avoided.  Error: failed evaluating code on an indeterminate source line.  Error: failed evaluating code on line number %d.    Error: source or data is NULL.  Error: failed to setup function on stack.       Error: Function '%s' is not a valid handler function (does not take a single int parm). Error: failed to push '%d' parameter on stack before interp.    Error: invalid function entry.  Error: data is NULL.    Warning: ruleID=%d failed execution.    Warning: %d is an invalid ruleID.   %-40s   %-40s
  Error - problem adding one byte to the source array.    Error - problem adding two bytes to the source array.   Error - problem adding four bytes to the source array.  Error - unknown opcode: %d    %d, %d, %d.   //%-8s %d   Token Error 0012: cannot add token #%d. WhiteSpace (#%d).
  '%s', Type=%s (#%d).
   Token Error 0011: unexpected state=%d.  Token Error 0010: end of string character found before buffer end.  Token Error 0009: expected '=' after '!'.   Token Error 0008: string not terminated.    Token Error 0007: line feed in string.  Token Error 0006: string is too long.       Token Error 0005: bad floating point constant - missing exponent digits.        Token Error 0004: bad floating point constant or class specifier.   Token Error 0003: more than 9 digits in the integer constant.   Token Error 0002: name is too long. ??? BPNT    FILE    LINE    IRL ILL SEP DBG MOD DIV MUL SUB NEG GT  OR  AND NOT JUMPNZ  NOP               /   c   c   c   c              B   c   c   c   c           8   c   c   c   c   c   /   B   c   c   c   c   c   c   c   c   c   c   c   c   c   c   c   c   c   c   c   c   c   c   c   c   c   c   c   c   c   c   c   c   c   c   c   c   c   c         
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              :   <   7                 (   9   E   8                 3   W   P   >          %   8   D   m   g   M       #   7   @   Q   h   q   \   1   @   N   W   g   y   x   e   H   \   _   b   p   d   g   c          w          !1AQaq "2?B	#3R?br? $4??   &'()*56789:CDEFGHIJSTUVWXYZcdefghijstuvwxyz                    }          !1A Qa"q2?#B R$3br?
     %&'()*456789:CDEFGHIJSTUVWXYZcdefghijstuvwxyz  incorrect length check  incorrect data check    invalid distance too far back   invalid distance code   invalid literal/length code invalid distances set   invalid bit length repeat   invalid literal/lengths set too many length or distance symbols invalid code lengths set    invalid stored block lengths    invalid block type  header crc mismatch unknown header flags set    incorrect header check  invalid window size unknown compression method  @  >      ?  %ld%c   JPEGMEM                                                                                                                                 	   	   
  
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Z S _ M 3   Z S _ M 2   Z S _ M 1   Z S _ R C L     Z S _ S P   Z S _ S R   Z S _ L T   Z S _ W R   Z S _ V I   Z S _ H E   Z S _ C E   Z S _ S C   Z S _ C G   Z S _ P T   Z S _ N T   Z S _ E T   Z S _ M D   Z S _ S N   Z S _ G M   Z S _ R R   Z S _ G T p     Z S _ G L   Z S _ H P   Z S _ P L   ? ; Z S _ C P O T   Z S _ M P O T   Z S _ C V   Z S _ A 5 M P K     Z S _ A 5 C P K     Z S _ A 5 M P   Z S _ A 5 C P   Z S _ T A 5     Z S _ A 4 M P K     Z S _ A 4 C P K     Z S _ A 4 M P   Z S _ A 4 C P   Z S _ T A 4     Z S _ A 3 M P K     Z S _ A 3 C P K     Z S _ A 3 M P   Z S _ A 3 C P   Z S _ T A 3     Z S _ A 2 M P K     Z S _ A 2 C P K     Z S _ A 2 M P   Z S _ A 2 C P   Z S _ T A 2     Z S _ A 1 M P K     Z S _ A 1 C P K     Z S _ A 1 M P   Z S _ A 1 C P   Z S _ T A 1     Z S _ R C   Z S _ R S   Z S _ B L   Z S _ B R   Z S _ U L   Z S _ U K   Z S _ M C   Z S _ M S   Z S _ T C   Z S _ E V H     Z S _ M E   Z S _ E S   Z S _ G T   Z S _ T M   Z S _ C L   Z S _ P N   ? ? ? P Z S _ T e c h N o d e s     Z S _ U n i t s     ? ? ~x ? F i l e   e r r o r :   ' % h s '       U n a b l e   t o   o p e n   f i l e   ' % l s '   f o r   r e a d i n g   a s   a   t e x t   f i l e     O u t   o f   m e m o r y   U n a b l e   t o   o p e n   f i l e   ' % l s '   f o r   r e a d i n g   r b     U n a b l e   t o   o p e n   f i l e   ' % l s '     S t r e a m : : r e l e a s e C h u n k s   :   f a i l e d   t o   w r i t e   t o   s t r e a m   -   % s   -   m s g i d   % d ,   s i z e   0 ,   m S e q u e n c e N u m b e r   % d       S t r e a m : : r e l e a s e C h u n k s   :   f a i l e d   t o   w r i t e   t o   s t r e a m   -   % s   -   m s g i d   % d ,   s i z e   % d ,   m S e q u e n c e N u m b e r   % d     S t r e a m : : r e l e a s e C h u n k s   :   % s   -   m s g i d   % d ,   s i z e   % d ,   m S e q u e n c e N u m b e r   % d     ?? ? S t r e a m : : a d d C h u n k   :   a b o u t   t o   o v e r w r i t e   I N U S E   b u f f e r ,   % s   -   m s g i d   % d ,   s e q u e n c e   % d ,   s i z e   % d ,   m S e q u e n c e N u m b e r   % d   S t r e a m : : a d d C h u n k   :   f a i l e d   t o   w r i t e   t o   s t r e a m   -   % s   -   m s g i d   % d ,   s e q u e n c e   % d ,   s i z e   % d ,   m S e q u e n c e N u m b e r   % d     S t r e a m : : a d d C h u n k   :   % s   -   m s g i d   % d ,   s e q u e n c e   % d ,   s i z e   % d ,   m S e q u e n c e N u m b e r   % d     ?? ? homecity2   e   m 2     m 1     s   d   t y     r e q u e s t   e s o   c r e a t e     m e t a q u e r y   s n     q u e r y   r e m o v e     d b i d s   d e c k     s a v e d e c k     r e m o v e d e c k     s a v e t e c h     p r o p     s a v e p r o p     g i d   ? R ?? ?? e ? ?? ?? ?? 33?  D? ? ?? \+? $8?  9? oL? ]M? ? ? 3d? d e l e t e     u p d a t e d e c k s   l   r e s p o n s e     c i t y     % h s   E x p e c t e d   % h s     E n d   t a g   ' % . * l s '   d o e s   n o t   m a t c h   t h e   s t a r t   t a g   ' % l s '     U n s u p p o r t e d   c o n s t r u c t   e n c o u n t e r e d :   % h s     U n e x p e c t e d   e n d   o f   I n p u t   Processing Instruction  '=' [0-9A-Fa-f] or ';'  Hexadecimal digit [0-9A-Fa-f]   '0'-9' or ';'   Character reference out of range    'x' or '0'-'9'  '#' '&'     & # % d   /   & # x % x   r e f e r s   t o   a n   i l l e g a l   c h a r a c t e r   >   Char or '-' !   <   < ?     < ! - -     ? Name, beginning with a Letter, ':' or '_'   Entity reference terminator (';')   Entity reference of Character reference CharData or Reference expected  "'" or '"'  Reference or [^<&]  Attribute 'version' expected    DOcument version value expected Attribute 'encoding' expected   Valid Document encoding name expected   e n c o d i n g     Attribute 'standalone' expected 'yes' or 'no' expected as standalone attribute value    n o     s t a n d a l o n e     '?>'    Whitespace, 'standalone' or '?>'    Whitespace or '?>'  Whitespace, 'encoding', 'standalone' or '?>'    ? >     Whitespace  '<?xml' < ? x m l   Comment or CDATA Section    CDATA Section   Processing Instructions X f '/' '>' '/>', '>' or Name   '/>', '>' or Whitespace '<' configservice   e s o C o n f i g . x m l   4   c o n n e c t   ? c l i e n t V e r   a c k F r e q u e n c y     s t r e a m     r e t r i e v e     1 2 8 b i t     7439410987134098    ? 5 ? ??  ? ?? 7 ? ? 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BS? ? s e q u e n c e     a c k   c l i e n t   c a n c e l l i n g   s t r e a m     c h e c k s u m     o f f s e t     c h u n k   s a c k     gameservice4    ? ? ? ? ? ? ? ? 3r? \r? ? ? ? ? ? ? ? x p t   x i p   p t     i p     ??     ? R at? ? $ ?  }? ? ? { K # ? R ? i 	 ? v a l u e   s e t t i n g   s % d   f i l t e r     g   i u     % x     u p d a t e s t a t e   s u b s c r i b e   u n s u b s c r i b e   m s     r e p o r t s t a t s   p l a y e r s t a t u s     c o n n e c t u s r     U N K N O W N   X X . X X   W i n 3 2 _ u n k n o w n   % d . % d   W i n d o w s 2 0 0 0   W i n d o w s N T   W i n d o w s 3 . 1     W i n d o w s 9 8   W i n d o w s 9 5   O S I n f o     O S V e r s i o n   O S N a m e     U T C O f f s e t   c l i e n t T i m e     z o n e S t a t s V e r s i o n     1 . 0 . 3   s c h e m a V e r s i o n   g a m e N a m e     s t a t s C l i e n t I n f o   V42?u p l o a d L o g   a t     storage ? ? * * p ? 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R  z? ?z? sz? q u e r y l i s t   q u e r y l a d d e r   c l     Persona ? ? 5 ^ ; ? R  4 u n     a v i d     d t     a s     l l d   v u     d p t s     d r m   d s l   k p t s     k r m   k s l   t p t s     t r m   t s l   s p t s     s r m   s s l   d p     d w     d g     d x     k p     k w     k g     k x     t w     t g     t x     s w     s g     s x     c r     c m d   c a     c n     p d     GrandConquest   ? ? ? )   ) ? R ? ? S ? ? n e w g a m e i d   a d d g a m e   r e m o v e g a m e     homecity    ? ? + + + + + + ? ? ? R L ! ? J < } ? ? ? d e v   h c t y p e     h c r e f u n d s   h c b l o b     n e w n a m e   r e n a m e     r e q l e v e l     o l d n a m e   h o m e c i t y     R ? ? ? F a i l e d   t o   s e n d   % d   b y t e s   o n   s o c k e t       F a i l e d   t o   s i g n a l   t h e   e x i t   e v e n t   t o   t e r m i n a t e   t h e   c o n n e c t i o n   S e n d i n g   M e s s a g e :   I D ( % u ) ,   S e r v i c e N a m e ( % S ) ,   C a t e g o r y ( % S )     E S O :   R e c e i v e d   a   m e s s a g e   f r o m   t h e   s e r v e r   b u t   c a n n o t   f i n d   i t   i n   t h e   p e n d i n g   m s g   l i s t .   I t   m a y   h a v e   t i m e d   o u t .   S e r v i c e : % s ,   M s g I D : % l d         ! ! F a i l e d   r e a d i n g   m e s s a g e   h e a d e r .   M a g i c   H e a d e r   b y t e s   d o n ' t   m a t c h   h ??  ? ? 7? ¬ ) J ?? ?? R e c e i v e d   a n   i n v a l i d   s e r v e r   m e s s a g e .   M s g I D :   % u ,   M s g T o p i c :   % s   S e r v e r   M e s s a g e   R e c e i v e d :   I D ( % u ) ,   S e r v i c e N a m e ( % S ) ,   T o p i c ( % s ) ,   T y p e ( % s )       E r r o r   r e a d i n g   t h e   m e s s a g e   h e a d e r   f r o m   t h e   r e c e i v e d   b y t e s .   S k i p p i n g   m e s s a g e .   s o c k e t   r e c v   r e t u r n e d   e r r o r   % d .   E r r o r   c o u n t   = =   % d         F a i l e d   t o   g e t   W r i t e   W i n d o w   o n   r e c v     ?? ?? B A D   ?? % . 6 f     $ ? ?? *)? ?? ?? ?? )? ?? ?&? ]&? [*? y*? ?? ?? ?? .? ??  7? < e s o / >     M i c r o s o f t   B a s e   C r y p t o g r a p h i c   P r o v i d e r   v 1 . 0     Mb? kb? ? ? ?    ? tcp udp %u  65535   \wship6 \ws2_32 freeaddrinfo    getnameinfo getaddrinfo Wr? Gz? w? "x? T e x t u r e   i n d e x   < % d >   o u t   o f   r a n g e   o n   s e t C u r r e n t   i n   s t a g e   < % d >   ??D3D_OK  D3DOK_NOAUTOGEN Unknown DXGraphics error code - time to update the table!   D3DERR_DRIVERINVALIDCALL    D3DERR_NOTAVAILABLE D3DERR_INVALIDDEVICE    D3DERR_INVALIDCALL  D3DERR_DEVICENOTRESET   D3DERR_DEVICELOST   D3DERR_MOREDATA D3DERR_NOTFOUND D3DERR_DRIVERINTERNALERROR  D3DERR_CONFLICTINGTEXTUREPALETTE    D3DERR_UNSUPPORTEDTEXTUREFILTER D3DERR_CONFLICTINGRENDERSTATE   D3DERR_UNSUPPORTEDFACTORVALUE   D3DERR_CONFLICTINGTEXTUREFILTER D3DERR_TOOMANYOPERATIONS    D3DERR_UNSUPPORTEDALPHAARG  D3DERR_UNSUPPORTEDALPHAOPERATION    D3DERR_UNSUPPORTEDCOLORARG  D3DERR_UNSUPPORTEDCOLOROPERATION    D3DERR_WASSTILLDRAWING  D3DERR_WRONGTEXTUREFORMAT   D3DERR_OUTOFVIDEOMEMORY E_NOINTERFACE   E_POINTER   E_FAIL  D3DFMT_UYVY D3DFMT_R8G8_B8G8    D3DFMT_DXT5 D3DFMT_G8R8_G8B8    D3DFMT_DXT4 D3DFMT_DXT3 D3DFMT_YUY2 D3DFMT_DXT1 D3DFMT_DXT2 D3DFMT_MULTI2_ARGB8 D3DFMT_A32B32G32R32F    D3DFMT_G32R32F  D3DFMT_R32F D3DFMT_A16B16G16R16F    D3DFMT_G16R16F  D3DFMT_R16F D3DFMT_INDEX32  D3DFMT_INDEX16  D3DFMT_VERTEXDATA   D3DFMT_D16  D3DFMT_D24FS8   D3DFMT_D32F_LOCKABLE    D3DFMT_D24X4S4  D3DFMT_D24X8    D3DFMT_D24S8    D3DFMT_D15S1    D3DFMT_D32  D3DFMT_D16_LOCKABLE D3DFMT_A2W10V10U10  D3DFMT_X8L8V8U8 D3DFMT_L6V5U5   D3DFMT_CxV8U8   D3DFMT_Q16W16V16U16 D3DFMT_V16U16   D3DFMT_Q8W8V8U8 D3DFMT_V8U8 D3DFMT_A4L4 D3DFMT_A8L8 D3DFMT_L16  D3DFMT_L8   D3DFMT_P8   D3DFMT_A8P8 D3DFMT_A16B16G16R16 D3DFMT_A2R10G10B10  D3DFMT_G16R16   D3DFMT_X8B8G8R8 D3DFMT_A8B8G8R8 D3DFMT_A2B10G10R10  D3DFMT_X4R4G4B4 D3DFMT_A8R3G3B2 D3DFMT_A8   D3DFMT_R3G3B2   D3DFMT_A4R4G4B4 D3DFMT_A1R5G5B5 D3DFMT_X1R5G5B5 D3DFMT_R5G6B5   D3DFMT_X8R8G8B8 D3DFMT_A8R8G8B8 D3DFMT_R8G8B8   PURE_HARDWARE_VP    HARDWARE_VP MIXED_VP    SOFTWARE_VP D3DMULTISAMPLE_16_SAMPLES   D3DMULTISAMPLE_15_SAMPLES   D3DMULTISAMPLE_14_SAMPLES   D3DMULTISAMPLE_13_SAMPLES   D3DMULTISAMPLE_12_SAMPLES   D3DMULTISAMPLE_11_SAMPLES   D3DMULTISAMPLE_10_SAMPLES   D3DMULTISAMPLE_9_SAMPLES    D3DMULTISAMPLE_8_SAMPLES    D3DMULTISAMPLE_7_SAMPLES    D3DMULTISAMPLE_6_SAMPLES    D3DMULTISAMPLE_5_SAMPLES    D3DMULTISAMPLE_4_SAMPLES    D3DMULTISAMPLE_3_SAMPLES    D3DMULTISAMPLE_2_SAMPLES    D3DMULTISAMPLE_NONMASKABLE  D3DMULTISAMPLE_NONE Could not get a depth/stencil buffer.   crap    height=%d   width=%d    mWindowY=%d mWindowX=%d f b c a p t u r e % d   Could not set z buffer  Could not create z buffer   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~          %d x %d x %d  @ %d hz  (%s)      Display modes:vertex processing: %s - multisample type %s depth/stencil/multisample conflicts:   %s (quality=%d)          multisample types: %s           depth/stencil formats:          windowed?: %s  no  yes          Backbuffer format: %s           Adapter format: %s       Combo %d:       Pixel shader version: %d.%d         Vertex shader version: %d.%d        Type: HAL       Type: Reference         Type: SW        Type: unknown    Device %d:      Name: %s    WHQL Level: %d  (%s) validated   not validated      Revision: %d    SubSysID: %d    DeviceID: %d    VendorID: %d    DriverVersion: %d.%d.%d.%d      Driver: %s      Description: %s     Ordinal: %d  ----------  Adapter %d  

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  I n t r i n s i c   i n d e x   o u t   o f   r a n g e   ( % d ) .      ?D: x X , / ; -       nvCPL reports SLI mode: %s  Unable to set SLI mode! Attempting to set SLI Mode to single GPU.   Attempting to set SLI Mode to AFR.  nvCPL is unavailable.   '%S' is not a valid d3dconfig file. pNewRaw ..\ecore\alignedarray.h G e n e r i c F F   G e n e r i c 1     G e n e r i c 1 _ N V S h a d o w       ?G e n e r i c 2     G e n e r i c 2 _ A T I S h a d o w     G e n e r i c 2 _ N V S h a d o w   G e n e r i c 3 _ H D R 1 0 _ 2     G e n e r i c 3 _ H D R 1 0 _ 2 _ A T I S h a d o w     G e n e r i c 3 _ H D R 1 0 _ 2 _ N V S h a d o w   G e n e r i c 3 _ H D R F P 1 6     G e n e r i c 3 _ H D R F P 1 6 _ A T I S h a d o w         d r a w S t a t i c I n d e x e d P r i m i t i v e   f a i l e d :   h r = % x   ( % S )   define is missing name attribute [fxe]      '%S' is not a valid value for PartialPrecision -- expected true or false.       '%S' is not a valid value for FixedFunctionVerts -- expected true or false. Forcing d3dconfig file to %S        Pixel shader version %0.1f doesn't match device node '%S', ignoring Medium config       Pixel shader version %0.1f doesn't match device node '%S', ignoring High config Pixel shader version %0.1f doesn't match device node '%S', ignoring VeryHigh config XML render config -- forcing to generic dx7 generic dx7 XML render config -- default device configuration file '%S' XML render config -- this device is not supported!  u n s u p p o r t e d   XML render config -- found device ID 0x%X as '%S'   Expected a proper hex device ID, but found '%S' instead.        Expected 'id', 'VeryHigh', 'High', 'Medium', or 'Low' but found '%S' instead.   Expected 'device' but found '%S' instead.   < u n s p e c i f i e d >   Expected 'vendor' or 'generic' but found '%S' instead.  Expected a proper hex vendor ID, but found '%S' instead.        D 3 D   d e v i c e   c o u l d   n o t   b e   r e s e t   ( h r = % x ,   % S )       B e g i n S c e n e   f a i l e d   w i t h   e r r o r   c o d e   % d   ( % S )   numNewEntries <= roomLeft   mCapacity < 0x3FFFFFFF  ??    X M L   p a r s i n g   e r r o r   i n   F o n t s 3 . x m l .     N o   f o n t s   w i l l   b e   l o a d e d .     E r r o r   C r e a t i n g   F o n t s     ?I@<gaussian    quadratic_mix   quadratic_approx    quadratic_interp    catmullrom  blackman    kaiser  mitchell    b-spline    bell    tent    box hwbilinear  s s f   s s     b l o o m _ f i l t e r _ h o r i z o n t a l _ s m 2   b l o o m _ f i l t e r _ v e r t i c a l _ s m 2   d o w n s a m p l e 4 _ s m 2   A L P H A _ B L O O M I N G     t o n e m a p _ s m 2   ! n o n a m e % i   [fxe] Expected 'enable' or 'disable' but found '%S' instead.    C o u l d   n o t   c r e a t e   c u b e   t e x t u r e ,   h r   =   % x   ( % S )   Could not create d3d texture (%s).  Could not create d3d cube texture (%s).     C o u l d   n o t   c r e a t e   t e x t u r e ,   h r   =   % x   ( % S )     s h a d o w g e n _ a t i   s h a d o w g e n _ n v     '%S' isn't a valid ShadowManager config.    A T I   disableATIDST       BStaticVBManager::lock -- failed to lock because no pool can handle an allocation this big (%d) [fxe] '%S' is not a valid tag.  u<Unknown texture %S - skipping   Expected 'animatedtexture'. m i s s i n g   auto select single gpu  single frame    alternate frame invalid %s : [fxe] reload failed    %s : reloaded OK    F a i l e d   t o   a s s e m b l e   s h a d e r   ' % s ' .   D 3 D   c o u l d   n o t   c r e a t e   s h a d e r   ' % s ' .   [ f x e ]       Defines:    C o u l d   n o t   a s s e m b l e   p i x e l   s h a d e r   ' % s '   [ f x e ]     D 3 D   c o u l d   n o t   c r e a t e   s h a d e r   ' % s '   [ f x e ]     D 3 D   c o u l d   n o t   c r e a t e   s h a d e r   ' % s '     l e r p     m u l t i p l y a d d   S P H E R E M A P   C A M E R A S P A C E R E F L E C T I O N V E C T O R   C A M E R A S P A C E P O S I T I O N   C A M E R A S P A C E N O R M A L   % s ( % d )   :   [ f x e ]   % s   i s   n o t   a   v a l i d   s a m p l e r   s t a t e   t r a n s f o r m   f l a g   g a u s s i a n q u a d     p y r a m i d a l q u a d   a n i s o t r o p i c   b o r d e r         % s ( % d )   :   [ f x e ]   % s   i s   n o t   a   v a l i d   s r g b t e x t u r e   f l a g   c o m p l e m e n t     a l p h a r e p l i c a t e     p r o j e c t e d   c o u n t 4     c o u n t 3     c o u n t 2     c o u n t 1     s r g b t e x t u r e   m i p f i l t e r   a r g 0     B L E N D O P A L P H A     D E S T B L E N D A L P H A     S R C B L E N D A L P H A   S E P A R A T E A L P H A B L E N D E N A B L E     W R A P 1 5     W R A P 1 4     W R A P 1 3     W R A P 1 2     W R A P 1 1     W R A P 1 0     W R A P 9   W R A P 8   D E P T H B I A S   S R G B W R I T E E N A B L E   B L E N D F A C T O R   C O L O R W R I T E E N A B L E 3   C O L O R W R I T E E N A B L E 2   C O L O R W R I T E E N A B L E 1   C C W _ S T E N C I L F U N C   C C W _ S T E N C I L P A S S   C C W _ S T E N C I L Z F A I L     C C W _ S T E N C I L F A I L   T W O S I D E D S T E N C I L M O D E   E N A B L E A D A P T I V E T E S S E L A T I O N   A D A P T I V E T E S S _ W     A D A P T I V E T E S S _ Z     A D A P T I V E T E S S _ Y     A D A P T I V E T E S S _ X     M A X T E S S E L L A T I O N L E V E L     M I N T E S S E L L A T I O N L E V E L     A N T I A L I A S E D L I N E E N A B L E   S L O P E S C A L E D E P T H B I A S   S C I S S O R T E S T E N A B L E   N O R M A L D E G R E E     P O S I T I O N D E G R E E     I N V B L E N D F A C T O R     B O T H I N V S R C A L P H A   B O T H S R C A L P H A     S R C A L P H A S A T   I N V D E S T C O L O R     M A X   M I N   S O L I D   W I R E F R A M E   P O I N T   P H O N G   G O U R A U D   F L A T     C C W   C W     A L W A Y S     L I N E A R     E X P 2     E X P   D E C R     I N C R     I N V E R T     D E C R S A T   C O L O R 2     0 W E I G H T S     T W E E N I N G     3 W E I G H T S     2 W E I G H T S     1 W E I G H T S     D I S A B L E   C O N T I N U O U S     D I S C R E T E     Q U I N T I C   C U B I C   Q U A D R A T I C   .\parametricshader.cpp  Macro [%i]: "%s" = "%s"
        ------ Disassembling parametric shader, Filename: "%s", ShaderType: "%s", EntryPoint: "%s"
 Register: %i, Size: %i, Num: %i
    eSamplerParamType   eFloatParamType eIntParamType   eBoolParamType  Param type:     eSamplerParamClass  eMatrixParamClass   eVectorParamClass   eScalerParamClass   Param class:    eSamplerRegSet  eBoolRegSet eIntRegSet  eFloatRegSet    RegSet:     --- BConst::dump: Name: "%s"
   %02X    elementHandle   Default value:  Rows: %u, Cols: %u, Elements: %u, StructMembers: %u, Bytes: %u, Annotations: %u
    D3DXPT_VERTEXFRAGMENT   D3DXPT_PIXELFRAGMENT    D3DXPT_VERTEXSHADER D3DXPT_PIXELSHADER  D3DXPT_SAMPLERCUBE  D3DXPT_SAMPLER3D    D3DXPT_SAMPLER2D    D3DXPT_SAMPLER1D    D3DXPT_SAMPLER  D3DXPT_TEXTURECUBE  D3DXPT_TEXTURE3D    D3DXPT_TEXTURE2D    D3DXPT_TEXTURE1D    D3DXPT_TEXTURE  D3DXPT_STRING   D3DXPT_FLOAT    D3DXPT_INT  D3DXPT_BOOL D3DXPT_VOID ParameterType:  D3DXPC_STRUCT   D3DXPC_OBJECT   D3DXPC_MATRIX_COLUMNS   D3DXPC_MATRIX_ROWS  D3DXPC_VECTOR   D3DXPC_SCALAR   ParameterClass:     Register Count: %u
 Register Index: %u
 D3DXRS_SAMPLER  D3DXRS_FLOAT4   D3DXRS_INT4 D3DXRS_BOOL RegisterSet:    Index %i, Name: %s
 Constant %i:
   count > 0   SUCCEEDED(hres) Constants: %i
  Version: %X
    Creator: %s
    BParametricShader::setErrorMessage: [fxe] Filename: "%s", ShaderType: "%s", Function: "%s"
 strlen(pName) < (size_t)mName.maxLen()  mParamType != eInvalidParamType mParamClass != eInvalidParamClass   mRegSet != eInvalidRegSet       Unsupported annotation type for annotation named %s (must be int, bool, or string)  Structure constants are unsupported, constant "%s"  Unsupported object constant "%s" (must be a sampler)    Matrix constant "%s" must have 1-4 columns, not %i  Matrix constant "%s" must have 4 rows, not %i       Matrix constant "%s" uses an unsupported register set (must be float4)  Matrix constant "%s" is not a column matrix     Vector constant "%s" uses an unsupported register set (must be int4 or float4)  Vector constant "%s" must be 4 columns, not %i  Vector constant "%s" must be 1 row, not %i      Scaler constant "%s" uses an unsupported register set (must be int4, float4, or bool4)  Scaler constant "%s" must be 1 column, not %i   Scaler constant "%s" must be 1 row, not %i  Constant "%s" cannot have any structure members (members: %i)       Constant starting at constant named "%s" has a count field > 1 in description   %3.3f   Default values:     0 != elementHandle  desc.Bytes >= defaultBytes  desc.DefaultValue   constNum <= (int)desc.Elements  constNum >= 1   constSize >= 1  NULL != annoHandle  desc.Bytes == sizeof(float) * 4 * desc.Columns * desc.Elements  desc.Elements == 1  desc.Elements >= desc.RegisterCount / desc.Columns  (desc.RegisterCount % desc.Columns) == 0    desc.RegisterCount >= 1 desc.Bytes == sizeof(int) * 4 * desc.Elements   desc.Bytes == sizeof(int) * desc.Elements   desc.Elements >= desc.RegisterCount desc.Elements >= 1  parseConstTable: %i constants
  ***** BParametricShader::createShader: End of dump
 [fxe] BParametricShader::compile: No constant table, file %s func %s    BParametricShader::compile: CompileShader() failed! (HRESULT=%X)
Filename: "%s", ShaderType: "%s", EntryPoint: "%s"
%s
 BParametricShader::compile: D3DXCreateEffectCompiler() failed! (%X)
Filename: "%s", ShaderType: "%s", EntryPoint: "%s"
%s
  Flags: 0x%X
      '%s'='%s'
    Macros: %i
 Function: "%s"
 Filename: "%s"
 ***** BParametricShader::compile: Start of dump
    ;No texture stage specified. '%s' is not a valid texture stage.  Invalid texture intrinsic '%S'.      CmovePointerY (%d)   movePointerX (%d)   ,   % s     ( u p )     "       < t t f > < t t i >     u i \ c o r e _ u i \ d r o p d o w n _ b a c k g r o u n d 2   ??  `?  ?clickThruCoords d e f a u l t c o l o r e d _ a l p h a b l e n d   fill    c c w   c w     %d %d %d %d - a l p h a     bevelOutArt % S   ( % d )   % S   ( " % s " )   checkHighlightArt   checkUnCheckedArt   checkCheckedArt checkBorder1024 rightCheck  .\gadformattextbox.cpp  - t e x t s c r o l l   % s - t e x t s c r o l l   v e r t s c r o l l b a r   % . 0 2 f   % . 0 2 f , % . 0 2 f , % . 0 2 f   % f , % f , % f , % f , % f , % f , % f , % f   tile    M o d e   t o   b e   t e r m i n a t e d   i s :   % d .     C u r r e n t   M o d e   a t   t o p   o f   s t a c k   i s   % d .     T h e s e   s h o u l d   b e   t h e   s a m e .     T h e y   a r e   n o t .     ??% s ( % f )     % f , % f   % f     % d     % f ,       % s - % d   0 . 0 0     .\gadradio.cpp  radioBtnBorder1024  radioHighlightArt   radioUnCheckedArt   radioCheckedArt radioSetRightButtons    radioSetDefaultButtonIndex  radioSetButtonSize1024  u i \ c o r e _ u i \ r o u n d s m a l l _ c l i c k e d   u i \ c o r e _ u i \ r o u n d s m a l l   radioSetHorizLayout radioSetTitleLeft   radioSetTitle   u i \ u i _ m e n u u n d e r l i n e _ d i s   u i \ c o r e _ u i \ c h e c k b o x _ d i s a b l e d     accelerator disabled    separator   title   s u b m e n u   u i \ e d i t o r \ m e n u _ s e p a r a t o r     buttonMask  verticalLayout  ignoreCheckBoxSpacing   % S   ( " % d " )      ??noGamepadHideCursor ui_rollover .\gadtext.cpp   t e x t b o x   u i \ c o r e _ u i \ a r r o w _ u p   - d o w n B u t t o n   - u p B u t t o n   intField    floatField  fieldNameTextFontSize   ?         @[email protected]    PINTLGNT.IME    MSTCIPHA.IME    CINTLGNT.IME    TINTLGNT.IME    ShowReadingWindow   GetReadingString    /?  /? /@? ?? ??  /? %@? ?? ?? 9.? P>? ? ^B? ?? keyboard mapping    TINTLGNT    MSTCIPH software\microsoft\windows\currentversion\  ??I@  ?   =.\gadcirclemenu.cpp - i n f o T e x t   - c l o s e B u t t o n     % s - i t e m B u t t o n % d   MenuCancel  MenuAlternate   MenuOK  % s - v e r t s c r o l l b a r     ;D e s k t o p   B i t s   p e r   P i x e l   :   % d   bullet  t e x t     abs ratio   G a d P o o l % l d - T e x t B o x % l d   .\gadPageViewer.cpp G a d P o o l % l d - P i c t u r e % l d   s p l i t   p i c t u r e   E s I n e t y . d l l   .\gadfieldset.cpp   ) }       :   { c o n f i g D e f i n e d (     c o n f i g T o g g l e ( "     % s (   % s   )     " % s "     % s - e n t r y - % d   f i e l d S e t     U s e r     p?- t a b P o s i t i o n     paletteContentSize1024  paletteElemSize1024 paletteButtonBackground paletteListBackground   refreshOnReal   paletteUseDropdown  paletteUserTab  paletteTitleBottom  paletteTitleTop paletteTitleRight   paletteTitleLeft    autoClose   animateMesh meshIsometric   .\gadpalette.cpp    % s - t a b - % d   % s - F i e l d     - l i s t   u i H a n d l e U s e r T a b ( % d )   ( % d )     listItemHeight  %f %f %f    T y p e   % d   M o u s e B u t t o n   % d ,   S u b t y p e   % d     J o y s t i c k B u t t o n   % d ,   S u b t y p e   % d   R a w K e y   % d   ( % S )     scaleHorizontal maxValue    separation1024  emptyColor  emptyBitmap tickmarkColor   tickmarkBitmap  G a m e p a d   G a m e p a d s     d a t a \ g a m e p a d s . x m l   A c t i o n s   d a t a \ g a m e p a d a c t i o n s . x m l   M o d e     d a t a \ % s . x m l   M a p   d o u b l e     r e p e a t     s t o p     s t a r t   p o r t     a n a l o g     joystick button state: %d %d %d %d %d %d %d %d %d %d %d %d  button state: %d %d %d %d   event   m o d i f i e r % d     modifier    threshold   digital oneway  swapXY  analog  rate    repeat  ">maxVal  minVal  index   povDir  baseType    C o n t r o l   G a m e p a d R e m o v e   G a m e p a d I n s e r t   D p a d     S t i c k R i g h t     S t i c k L e f t   T r i g g e r R i g h t     T r i g g e r L e f t   B u t t o n T h u m b R i g h t     B u t t o n T h u m b L e f t   B u t t o n W h i t e   B u t t o n B l a c k   B u t t o n B a c k     B u t t o n S t a r t   B u t t o n Y   B u t t o n X   B u t t o n B   B u t t o n A   D p a d R i g h t   D p a d L e f t     D p a d D o w n     D p a d U p     S t i c k R i g h t R i g h t   S t i c k R i g h t L e f t     S t i c k R i g h t D o w n     S t i c k R i g h t U p     S t i c k L e f t R i g h t     S t i c k L e f t L e f t   S t i c k L e f t D o w n   S t i c k L e f t U p   L e f t     D o w n     R i g h t   U p     B u t t o n     P O V   R Z     R Y     R X     Z   Y             P   ,   0T? G r a n n y   i n s t a n c e   h a s   d i f f e r e n t   s o u r c e   m o d e l   d a t a .     A   m o d e l   r e l o a d   p r o b a b l y   w e n t   b a d .   G r a n n y   i n s t a n c e   h a s   d i f f e r e n t   s o u r c e   m o d e l   d a t a   ( % s ) .     A   m o d e l   r e l o a d   p r o b a b l y   w e n t   b a d .     mm? ?  n? ln? ?? diffuse endU    startU  endY    startY  c r o s s s e c t i o n l i n e s   var s p i n t a b l e   varZ    v e l o c i t y t a b l e   varA    varB    varG    varR    valueA  valueB  valueG  valueR  c o l o r t a b l e     varY    varX    time    s c a l e t a b l e     a l p h a R a m p T i m e   c l a m p T r a i l T o T e r r a i n   offset  terrain c l a m p E m i t t e r T o T e r r a i n   g r a v i t y   t e x c o o r d s c r o l l s p e e d   t e x c o o r d s c a l e   s e g m e n t l i f e t i m e   e m i s s i o n r a t e     Expected 'geometrytrail'.   o b j e c t s / f l a g s / p i r a t e     s p e c i a l T e x t u r e     v a r i a t i o n C o l o r     t r e e w i n d h a c k     t r e e     w a t e r _ n o c o l o r   f i r e     _ d e s t r u c t i o n     d a m a g e d _ p i x e l x f o r m     d a m a g e d   ?w??% s . x m b     ref BModel::parseAnimTag: No tag callback set.  BModel::parseAnimTag: Could not load particle file: %s. footprintBone   BModel::parseAnimTag: Bad AnimTagEventType: %s. BModel::parseAnimTag: No type attrib.   S i m S k e l e t o n           Circular reference in anim file attachments:
  l i n k C o n s t r a i n t     l i n k O f f s e t     l i n k C o m p o n e n t   Couldn't parse anim tag: %S Couldn't reload granny animation: %S    M O D E L   A N I M         B M o d e l   E R R O R :   % s   h a s   n o   r o o t   n o d e .     B M o d e l   E R R O R :   % s   d i d n ' t   l o a d .   Couldn't reload granny model: %S    Couldn't load cloth flag data   Couldn't load geometry trail: %S    Couldn't load particle system: %S   R e p l a c e T e x t u r e     ANIMFILE ERROR (%S):Failed to create linksection link in component %S   l i n k S e c t i o n   ANIMFILE ERROR (%S):Failed to create sub-model link in component %S s u b m o d e l r e f       ANIMFILE ERROR (%S):Failed to create attach link in component %S        ANIMFILE ERROR (%S):Failed to allocate water splash info for component %S.  ANIMFILE ERROR (%S):Couldn't parse Logic in component %S    ANIMFILE ERROR (%S):Couldn't parse AssetReference in component %S   Couldn't parse simskeleton in Anim %S   Couldn't parse component: %S    Couldn't parse AssetReference in Anim %S    ANIMFILE ERROR (%S):Failed to create attach link in anim %S Couldn't find component %S while parsing anim %S    Couldn't parse Logic %S Couldn't parse animFile: %S in AnimNode %S  Couldn't parse sub-model node: %S   Couldn't parse attachment node: %S      B M o d e l   E R R O R :   % s   h a s   n o t   r o o t   n o d e .         T e x t u r e s : 
         R e n d e r   g r o u p s :   % d 
         t r i s :   % d 
           v e r t s :   % d 
         T y p e :   S k i n n e d 
         T y p e :   M o r p h 
         T y p e :   R i g i d 
         N a m e :   % s 
           M e s h   D e t a i l s   - - 
   % s   ( % d x % d ) 
         U n i q u e   T e x t u r e s :   % d   - - 
         % s   ( u s i n g   t e c h n i q u e :   % s ) 
         U n i q u e   E f f e c t s :   % d   - - 
         R e n d e r   g r o u p s :   % d 
         T r i s :   % d 
           V e r t s :   % d 
         M e s h e s :   % d 
     ?.\ParticleSystemInstance.cpp    error - unable to obtain VB for particle alpha polys       <???eB??    Deformer library is out of sync with game build! fastdeformersse.cpp was compiled with version: %08X, BDeformer class is version: %08X  what:%s description:%s file:%s line:%d  Assert Disabled file:%s line:%d ? @33!=NJ? ? ? ? ? ? J? h a l f E x t e n t s   q M a s s L b s   S t e e r i n g A n g l e   H o r s e p o w e r M a x R P M   =   % f   ( % . 0 2 f )   H o r s e p o w e r M i n R P M   =   % f   ( % . 0 2 f )   H o r s e p o w e r   =   % f   ( % f )     C o l l i s i o n T h r e s h o l d     C o l l i s i o n S p i n D a m p i n g     N o r m a l S p i n D a m p i n g   C h a s s i s U n i t I n e r t i a P i t c h   C h a s s i s U n i t I n e r t i a R o l l     C h a s s i s U n i t I n e r t i a Y a w   E x t r a T o r q u e F a c t o r   T o r q u e Y a w F a c t o r   T o r q u e P i t c h F a c t o r   T o r q u e R o l l F a c t o r     F r i c t i o n E q u a l i z e r   % . 0 f / % . 0 f - % . 0 f   T i r e   % d     C l u t c h S l i p R P M   R e s i s t a n c e F a c t o r A t M a x R P M     R e s i s t a n c e F a c t o r A t O p t R P M     R e s i s t a n c e F a c t o r A t M i n R P M     T o r q u e F a c t o r A t M a x R P M     T o r q u e F a c t o r A t M i n R P M     M a x R P M     O p t R P M     M i n R P M     T o r q u e     H o r s e p o w e r M a x R P M     H o r s e p o w e r M i n R P M     H o r s e p o w e r     G e a r   % d   =   % f     G e a r s R a t i o % d     R e v e r s e G e a r R a t i o     C l u t c h D e l a y T i m e   P r i m a r y T r a n s m i s s i o n R a t i o     U p s h i f t R P M     D o w n s h i f t R P M     M i n P e d a l I n p u t T o B l o c k     M a x B r a k i n g T o r q u e     B o n u s B r a k i n g F a c t o r     M i n T i m e T o B l o c k     W h e e l S u s p e n s i o n L e n g t h   W h e e l D a m p i n g R e l a x a t i o n     W h e e l D a m p i n g C o m p r e s s i o n   W h e e l S u s p e n s i o n S t r e n g t h   E x t r a G r a v i t y     L i f t C o e f f i c i e n t   D r a g C o e f f i c i e n t   F r o n t a l A r e a   A i r D e n s i t y     W h e e l s M a s s     W h e e l s V i s c o s i t y F r i c t i o n   W h e e l s F r i c t i o n     W h e e l s W i d t h   W h e e l s R a d i u s     W h e e l s M a x F r i c t i o n   W h e e l s F o r c e F e e d b a c k M u l t i p l i e r   T i r e S i z e C o d e 3   T i r e S i z e C o d e 2   T i r e S i z e C o d e 1   N u m W h e e l s    A<V i s c o s i t y F r i c t i o n   F r i c t i o n     M a s s     W h e e l D o e s S t e e r     ED?M a x F u l l S p e e d S t e e r i n g M P H   M a x S t e e r i n g A n g l e     R e s i s t a n c e F a c t o r A t O p t   R e s i s t a n c e F a c t o r A t M a x   R e s i s t a n c e F a c t o r A t M i n   T o r q u e F a c t o r A t M a x   T o r q u e F a c t o r A t M i n   G e a r R a t i o   W h e e l T o r q u e R a t i o     gears   I s C o n n e c t e d T o H a n d B r a k e     W h e e l s M i n T i m e T o B l o c k     W h e e l L e n g t h   W h e e l S t r e n g t h   V e h i c l e F r a m e w o r k     R a y c a s t V e h i c l e     V e l o c i t y D a m p e r     A e r o d y n a m i c   S u s p e n s i o n     B r a k e   T r a n s m i s s i o n     S t e e r i n g     E n g i n e     W h e e l S y s t e m   J@? >%s
   % % . % d f     <%S />
    >%s</%s>
  </%s>
 *>*?    @B  @?  UUUUUU??   @   @? -DT?	@   6? -DT? @    CM?   ?   @??    ?UUUUUU?? ??A0??&@0_?*******
    %i(%f),     %i:     A
ROo u t 0     i n 0   ???  ????  ??mDEST  ?mDEST  ?mDEST  ?mDEST  ?mDEST  ?mDEST  ?mDEST  ?mDEST  1y?H]d?? c\t4^ 1?'X?dAu[ -?ibE?tmH#A?|Nq(?? [\5NoD?Y?? ? [\6? ? [\9? ? [\        ?      Funnamed_%x                                           0   0   @       
   Statistics are disabled, please enable them in hkbase/config/hkConfigMemoryStats.h
 rb  wb  ab  /\  ): [    ]    : '    0x%x    Error   .\error\hkError.cpp %i  %I64i   %I64u   l    8a unknown HK_SHAPE_USER7  HK_SHAPE_USER6  HK_SHAPE_USER5  HK_SHAPE_USER4  HK_SHAPE_USER3  HK_SHAPE_USER2  HK_SHAPE_USER1  HK_SHAPE_USER0  HK_SHAPE_UTILITY_CONVEX_SWEEP   HK_SHAPE_PHANTOM_CALLBACK   HK_SHAPE_TRANSFORM  HK_SHAPE_MOPP   HK_SHAPE_PLANE  HK_SHAPE_BV HK_SHAPE_TRI_PATCH  HK_SHAPE_SPHERE_REP HK_SHAPE_SAMPLED_HEIGHT_FIELD   HK_SHAPE_HEIGHT_FIELD   HK_SHAPE_MULTI_RAY  HK_SHAPE_TRIANGLE_COLLECTION    HK_SHAPE_LIST   HK_SHAPE_MULTI_SPHERE   HK_SHAPE_CONVEX_VERTICES    HK_SHAPE_CAPSULE    HK_SHAPE_BOX    HK_SHAPE_TRIANGLE   HK_SHAPE_SPHERE HK_SHAPE_BV_TREE    HK_SHAPE_COLLECTION HK_SHAPE_CONVEX HK_SHAPE_ALL       4  5Agent handling types <%s-%s> would override more specialized agent <%s-%s>
Maybe the order of registering your collision agent is wrong, make sure you register your alternate type agents first    K q  ? K ?? q ?? Et  TtConvexWelder  TtmultiRay-cvx  TtMultiSphereTri    TtMultiSphereTriangle     (G? tCapsuleTri    TtCapsuleTriangle      4TtCapsCaps  TtSphereBox TtSphereTriangle    TtSphereCapsule TtSphereSphere  TtBoxBox    TtGsk   StGsk   StTim   LtGsk Pre   Strecurse   Stboundary  LtTriPatch self StExamine   StCollide   LtHeightField GetSpheres    Stexamine   Stcollide   Sttransform StgetSpheres    LtHeightField bTA   -m? StCastSpheres   StGetSpheres    LtHeightField ClosestPoints TtShapeCollection   TtMopp  StNarrowPhase   LtBvTree QueryTree  K  q  Stchild LthkBvAgent checkBvShape    TthkBvAgent unknown command %i
   7TthkShapeCollection::castRay    TthkShapeCollection::getMaximumProjection   ?< ? ??       ??   40
  ??   4TtPenetration   '7 ?@?  P     ?`?  P `?@    @?`P.\world\hkWorld.cpp ** Havok libs built with version [  ], used with code built with [  ]. **   StPostCollideCB TtIslandPostCollideCb   LtSimulate Collide  TtPostSimulateCb    TtPostIntegrateCb   LtSimulate Integrate       4TtPhantom::castRay  ?I@   4TtIntegrate St3AxisSweep    StCalcAabbs LtBroadPhase InitMem    TtNarrowPhase    PC  Havok evaluation key has expired or is invalid.
Please contact Havok.com for an extension.
No simulation possible.      Havok client keycode is invalid.
Please check that you have entered it correctly in keycode.cpp
If this problem persists please contact Havok.com for assistance.
No simulation possible.   MiNumJacobians  k ) ? ? qhull Qt Pp W1e-7 E1e-7     qhull warning (memsize): free list table has room for only %d sizes
    qhull error (qh_memsize): called after qhmem_setup
  %d->%d   freelists (bytes->count): %7d calls to qh_setlarger
%7.2g     average copy size
  
memory statistics:
%7d quick allocations
%7d short allocations
%7d long allocations
%7d short frees
%7d long frees
%7d bytes of short memory in use
%7d bytes of short memory in freelists
%7d bytes of long memory allocated (except for input)
%7d bytes of long memory in use (in %d pieces)
%7d bytes per memory buffer (initially %d bytes)
  qh_memalloc long: %d bytes at %p
   qhull internal error (qh_memalloc): qhmem has not been initialized.
    qhull error (qh_memalloc): insufficient memory
 qh_memfree long: %d bytes at %p
    qh_meminitbuffers: memory initialized with alignment %d
    qhull error (qh_meminit): insufficient memory
  qhull internal error (qh_meminit): memory alignment %d is not a power of 2
 qhull error (qh_memsetup): insufficient memory
     qhull error (qh_memsetup): largest mem size %d is >= buffer size %d or initial buffer size %d
  qhull    %2.2g   %d   %s    qhull warning: additional output formats are not compatible with Geomview
      qhull warning: missing space after flag %c (%x); reserved for menu. Skipped.
   qhull warning: unknown flag %c (%x)
    qhull warning: unknown 'T' trace option %c, rest ignored
   TWide-trace qhull warning: missing max width for trace option 'TWn'.  Ignored
  TV-stop-after-point TV-stop-before-point    qhull warning: missing furthest point id for trace option 'TVn'.  Ignored
  TRerun      qhull warning: missing rerun count for trace option 'TRn'.  Ignored
    Trace-merge     qhull warning: missing merge id for trace option 'TMn'.  Ignored
   Trace-point qhull warning: missing point id for trace option 'TPn'.  Ignored
       qhull warning: option 'TO' mistyped.
Use 'TO', one space, file name, and space or end-of-line.
The file name may be enclosed in single quotes.
Do not use double quotes.  Option 'FO' ignored.
 TOutput-file    qhull error: missing end quote for option 'TO'.  Rest of line ignored.
 qhull error: filename for 'TO' too long.
       qhull warning: option 'TI' mistyped.

Use 'TI', one space, file name, and space or end-of-line.
Do not use quotes.  Option 'FI' ignored.
    TInput-file qhull error: could not open file "%s".  qhull error: filename for 'TI' too long.
   TFacet-log  qhull warning: missing frequency count for trace option 'TFn'.  Ignored
    TCone-stop  qhull warning: missing point id for cone for trace option 'TCn'.  Ignored
  Tz-stdout   qhull warning: output file undefined (stdout).  Option 'Tz' ignored.
   Tverify Tstatistics Tcheck-frequently   qhull warning: unknown 'Q' qhull option %c, rest ignored
   QV-good-facets-point    QV-good-facets-not-point    qhull warning: no good point id given for option 'QVn'.  Ignored
       qhull warning: good vertex already defined for option 'QVn'.  Ignored
  QRandom-seed    QRotate-id  qhull warning: missing random seed for option 'QRn'.  Ignored
  QJoggle QGood-if-dont-see-point QGood-if-see-point  qhull warning: missing good point id for option 'QGn'.  Ignored
        qhull warning: good point already defined for option 'QGn'.  Ignored
   Q9-pick-furthest    Q8-no-near-inside   Q7-no-breadth-first Q6-no-concave-merge Q5-no-check-outer   Q4-avoid-old-into-new       qhull warning: can not follow '1', '2', or '3' with a digit.  '%c' skipped.
    Q3-no-merge-vertices    Q2-no-merge-independent Q10-no-narrow   Q11-trinormals Qtriangulate qhull warning: unknown 'Q' qhull option 1%c, rest ignored
  Q1-no-angle-sort    Q0-no-premerge  Qz-infinity-point   Qxact-merge Qvertex-neighbors-convex    QupperDelaunay  Qtriangulate    Qsearch-initial-simplex Qrandom-outside Qmax-outside-only   Qinterior-keep  Qgood-facets-only   Qfurthest-outside   Qcoplanar-keep  QBound-dim-high Qbound-dim-low  Qb-project-dim  Qbbound-last    QbBound-unit-box    qhull warning: unknown 'P' print option %c, rest ignored
   PMerge-keep qhull input error: missing merge count for option 'PMn'
    PFacet-area-keep    qhull input error: missing facet area for option 'PFn'
 PArea-keep      qhull input error: missing facet count for keep area option 'PAn'
  Pprecision-ignore   Poutput-forced  PGood-facet-neighbors   Pgood-facets    PDrop-facets-dim-more   Pdrop-facets-dim-less   qhull warning: unknown 'G' print option %c, rest ignored
   GDrop-dim   qhull warning: can only drop one dimension.  Previous 'GD%d' ignored
   qhull input error: missing dimension for option 'GDn'
  Gvertices   Gtransparent    Gridges Gpoints Gouter  Gno-planes  Ginner  Gintersections  Gcentrums   Gall-points qhull warning: unknown 'F' output option %c, rest ignored
  Fxtremes    FVertex-average Ftriangles  FSize   Fsummary    FQhull  FPoint-nearest  Fpoint-intersect    FOptions    Fouter  FNeighbors-vertex   Fneighbors  Fmerges FIDs    Finner  FFacets-xridge  FD-cdd-out  Fd-cdd-in   FCentrums   Fcoplanars  FArea-total Farea   W-outside   qhull warning: missing outside width for option 'Wn'.  Ignored
 qhull warning: negative outside width for option 'Wn'.  Ignored.
   U-coplanar  qhull warning: missing coplanar distance for option 'Un'.  Ignored
 Visible     qhull warning: missing visible distance for option 'Vn'.  Ignored
  Random_perturb      qhull warning: missing random perturbation for option 'Rn'.  Ignored
   Halfspace   Halfspace-about qhull error: insufficient memory for 'Hn,n,n'
      qhull warning: origin for Halfspace intersection should be 'Hn,n,n,...'
    Distance-roundoff   qhull warning: no maximum roundoff given for option 'En'.  Ignored.
    qhull warning: negative maximum roundoff given for option 'An'.  Ignored.
  Centrum-postmerge   Centrum-premerge-       qhull warning: no centrum radius given for option 'Cn'.  Ignored.
  Angle-postmerge Angle-premerge-     qhull warning: no maximum cosine angle given for option 'An'.  Ignored.
    voronoi summary offFile normals mathematica incidence   facets  delaunay    qhull input warning: drop dimension 'GD%d' is only available for 3-d/4-d Geomview
      qhull input warning: coplanars, vertices, and centrums output not
available for 4-d output (ignored).  Could use 'GDn' instead.
        qhull input error: Geomview output for Voronoi diagrams only for 2-d
   qhull input error: no output specified for Geomview
    qhull input error: Geomview output is only available for 2-d, 3-d and 4-d
      qhull input error: Mathematica output is only available for 2-d and 3-d convex hulls and 2-d Delaunay triangulations
   Qcoplanar       qhull input warning: 'QJ' (joggle) will usually prevent coincident input sites for options 'Fc' and 'FP'
   Fvertices   Fvoronoi        qhull input error: option 'FC' is not available for Voronoi vertices ('v')
     qhull input error: option 'Ft' is not available for Voronoi vertices or halfspace intersection
 qhull input error: option 'Fp' is only used for 
halfspace intersection ('Hn,n,n').
    qhull input error: transparent Delaunay ('Gt') needs 3-d Delaunay ('d') w/o 'GDn'
      qhull input error: not enough points (%d) to construct initial simplex (need %d)
     0qhull configuration warning (qh_RANDOMmax in user.h):
   average of 1000 random integers (%.2g) is much different than expected (%.2g).
   Is qh_RANDOMmax (%.2g) wrong?
    PLMqhull configuration error (qh_RANDOMmax in user.h):
   random integer %d > qh_RANDOMmax (%.8g)
          OQRotate-random      qhull input error: tracing is not installed (qh_NOtrace in user.h)  Q3-no-merge-vertices-dim-high   qhull error: dimension %d must be > 1
      qhull input error: test vertex neighbors ('Qv') needs a merge option
   qhull input warning: option 'Qbb' (scale-last-coordinate) is normally used with 'd' or 'v'
     qhull input error: can not use infinity-point ('Qz') with upper-Delaunay ('Qu')
        qhull input error: use upper-Delaunay ('Qu') or infinity-point ('Qz') with Delaunay ('d') or Voronoi ('v')
     qhull input error: can not use Delaunay ('d') or Voronoi ('v') with halfspace intersection ('H')
   Pgood       qhull warning: real epsilon, %2.2g, is probably too large for joggle ('QJn')
Recompile with double precision reals (see user.h).
 >_zero-centrum   Qbbound-last-qj qhull warning: joggle ('QJ') always produces simplicial output.  Triangulated output ('Qt') does nothing.
  Qxact_merge _pre-merge  ~?    qhull warning: dimension %d for Qhull option %c is >= %d.  Ignored
     qhull warning: no dimension given for Qhull option %c.  Ignored
        qhull warning: value %2.4g for Print option %c is > +1 or < -1.  Ignored
       qhull warning: dimension %d for Print option '%c' is >= %d.  Ignored
   qhull warning: no dimension given for Print option '%c' at: %s.  Ignored
    %p %s set=%p maxsize=%d size=%d elems= %s set is HK_NULL
  qhull internal error (qh_setreplace): elem %p not found in set
 set:    qhull internal error (qh_setsize): current set size %d is greater than maximum size %d
 qh_settemppop: depth %d temp set %p of %d elements
     qhull internal error (qh_settemppop): pop from empty temporary stack
   qhull internal error (qh_settruncate): size %d out of bounds for set:
  qhull internal error (qh_setzero): index %d or size %d out of bounds for set:
  ERRONEOUS       qhull internal error (qh_setcheck): actual size %d of %s%d is greater than max size %d
 qhull internal error (qh_setcheck): %s%d (size %d max %d) is not HK_NULL terminated.
   qhull internal error (qh_setaddnth): nth %d is out-of-bounds for set:
  qh_settemp: temp set %p of %d elements, depth %d
   qh_settemppush: depth %d temp set %p of %d elements
        qhull internal error (qh_settempfree): set %p (size %d) was not last temporary allocated (depth %d, set %p, size %d)
   qhull internal error (qh_attachnewfacets): couldn't find visible facet for horizon f%d of newfacet f%d
 flipped facet   qhull internal error (qh_facetintersect): f%d or f%d not in others neighbors
   qhull warning: more than %d ridges.  ID field overflows and two ridges
may have the same identifier.  Otherwise output ok.
     qhull internal error (qh_deletevisible): qh num_visible %d is not number of visible facets %d
  qhull internal error (qh_makenew_nonsimplicial): simplicial f%d sharing two ridges with f%d
    qhull precision error: facets f%d, f%d and f%d meet at a ridge with more than 2 neighbors.  Can not continue.
  a ridge with more than two neighbors    qhull precision error: Vertex sets are the same for f%d and f%d.  Can not force output.
    two facets with the same vertices   qhull internal error (qh_matchnewfacets): %d neighbors did not match up
        qhull precision error: point p%d is outside facet f%d, distance= %6.8g maxoutside= %6.8g
       qhull precision error: f%d is coplanar or concave to f%d.  Centrum of f%d is %6.4g above f%d
   qhull precision error: f%d is concave to f%d.  Centrum of f%d is %6.4g above f%d
       qhull note: recomputing centrums for convexity test.  This may lead to false, precision errors.
        qhull precision error: f%d is clearly not convex to f%d, since p%d (v%d) is %6.4g above
    coplanar ridge      qhull precision error: f%d is concave to f%d, since p%d (v%d) is %6.4g above
   concave ridge   qhull precision error: initial simplex is not convex. Distance=%.2g
    coplanar or concave ridge       qhull precision error: f%d is flipped (interior point is outside)
      
A flipped facet occurs when its distance to the interior point is
greater than %2.2g, the maximum roundoff error.
 qhull precision error: facet f%d is flipped, distance= %6.12g
      qhull internal error (qh_infiniteloop): potential infinite loop detected
   DUPLICATED/MATCH    ridge with multiple neighbors   qhull internal error (qh_matchduplicates): no maximum match at duplicate f%d skip %d at hash %d
        qhull internal error (qh_matchduplicates): missing dupridge at f%d skip %d for new f%d skip %d hash %d
 qhull internal error (qh_nearvertex): qh.VERTEXneighbors and facet->center required for tricoplanar facets
     qhull input error: more than %d vertices.  ID field overflows and two vertices
may have the same identifier.  Vertices not sorted correctly.
   qhull internal errror (point_add): point p%d is out of bounds (%d)
 qhull internal warning (point_add): unknown point %p id %d
 
 neighbors:    v%d     hash %d f%d     
  new facets %d visible facets %d next facet for qh_addpoint %d
  vertices (new %d):   
       qh_printlists: facets:  qhull error (qh_triangulate_link): mirror facets f%d and f%d do not match for old facets f%d and f%d
   qhull precision error (qh_check_bestdist): a coplanar point is %6.2g from convex hull.  The maximum value (qh.outside_err) is %6.2g
    
%d points were well inside the hull.  If the hull contains
a lens-shaped component, these points were not verified.  Use
options 'Qci Tv' to verify all points.
       
qhull output completed.  Verifying that %d points are
below %2.2g of the nearest %sfacet.
 good    qh_check_maxout: p%d is %.2g above f%d
 qh_check_maxout: p%d (v%d) is %.2g from f%d
        qhull precision error (qh_check_points): a coplanar point is %6.2g from convex hull.  The maximum value (qh.outside_err) is %6.2g
  qhull warning (qh_check_points): missing normal for facet f%d
      
Output completed.  Verifying that all points are below %2.2g of
all %sfacets.  Will make %2.0f distance computations.
 
Output completed.  Verifying that all points are below outer planes of
all %sfacets.  Will make %2.0f distance computations.
  
qhull input warning: no outer plane check ('Q5') or no processing of
near-inside points ('Q8').  Verify may report that a point is outside
of a facet.
        
qhull input warning: exact merge ('Qx').  Verify may report that a point
is outside of a facet.  See qh-optq.htm#Qx
   
qhull input warning: merging without checking outer planes ('Q5' or 'Po').
Verify may report that a point is outside of a facet.
  qh_checkfacet: ridges r%d and r%d have the same vertices
   qhull internal error (qh_checkfacet): facet f%d skip %d and neighbor f%d skip %d do not match 
 qhull precision error (qh_checkfacet): vertex v%d in f%d intersect f%d but
 not in a ridge.  This is ok under merging.  Last point was p%d
     qhull internal error (qh_checkfacet): vertex v%d in r%d not in f%d intersect f%d
       qhull internal error (qh_checkfacet): facet f%d does not have a ridge for neighbor f%d
 qhull internal error (qh_checkfacet): for facet f%d, neighbor f%d of ridge r%d not in facet
    qhull internal error (qh_checkfacet): ridge between f%d and f%d has %d vertices
        qhull internal error (qh_checkfacet): facet f%d has a duplicate ridge r%d
  vertices for r      qhull internal error (qh_checkfacet): facet f%d has a duplicate neighbor f%d
   qhull internal error (qh_checkfacet): facet f%d has neighbor f%d, but f%d does not have neighbor f%d
   qhull internal error (qh_checkfacet): facet f%d still has a MERGE or DUP neighbor
      qhull internal error (qh_checkfacet): for facet f%d, #ridges %d < #neighbors %d or (3-d) > #vertices %d or (2-d) not all 2
     qhull internal error (qh_checkfacet): for facet f%d, #vertices %d or #neighbors %d < qh hull_dim
       qhull internal error (qh_checkfacet): for simplicial facet f%d, #vertices %d + #neighbors %d != 2*qh hull_dim
  qhull internal error (qh_checkfacet): vertices of f%d are not in descending id order at v%d
    qhull internal error (qh_checkfacet): deleted vertex v%d in f%d
    neighbors for f coplanarset for f   outsideset for f    ridges for f    vertices for f      qhull internal error (qh_checkfacet): facet f%d does not have  a normal
        qhull internal error (qh_checkfacet): facet f%d is on the visible_list
 qhull warning: #vertices %d + #facets %d - #edges %d != 2
	A vertex appears twice in a edge list.  May occur during merging.    qhull internal error (qh_checkpolygon): #vertices %d != #facets %d
     qhull internal error (qh_checkpolygon): actual number of vertices is %d, cumulative vertex count is %d
 qhull internal error (qh_checkpolygon): vertex neighbors inconsistent.  Totvneighbors %d, totvertices %d
   neighbors for v     qhull internal error (qh_checkpolygon): actual number of facets is %d, cumulative facet count is %d - %d visible facets
        qhull internal error (qh_checkpolygon): unknown point %p for vertex v%d first_point %p
 qhull internal error (qh_checkpolygon): visible list f%d no longer on facet list
       qhull internal error (qh_checkpolygon): f%d has outside points before qh facet_next
    qhull internal error (qh_facet3vertex): ridges for facet %d don't match up.  got at least %d
   qhull internal error (qh_facet3vertex): only %d vertices for simplicial facet f%d
      qhull warning: good vertex p%d does not match last good facet f%d.  Ignored.
   qhull warning: point p%d is a vertex for every facet ('QV-%d').
    qhull warning: point p%d is not a vertex ('QV%d').
 qhull precision warning: 
The initial hull is narrow (cosine of min. angle is %.16f).
A coplanar point may lead to a wide facet.  Options 'QbB' (scale to unit box)
or 'Qbb' (scale last coordinate) may remove this warning.  Use 'Pp' to skip
this warning.  See 'Limitations' in qh-impre.htm.
      ?_narrow-hull    G?qhull precision error: initial facet %d is coplanar with the interior point
    initial facet is coplanar with interior point   qhull error (qh_triangulate): tricoplanar facet f%d not owned by its visible, non-simplicial facet f%d
 qhull error (qh_triangulate): ridges still defined for f%d
     qhull input error: point for QV%d is inside initial simplex.  It can not be made a vertex.
     qhull input error: 'Qg' (ONLYgood) needs a good threshold ('Pd0D0'), a
good point (QGn or QG-n), or a good vertex with 'QJ' or 'Q0' (QVn).
     qhull input error: 'Qg QVn' (only good vertex) does not work with merging.
Use 'QJ' to joggle the input or 'Q0' to turn off merging.
   Options selected for Qhull %s:
%s
  
Trace level %d for %s | %s
    qhull input error: either QGn or QVn point is > p%d
    qh_new_qhull: start qhull_cmd argument with "qhull "
   qhull       qhull internal error (qh_determinate): only implemented for dimension >= 2
     qhull internal error (qh_detsimplex): #points %d < dimension %d
        qhull internal error (qh_facetarea_simplex): #points %d != dim %d -1
   qhull internal error (qh_maxsimplex): not enough points available
      qhull input error: input is less than %d-dimensional since it has the same x coordinate
        qhull precision error (qh_maxsimplex for voronoi_center):
%d points with the same x coordinate.
    input has same x coordinate %6.3g    p%d    qhull internal error (qh_projectpoints): newdim %d should be %d after projection
   qh_rotatepoints: rotate points by   qhull input error: can not scale last coordinate.  New bounds [0, %2.2g] are too wide for
existing bounds [%2.2g, %2.2g] (width %2.2g)
 qhull input error: can not scale last coordinate.  Input is cocircular
   or cospherical.   Use option 'Qz' to add a point at infinity.
        qhull input error: %d'th dimension's new bounds [%2.2g, %2.2g] too wide for
existing bounds [%2.2g, %2.2g]
     qhull input error: 'Qb%d' or 'QB%d' inverts paraboloid since high bound %.2g < low bound %.2g
   and distance:  
     at offset:    
     halfspace:    %6.8g   qhull input error: feasible point is not clearly inside halfspace
feasible point:    %6.2g  qh_sethalfspace: halfspace at offset %6.2g to point:    qh_voronoi_center: at infinity for  qhull internal error (qh_voronoi_center):
  need at least %d points to construct a Voronoi center
  qhull error: insufficient memory to copy %d points
    4computing area of each facet and volume of the convex hull
 qh_maxmin: found the max and min points (by dim):      7qhull internal error (qh_projectinput): HALFspace defined without qh.feasible_point
    qhull error: insufficient memory to project %d points
  qhull internal error (qh_projectinput): dimension after projection %d != hull_dim %d
   The halfspace was at index %d
  qhull error: insufficient memory to compute dual of %d halfspaces
      qhull input warning: minimum visibility V%.2g is greater than 
minimum outside W%.2g.  Flipped facets are likely.
    ?_wide-facet Width-outside   U-coplanar-distance Visible-distance        qhull error: the joggle for 'QJn', %.2g, is below roundoff for distance computations, %.2g
 _near-inside    _one-merge  Centrum-postmerge-with-random   Centrum-premerge-with-random    Angle-postmerge-with-random Angle-premerge-with-random  4Error-roundoff  _max-width  _joggle-seed    qhull error: the current joggle for 'QJn', %.2g, is too large for the width
of the input.  If possible, recompile Qhull with higher-precision reals.
   qhull error: insufficient memory to joggle %d points
   ridges with multiple neighbors  zero divisors during gaussian elimination   zero divisors during back substitute    nearly singular or axis-parallel hyperplanes    degenerate hyperplanes recomputed with gaussian elimination coplanar points during partitioning coplanar horizon facets for new vertices    flipped facets  concave half ridges in output   coplanar half ridges in output  precision problems (corrected unless 'Q0' or an error)  min. denominator in hyperplane computation  min. distance of an output vertex to a facet    max. distance of an output vertex to a facet    max. distance of a new vertex to a facet    ave. distance of a new vertex to a facet (not 0s)   precision statistics      minimum facet area      maximum facet area    total area of facets      minimum angle (cosine) of facet normals across a ridge      maximum angle (cosine) of facet normals across a ridge    average angle (cosine) of facet normals for all ridges    maximum merges for a facet (at most 511)  average merges per facet (at most 511)  facets before post merge    ridges created altogether   facets created altogether   vertices created altogether cpu seconds for qhull after input   average number of neighbors per vertex  maximum number of vertices  average number of vertices per facet    maximum number of neighbors average number of neighbors per facet   maximum number of ridges    average number of ridges per facet  number of simplicial facets that were merged    number of non-simplicial facets in output   number of facets in output  number of vertices in output    summary information   ave. distance tests per check points checked for facets' outer planes distance tests to report minimum vertex distance tests for facet visibility good facets found   points ignored (didn't create a good new facet) points ignored (not above a good facet) points ignored (not above max_outside)  determinants not computed because vertex too low    determinants computed (area & initial hull) searches of all points for initial simplex    number of trials  average partition balance     standard deviation    average new facet balance       maximum (includes initial simplex)  ave. new or merged facets per iteration ave. horizon facets per iteration   ave. visible vertices per iteration     maximum   ave. facets deleted per iteration   ave. visible facets without an horizon neighbor   ave. visible facets per iteration   max. vertices at any one time     max. random joggle    retries due to precision problems   points processed    build hull statistics   difference in max_outside at final check      inside points that were coplanar with a facet   inside points kept with a facet   inside points     repartitioned coplanar points for flipped orientation angle tests for repartitioned coplanar points    horizon facets better than bestfacet   calls to findhorizon     calls due to qh_sharpnewfacets  ave. clearly better    calls to findbestnew     ave. coplanar search    max. facets tested  ave. facets tested calls to findbest       maximum vertices deleted per iteration  total vertices deleted  partitioning statistics (see previous for outer planes) distance tests for computing furthest      distance tests for these partitions  partitions of coplanar points or deleted vertices   total number of distance tests  distance tests for statistics   distance tests for output   distance tests for checking good point  distance tests for checking convexity   distance tests for checking flipped facets  distance tests for partitioning partitions of a point   distance tests for initial partition    concave ridges in getmergeset   coplanar centrums in getmergeset    coplanar angles in getmergeset  distance tests for checking simplicial convexity    distance tests for centrum convexity    distance tests for best merge   best merges used centrum instead of vertices    angles computed for ridge convexity statistics for determining merges   duplicated ridges with flipped facets   duplicated ridges in same merge cycle   average number of tests per subridge    total lookups of subridges (duplicates and boundary)    average number of tests to match a ridge    total lookups for matching ridges of new facets statistics for matching ridges  non-convex vertex neighbors merges due to redundant neighbors   merges due to flipped facets in duplicated ridge    vertices deleted by degenerate facet    vertices deleted by merging into coplanar horizon   vertices deleted by merging horizon facets merged into new facets   new facets merged   new facets merged into horizon    max. facets     ave. facets per cycle cycles of facets merged into coplanar horizon   simplices merged into coplanar horizon  merged a simplex    total number of facets or cycles of facets merged   centrums frozen due to extra vertices   centrums frozen due to a wide merge max distance of merged vertex below facet (or roundoff)     max distance of vertex or coplanar point above facet (w/roundoff)     additional non-convex ridges  initial non-convex ridges for post merging    maximum additional in one pass      ave. additional non-convex ridges per iteration     maximum   ave. initial non-convex ridges per iteration    merge iterations    statistics for merging  merges due to duplicated ridges merges due to removing flipped facets   merges due to degenerate facets coplanar/concave merges due to avoiding old merge   merges due to concave facets    merges due to coplanar facets     maximum merge distance      average merge distance    merges due to angle coplanar facets for ridges and their vertex sets    for input points and outside and coplanar sets  for vertices and their neighbor sets    for facets and their normals, neighbor and vertex sets  memory usage statistics (in bytes)    max. number of ridges per tested vertex     ave. number of ridges per tested vertex      max. found for a vertex     ave. number found per vertex intersections found redundant vertices  intersections failed to find a redundant vertex vertex intersections for locating redundant vertices      deleted   vertices removed from facets due to no ridges     facets deleted because of no neighbors    degenerate facets due to dropped neighbors  dropped neighbors due to renamed vertices   deleted ridges due to renamed vertices    duplicate ridges detected rename failures due to duplicated ridges    renamed vertices shared by multiple facets  renamed vertices in a pinched facet renamed vertices shared by two facets   renamed vertex statistics   degenerate new facets in output (same ridge)    mirrored pairs of new facets deleted (same vertices)    HK_NULL new facets deleted (duplicated vertex)    max. new facets created     ave. new facets created (may be deleted)  non-simplicial facets triangulated  Triangulation statistics (Qt)   bounded ridges with near-zero normal      max. angle to ridge     ave. angle to ridge   bounded ridges with ok normal     max. distance of midpoint to ridge      ave. distance of midpoint to ridge    bounded ridges    max. distance to ridge      ave. distance to ridge    non-simplicial Voronoi vertices for all ridges  Voronoi ridge statistics    qhull error (qh_initstatistics): increase size of qhstat.id[].
      qhstat.next %d should be <= sizeof(qhstat id) %d
   %s
    %7.3g   %7d %7.2g    *0 cnt*    %6.2e    %6.2g max. distance for merging two simplicial facets
 %6.2g max. roundoff error for arithmetic operations
 %6.2g min. denominator for divisions
  zero diagonal for Gauss:     %6.2g radius of post-merge centrum
     %6.2g max. cosine for post-merge angle
     %6.2g radius of pre-merge centrum
  %6.2g max. cosine for pre-merge angle
  %6.2g max. distance for near-inside points
    
precision constants:
 %6.2g max. abs. coordinate in the (transformed) input ('Qbd:n')
 %6.2g max. roundoff error for distance computation ('En')
 %6.2g max. roundoff error for angle computations
 %6.2g min. distance for outside points ('Wn')
 %6.2g min. distance for visible facets ('Vn')
 %6.2g max. distance for coplanar facets ('Un')
 %6.2g max. facet width for recomputing centrum and area
 
%s
 qhull invoked by: %s | %s
%s with options:
%s
 qh_addpoint: add p%d (v%d) to hull of %d facets (%2.2g above f%d) and %d outside at %4.4g CPU secs.  Previous was p%d.
 
At  & %2.5g CPU secs, qhull has created %d facets and merged %d.
 The current hull contains %d facets and %d vertices.  There are %d
 outside points.  Next is point p%d (v%d), %2.2g above f%d.
      
At  & %2.5g CPU secs, qhull has created %d facets and merged %d.
 The current hull contains %d facets and %d vertices.  Last point was p%d
      Maximum distance of %svertex below facet: %2.2g    (%.1fx)
     Maximum distance of %spoint above facet: %2.2g    merged    %s volume:       %2.8g
     %s facet area:   %2.8g
   Approximate   Input joggled by: %2.2g
    After %d retries, input joggled by: %2.2g
      Percentage of runs with precision errors: %4.1f
    CPU seconds to compute hull (after input): %2.4g
   Number of merged facets: %d
    Number of distance tests for checking: %d
      Number of distance tests for merging: %d
   Number of distance tests for qhull: %d
     Number of facets in hull: %d
   Number of hyperplanes created: %d
      Number of points processed: %d
    QR%d

 
Statistics for: %s | %s      Number of triangulated facets: %d
      Number of%s non-simplicial facets: %d
      Number of 'good' facets: %d
    Number of facets: %d
   Number of %s points: %d
  coplanar    interior    coplanar and interior     Number of vertices: %d
   
Convex hull of %d points in %d-d:

      Number of%s non-simplicial intersection points: %d
     Number of 'good' intersection points: %d
   Number of intersection points: %d
      Number of %s halfspaces: %d
  similar redundant   similar and redundant     Number of non-redundant halfspaces: %d
     Number of halfspaces: %d
 
Halfspace intersection by the convex hull of %d points in %d-d:

    Number of%s non-simplicial Delaunay regions: %d
    Number of%s Delaunay regions: %d
   Number of input sites%s: %d
      
Delaunay triangulation by the convex hull of %d points in %d-d:

      
Furthest-site Delaunay triangulation by the convex hull of %d points in %d-d:

      Number of%s non-simplicial Voronoi vertices: %d
    Number of%s Voronoi vertices: %d
  'good'   Total number of nearly incident points: %d
     Number of nearly incident points: %d
   Total number of deleted points due to merging: %d
      Number of Voronoi regions%s: %d
   and at-infinity    
Voronoi diagram by the convex hull of %d points in %d-d:

 
Furthest-site Voronoi vertices by the convex hull of %d points in %d-d:

      
At a premature exit due to 'TVn', 'TCn', 'TRn', or precision error.    qhull precision error (qh_findhorizon): empty horizon
Point p%d was above all facets.
  horizon qh_findhorizon: does not work for tricoplanar facets.  Use option 'Q11'
    visible     qhull internal error (qh_nextfurthest): num_outside %d is too low
by at least %d, or a random real %g >= 1.0
   nearly incident point   nearly incident point (narrow hull) DISTANT     qh_partitioncoplanar: ====== p%d from f%d increases max_outside to %2.2g of f%d last p%d
       qhull precision error (qh_partitionvisible): all new facets deleted as
        degenerate facets. Can not continue.
    qh_addpoint: HK_NULL facet.  Need to call qh_findbestfacet first
       qhull internal error (qh_buildhull): %d outside points were never processed.
   qhull internal error (qh_buildhull): new vertex f%d in vertex list
     qhull internal error (qh_buildhull): visible or new facet f%d in facet list
    _run    
qhull precision error: %d attempts to construct a convex hull
        with joggled input.  Increase joggle above 'QJ%2.2g'
	or modify qh_JOGGLE... parameters in user.h
       qhull internal error (qh_qhull): temporary sets not empty (%d)
 
Testing all coplanar points.
  For post-merging    First post-merge    For testing vertex neighbors    from p%d to f%d
    qh_distplane:     Last merge was #%d.
    Last point added p%d visitid %d.  qh_findbestnew: point p%d facet f%d. Stop? %d if dist > %2.2g
  qhull internal error (qh_findbestnew): no new facets for point p%d
     qhull precision error (qh_findbestnew): merging has formed and deleted a cone of new facets.  Can not continue.
    zero diagonal on back substitution  qh_gausselem: result    zero pivot for Gaussian elimination Matrix: qh_gausselim: 0 pivot at column %d. (%2.2g < %2.2g)
        qhull internal error (qh_getcenter): not defined for %d points
 
qh_findbest: all neighbors of facet %d are flipped or upper Delaunay.
Please report this error to [email protected] with the input and all of the output.
      Last merge was #%d.  max_outside %2.2g
     Last point added was p%d.   testhorizon? %d noupper? %d       qh_findbest: point p%d starting at f%d isnewfacets? %d, unless %d exit if > %2.2g
  %2.2g   qh_setfacetplane: f%d offset %2.2g normal:  qh_setfacetplane: ====== vertex p%d (v%d) increases max_outside to %2.2g for new facet f%d last p%d
    

Current summary is:
    Last merge was #%d.     Last point added to hull was p%d. qh_setfacetplane: facet f%d created.
       qhull error (qh_appendmergeset): mirrored facets f%d and f%d do not have the same vertices
     qhull error (qh_appendmergeset): facet f%d or f%d is already a mirrored facet
  qhull internal error (qh_findbestneighbor): no neighbors for f%d
   qhull internal error (qh_mergecycle_ridges): bad ridge r%d
 TRACE   qh_mergevertex_neighbors: of f%d and f%d at furthest p%d f0= %p
        qhull internal error (qh_mergevertices): facets did not share a ridge
  qh_renamevertex: renamed pinched v%d to v%d between f%d and f%d
    qh_renamevertex: renamed v%d to v%d in oldfacet f%d
    qh_renamevertex: renamed v%d to v%d in several facets
      
At  & %2.5g CPU secs, qhull has merged %d facets.  The hull
  contains %d facets and %d vertices.
     qh_mergecycle: does not work for tricoplanar facets.  Use option 'Q11'
 MERGING Option 'Qx' may avoid this problem.
    
qhull precision error: Only %d facets remain.  Can not merge another
pair.  The input is too degenerate or the convexity constraints are
too strong.
  qhull internal error (qh_mergefacet): either f%d and f%d are the same or one is a visible facet
        qh_mergefacet: does not work for tricoplanar facets.  Use option 'Q11'
 qhull internal error (qh_rename_sharedvertex): v%d's neighbors not in f%d
      qhull internal error (qh_forcedmerges): f%d and f%d had a duplicate ridge but as f%d and f%d they are no longer neighbors
      qhull internal error (qh_merge_degenredunant): f%d redundant but f%d has no replacement
    qh_mergecycle_all: f%d without normal
  
%s with 'C%.2g' and 'A%.2g'
   reason  qh_detvnorm: Voronoi vertex or midpoint qh_detvnorm: too few points (%d) to compute separating plane
       qh_detvridge3: neigbors of vertex p%d are not connected at facet %d
    qhull internal error (qh_order_vertexneighbors): no neighbor of v%d for f%d
     0
        @?$?8.4g %8.4g %8.4g 1.0
  %8.4g %8.4g %8.4g
%8.4g %8.4g %8.4g
    VECT 1 2 1 2 1 # f%d
   Line[{{%16.8f, %16.8f}, {%16.8f, %16.8f}}]
 %8.4g %8.4g %8.4g 1.0 }
    %d  %8.4g   0   { OFF %d 1 1 # f%d
 }]  {%16.8f, %16.8f, %16.8f}    Polygon[{   ,
   %8.4g   p%d:    f%d      neighbors:     ridgedeleted    deleted     %5.2g  - p%d (v%d):      NULLvertex
    p%d (v%d)  %d %d %d    3 %d %d %d %8.4g %8.4g %8.4g 1 #r%d f%d f%d
    3 %d %d %d %8.4g %8.4g %8.4g 1 # f%d f%d
   %d
 qh_printextremes_2d: loop in facet list.  facet %d nextfacet %d
    3 0 1 2 %8.4g %8.4g %8.4g 1.0
  projected p%d
  p%d (coplanar facets)
  %8.4g %8.4g %8.4g %8.4g #   %8.4g %8.4g %8.4g #     # intersect f%d f%d
    OFF 3 1 1   VECT 1 %d 1 %d 1    %8.4g %8.4g %8.4g 1
     # p%d
 VECT 1 2 1 2 1
 VECT 1 1 1 1 1
 end
    1   %d
%d
  %s | %s
begin
%d %d real
  between f%d and f%d
vertices:     nonconvex   tested      - r%d  }}}
    1
  %8.4g 0 0 0 # v%d
 0 %8.4g 0 0
0 0 %8.4g 0
 {appearance {-edge -normal normscale 0} {
INST geom {define vsphere OFF
18 32 48

0 0 1
1 0 0
0 1 0
-1 0 0
0 -1 0
0 0 -1
0.707107 0 0.707107
0 -0.707107 0.707107
0.707107 -0.707107 0
-0.707107 0 0.707107
-0.707107 -0.707107 0
0 0.707107 0.707107
-0.707107 0.707107 0
0.707107 0.707107 0
0.707107 0 -0.707107
0 0.707107 -0.707107
-0.707107 0 -0.707107
0 -0.707107 -0.707107

3 0 6 11
3 0 7 6	
3 0 9 7	
3 0 11 9
3 1 6 8	
3 1 8 14
3 1 13 6
3 1 14 13
3 2 11 13
3 2 12 11
3 2 13 15
3 2 15 12
3 3 9 12
3 3 10 9
3 3 12 16
3 3 16 10
3 4 7 10
3 4 8 7
3 4 10 17
3 4 17 8
3 5 14 17
3 5 15 14
3 5 16 15
3 5 17 16
3 6 13 11
3 7 8 6
3 9 10 7
3 11 12 9
3 14 8 17
3 15 13 14
3 16 12 15
3 17 10 16
} transforms { TLIST
  qh_printvdiagram: unknown print format %d.
 1 %d
   }
   # p%d is coplanar or isolated
  # p%d (v%d)
   # %d f%d
   %d
%d %d 1
  0 # infinity not used
 {appearance {+edge -face} OFF %d %d 1 # Voronoi centers and cells
      qhull input warning: more coordinates for 'H%s' than dimension %d
      qhull input error: halfspace intersection needs a feasible point.
Either prepend the input with 1 point or use 'Hn,n,n'.  See manual.
  1 }}}
  %8.4g %8.4g %8.4g 0
    {INST geom { : centrum } transform { # f%d
     {INST geom { define centrum CQUAD  # f%d
-0.3 -0.3 0.0001     0 0 1 1
 0.3 -0.3 0.0001     0 0 1 1
 0.3  0.3 0.0001     0 0 1 1
-0.3  0.3 0.0001     0 0 1 1 } transform { 
    {appearance {-normal -edge normscale 0}         qhull internal error (qh_printend): number of ridges %d != number printed %d and at end %d
 qhull warning: no facets printed
   3 0 1 2 %8.4g %8.4g %8.4g
  # r%d between f%d f%d
  OFF 3 1 1 # f%d
    # ridge between f%d f%d
    OFF 3 1 1 # ridge between f%d f%d
   DUP     MERGE      - neighboring facets:       - vertices:       furthest distance= %2.2g
     - coplanar set:  %d points.     - coplanar set:     - coplanar set (furthest p%d):
     - furthest distance= %2.2g
   Furthest      - outside set:  %d points.      - outside set:      - outside set (furthest p%d):
      - maxoutside: %10.7g
       - center:       - offset: %10.7g
       - normal:       - merges: %d
       - was horizon to f%d
       - owner of normal & centrum is facet f%d
       - shares same visible/horizon as f%d
       - replacement: f%d
     - area: %2.2g
   redundant   degenerate  notfurthest     flipped     newmerge    mergeridge2     mergeridge1     dupridge    keepcentrum     mergehorizon    coplanar    seen    notG    new     visible     upperDelaunay   tricoplanar     simplicial  bottom  top        - flags:    - f%d
   NULLfacet
  DUPLICATEridge
     MERGEridge
         - all ridges:      - ridges:
   r%d        - ridges (ids may be garbage):      qhull internal error (qh_printbegin): can not use this format for dimension %d
 %d
%d %d %d
    {
  qhull warning: output is the Delaunay triangulation
    %s | %s
begin
    %d %d real
       qhull warning: writing Delaunay.  Use 'p' or 'o' for Voronoi centers
   4OFF %d %d 1
   0 1 1 1  # color of points
 # 1 color for all
  # 1 point per line
1    VECT %d %d 1
   4VECT %d %d 1
  LIST # %s | %s
 {appearance {+edge -evert linewidth 2} LIST # %s | %s
  {appearance {linewidth 3} LIST # %s | %s
   qhull warning: 'Gnh' generates no output in 4-d
    qhull warning: output for vertices not implemented in 4-d
      qhull warning: output for outer/inner planes and centrums not implemented in 4-d
       qhull warning: output for ridges and intersections not implemented in 2-d
  Vertices and facets:
   %d %d %d %6.8g 
    qhull input error (qh_printafacet): option 'Fp' needs qh feasible_point
    no normal for facet f%d
    %6.8g %6.8g
    10 %d %d %d %d %d %d %d %d %d %d
2  0
2     %s | %s
    %d 1
   qhull warning: CDD format is not available for centrums, halfspace
intersections, and OFF file format.
 qhull internal error (qh_produce_output): temporary sets not empty (%d)
size in bytes: merge %d ridge %d vertex %d facet %d
         normal %d ridge vertices %d facet vertices or neighbors %d
    ?I@HK_NULL     >?456789:;<=   	
 

           ¬ !"#$%&'()*+,-./0123(%f %f %f)  (%f %f %f %f)   
]]></hkrawdata>
   	<hkrawdata>
		<name>   </name>
		<info>    </info>
		<size>    </size><![CDATA[
   B 	</hkobject>
   </hkparam>
 		<hkparam name="%s" type="%s"> >
   owner="%s" 	<hkobject name="%s" type="%s"  info    /hkrawdata ?_FIXED_RIGID_BODY  Illegal byte sequence   Directory not empty Function not implemented    No locks available  Filename too long   Resource deadlock avoided   Result too large    Domain error    Broken pipe Too many links  Read-only file system   Invalid seek    No space left on device File too large  Inappropriate I/O control operation Too many open files Too many open files in system   Invalid argument    Is a directory  Not a directory No such device  Improper link   File exists Resource device Unknown error   Bad address Permission denied   Not enough space    Resource temporarily unavailable    No child processes  Bad file descriptor Exec format error   Arg list too long   No such device or address   Input/output error  Interrupted function call   No such process No such file or directory   Operation not permitted No error        Z o n e S t a t s . z o n e . m s n . c o m     Q u e r y S u c c e s s     Q u e r y A t t s   Q M o r e I n f o   Q C o n n S u c c e s s     Q C o n n A t t s   Q B y t e s R c v d     Q B y t e s S e n t     R e p o r t S t a t u s     M o r e I n f o     L o g M a x T i m e     L o g M a x S i z e     L o g S u c c e s s     L o g A t t s   C o n n S u c c e s s   C o n n A t t s     B y t e s S e n t   V e r s i o n _ S c h e m a     V e r s i o n _ Z S     WIProxyCreate   WIProxy ? N?5? eN???  9 |5?JWd<~CQ6+xz?|v? 0?&*Ss%O-?-Il 5L'
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     R e g Q u e r y V a l u e E x   R e g O p e n K e y E x     T i t l e s \   S o f t w a r e \ M i c r o s o f t \ M i c r o s o f t   G a m e s \ Z o n e S t a t s \   % l u   % I 6 4 u   R e g S e t V a l u e E x   W r i t e : R e g C r e a t e K e y E x     % 0 2 x     < /     / >     = "     ?   / O U ? ? ?     ? ? . z s t     < l >   /   % 0 2 X     . z s l     < / l >     < g t   v = "   < / g s >   " >     "   o s p = "   "   v = "   "   d = "   "   e = "   "   t = "   "   s = "   < g s   m = "   < / e i >   "   c = "   < e i   t = "   < / g i >   < g i >     ? ? / ? _ ?  a?   H T ? ? ? ?? i ? ?? $? A? ^? {? ?? ?? ?? ?? ??     ha? p ? "? ?  ? ?? ?? ? ?  ? 0 A d ?        ? ? c o l l e c t o r / c o l l e c t o r . a s p x     . b i g     [ F U L L   S T A R T ] 
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 [ F U L L   E N D ] 
     C o n t e n t - t y p e :   t e x t / x m l     < g e t C o n f i g / >     "   b = "   "   l a = "     "   l s = "     "   c a = "     < c i   c s = "     "   I = "   "   V = "   "   N = "   "   U = "   "   z = "   < c o   g = "   < c m d   v = " u p l o a d " / >   < c l r >   < ? x m l   v e r s i o n = " 1 . 0 " ? >   < / c l r >     < d e b u g _ s e r v e r _ r e s p o n s e   v = " 1 " / >     . s e n t   * . s e n t     * . b i g   0 ?? ?  ? A.? ?? ? ? ?? 0 A d ?         b? 8 q u e r y / q u e r y . a s p x     z s r e d g     q e d   ? ? ? ? ? HZ? RZ? ? ?                  c?    m=? ? ? ? {? {?  2? ? ? ?? ?? !{? ?? I? ??  8? ?? ??  c?   H  Z k ?   N ?? ? ?     ? p x i     v n     e t     e n     e c     m e     f e     D a t a G r o u p E n u m   v a l u e s     ? ? ? ? ? HZ? RZ? ? ?                 ? ? H m=? ? ? ? {? {?  Z? ? ? !{? I? ??     ? ? z s r d g r s   q d r    z s r e s t     q e s t           0e?        0e? h \Z?             d s     % 0 2 d - % 0 2 d - % 0 2 d T % 0 2 d : % 0 2 d : % 0 2 d   M o d e N a m e     S c e n a r i o N a m e     G a m e D a t e   ?   z s r g d   q g s   Hk? Gj? ??     Hg? ? g i     c   e i     o s p   v   t   g s       ? ? ? ? HZ? RZ? ? o?            z s r r s   q e r  \Z? I n t e r n e t W r i t e F i l e   E x i t i n g . 
   I n t e r n e t W r i t e F i l e   S i g n a l e d   I O   c o m p l e t e . 
     I n t e r n e t W r i t e F i l e   E r r o r ,   E R R O R _ I O _ P E N D I N G 
     I n t e r n e t W r i t e F i l e   E r r o r 
     Z o n e S t a t s C l i e n t   P O S T     H T T P / 1 . 1     t e x t / x m l     T r u e     M I     m t     O V S Z     S A V L     r s p   I n t e r n e t W r i t e F i l e   ( q _ f o o t e r )     "   b r = "     "   b s = "     "   q a = "     "   q s = "     < c m d   v = " q u e r y " / >    ?UuidCreate  ?UuidFromStringW ? timeGetTime ? timeEndPeriod ? timeBeginPeriod @ WSASocketA  ' WSAIoctl  ? D3DXMatrixInverse ? D3DXMatrixTranspose @D3DXVec4Transform ? D3DXMatrixMultiply  3D3DXVec3Transform 7D3DXVec3TransformNormal ? D3DXPlaneFromPointNormal  ? D3DXPlaneNormalize  ? D3DXMatrixPerspectiveOffCenterLH  ? D3DXMatrixMultiplyTranspose ? D3DXQuaternionMultiply  ? D3DXMatrixRotationQuaternion  5D3DXVec3TransformCoord   D3DXComputeBoundingBox  0D3DXVec3Normalize . D3DXCreateEffectCompiler  ¬ D3DXCreateBuffer  v D3DXDisassembleShader   D3DXAssembleShader    D3DXCompileShader ? D3DXMatrixOrthoLH ? D3DXGetVertexShaderProfile  ? D3DXGetPixelShaderProfile ? D3DXMatrixTranslation ? D3DXMatrixRotationZ ? D3DXMatrixRotationY ? D3DXLoadSurfaceFromSurface   GetFileVersionInfoSizeA  GetFileVersionInfoW   GetFileVersionInfoSizeW 
 VerQueryValueA    GetFileVersionInfoA   VerQueryValueW  3 ImmGetCompositionStringW  t ImmSetConversionStatus  8 ImmGetConversionStatus  G ImmGetOpenStatus    ImmAssociateContext 9 ImmGetDefaultIMEWnd 5 ImmGetContext ^ ImmNotifyIME  f ImmReleaseContext L ImmGetVirtualKey  B ImmGetIMEFileNameA  2 ImmGetCompositionStringA  + ImmGetCandidateListA  U ImmIsIME  . ImmGetCandidateListW  
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 HeapFree   HeapAlloc ?GetStartupInfoA GetCommandLineA ?GetVersionExA z DeleteCriticalSection G LeaveCriticalSection  ? EnterCriticalSection  ;SetUnhandledExceptionFilter uGetModuleFileNameA  TTlsAlloc   SetLastError  UTlsFree WTlsSetValue VTlsGetValue  HeapReAlloc  HeapSize  ?WideCharToMultiByte ?GetTimeZoneInformation  yVirtualProtect  sVirtualAlloc  ?GetSystemInfo {VirtualQuery  : LCMapStringA  ; LCMapStringW  - InterlockedExchange aGetFullPathNameA  8GetCurrentDirectoryA  
 HeapDestroy  HeapCreate  vVirtualFree , IsBadWritePtr k MultiByteToWideChar `UnhandledExceptionFilter  ? FreeEnvironmentStringsA MGetEnvironmentStrings ? FreeEnvironmentStringsW OGetEnvironmentStringsW   SetHandleCount  ^GetFileType   InitializeCriticalSection ) IsBadReadPtr  & IsBadCodePtr  H LoadLibraryA  ? GetCPInfo lGetLocaleInfoA  ?GetStringTypeA  ?GetStringTypeW  ? GetACP  ?GetOEMCP  SetFilePointer  *SetStdHandle  ?ReadFile  mGetLocaleInfoW  4 CompareStringA  5 CompareStringW  SetEnvironmentVariableA ? FlushFileBuffers  ?lstrcmpW  OTerminateProcess  ?QueryPerformanceCounter ?QueryPerformanceFrequency J CreateEventW  ^ MapViewOfFile O CreateFileMappingW  c CreateProcessW  / IsDebuggerPresent ISuspendThread ?ResumeThread  ?lstrcpyW  U LocalReAlloc  ZGetFileInformationByHandle  ]GetFileTime ?GlobalReAlloc M CreateFileA [GetFileSize @GetDateFormatW  ?GetSystemDirectoryA ?ResetEvent  . IsDBCSLeadByteEx  SetEndOfFile  + IsBadStringPtrW ? FindNextFileA E CreateDirectoryA  | DeleteFileA d MoveFileA LSystemTimeToFileTime  ?GetSystemTime I CreateEventA  ?WaitForMultipleObjects  PTerminateThread ?GetStringTypeExW  GGetDiskFreeSpaceExW ;GetCurrentProcessId ?WriteFile  SetFileAttributesW  } DeleteFileW ? FormatMessageW  P CreateFileW [ CreateMutexW  ? ExpandEnvironmentStringsW YGetFileAttributesW  i CreateThread  ? ExitThread  >GetCurrentThreadId  SGetExitCodeThread GSleep ?WaitForSingleObject ?ReleaseMutex  . CloseHandle =GetCurrentThread  iGetLastError  :GetCurrentProcess N LocalAlloc  R LocalFree 9GetCurrentDirectoryW  ?SetCurrentDirectoryW  K LoadLibraryW  ?GetProcAddress  ? FreeLibrary ?OutputDebugStringW  vGetModuleFileNameW  HSleepEx kGetLocalTime  ?GetVersionExW ? FindFirstFileA  KGetDriveTypeA ? FileTimeToLocalFileTime ? FileTimeToSystemTime  ? FindClose ?RtlUnwind ?GetSystemTimeAsFileTime ? ExitProcess ?RaiseException  ?QueueUserAPC  wGetModuleHandleA  " InterlockedIncrement  ? DuplicateHandle ?GetTickCount  ?lstrlenW  ?lstrlenA  ?lstrcpynW   InterlockedDecrement  ?GetNumberFormatW  ?OutputDebugStringA    GlobalUnlock  ?GlobalLock  H CreateDirectoryW  g MoveFileW ? FindNextFileW ? FindFirstFileW  @ CopyFileW ?ReleaseSemaphore  6SetThreadPriority $SetPriorityClass  ?GetPriorityClass  ?GetThreadPriority f CreateSemaphoreW  ?GlobalFree  ?GlobalAlloc zGetModuleHandleW  	SetEvent  cUnmapViewOfFile ?GetStdHandle  ?IsIconic   SetWindowLongA  nGetWindowLongA  z SetTimer  ?KillTimer   RegisterClassExA  ` CreateWindowExA ?UnregisterClassA  ? DefWindowProcA  ?SetWindowTextW  PeekMessageA  ? DispatchMessageA  :GetMessageA ) CharLowerW  7 CharUpperW  ? EnumDisplayDevicesW !GetKeyState ?MoveWindow  7 SendDlgItemMessageW   PostMessageW  ,GetMenu ? DestroyMenu ?ShowCursor  ?LoadIconW   RegisterClassW   AdjustWindowRect  a CreateWindowExW ?InvalidateRect  V SetFocus  #GetKeyboardLayoutList ?ValidateRect    RedrawWindow  GetDesktopWindow   
GetDC * ReleaseDC  PostQuitMessage   BeginPaint  VGetScrollPos  ? EndPaint  ? EnumThreadWindows ?UnregisterClassW  ? DestroyCursor ]GetSystemMetrics  ?IsWindowUnicode ? GetCaretBlinkTime  GetFocus   PostMessageA  ?IsClipboardFormatAvailable  GetClipboardData  ?OpenClipboard ? EmptyClipboard  J SetClipboardData  B CloseClipboard  1 ScreenToClient  GetCursorPos  O SetCursorPos  ?IntersectRect ? EqualRect @GetMonitorInfoW   AdjustWindowRectEx  @ ClientToScreen  ?wsprintfW ; SendMessageA  D SetCapture  ) ReleaseCapture  ?IsRectEmpty m SetRectEmpty  ? DialogBoxIndirectParamW ?MessageBeep zGetWindowTextW   GetClientRect V CreateDialogParamW    PeekMessageW  ? DispatchMessageW  ?TranslateMessage  ?IsWindow  ?IsDialogMessageW  ?UpdateWindow  GetDlgItem  ? DefWindowProcW  @ SendMessageW  ? EnableWindow  oGetWindowLongW  ?SetWindowLongW  k SetPropW  ?ShowWindow  KGetPropW  ?LoadCursorW M SetCursor ? DialogBoxParamW ? EndDialog ?SetWindowPos  ? DestroyWindow GetDlgItemTextW T SetDlgItemTextW tGetWindowRect A ClipCursor  ?IsWindowVisible ? GetActiveWindow ?MessageBoxW ? GetAsyncKeyState  "GetKeyboardLayout ?MapVirtualKeyA   GetKeyNameTextW ?MapVirtualKeyW  < SetTextColor  kGetDeviceCaps ?GetStockObject  GetGlyphOutlineA  ?GetGlyphOutlineW  ?GetTextMetricsW + SetMapMode  dGetCurrentObject    AddFontMemResourceEx  , CreateCompatibleBitmap  3 CreateDIBitmap  jGetDIBits I StretchBlt  > CreateFontW ?GetObjectW   SelectPalette ?RealizePalette  C SetWindowOrgEx  ?PatBlt  ?GetTextExtentPointW   SetBkColor  ? ExtTextOutW ? DeleteObject  - CreateCompatibleDC  ' CreateBitmap   SelectObject   BitBlt  E CreatePalette ?GetTextExtentPoint32W / CreateDCW   SetBkMode = CreateFontIndirectW ? DeleteDC  ?RegCreateKeyExA ?RegSetValueExA  ?RegOpenKeyExA 0ImpersonateSelf ?OpenThreadToken ?OpenProcessToken    AllocateAndInitializeSid  2InitializeSecurityDescriptor  ? GetLengthSid  1InitializeAcl  AddAccessAllowedAce / SetSecurityDescriptorDacl 0 SetSecurityDescriptorGroup  1 SetSecurityDescriptorOwner  =IsValidSecurityDescriptor   AccessCheck  RevertToSelf  ? FreeSid ?RegCreateKeyExW ?RegSetValueExW  ?RegCloseKey ? CryptDecrypt  ?RegQueryValueExW  ?RegOpenKeyExW ? CryptGenKey ? CryptGetUserKey ? CryptDestroyKey ?RegQueryValueExA  ? CryptAcquireContextW  ? CryptReleaseContext ? CryptExportKey  
ShellExecuteW ? CreateStreamOnHGlobal h CoUninitialize  : CoInitialize   CoCreateInstance   CoCreateGuid  4StringFromGUID2 ? GetHGlobalFromStream  ; CoInitializeEx   ??0FAST_HEAP@@QAE@H_N00@Z  ??1FAST_HEAP@@UAE@XZ    DirectInput8Create  7 GrannyPWNGT34332VertexType  : GrannyPWNT3432VertexType  A _GrannyReadPartialFileFromReader@4  c_GrannyGetFileTypeTag@4 ? _GrannyReadFileSection@12 _GrannyFixupFileSection@12  ?_GrannyTransformAnimation@20  ?_GrannyTransformSkeleton@20 ?_GrannyGetWorldPose4x4Array@4 ?_GrannySetControlEaseOut@8  ?_GrannySetControlEaseOutCurve@28  	_GrannyFindTrackGroupForModel@12  z _GrannyBeginControlledAnimation@8 ?_GrannySetTrackGroupTarget@12 ?_GrannySetTrackGroupAccumulation@12 ?_GrannySetTrackGroupBasisTransform@16 ?_GrannySetTrackGroupModelMask@12  ? _GrannyEndControlledAnimation@4 ?_GrannySetControlWeight@8 ?_GrannyGetWorldMatrixFromLocalPose@20 ?_GrannyGetWorldPose4x4@8  ?_GrannyGetMeshBindingToBoneIndices@4   _GrannyFreeControl@4   _GrannyFindBoneByName@12    _GrannyNewTrackMask@8 ?_GrannySetSkeletonTrackMaskChainDownwards@16  ?_GrannySetSkeletonTrackMaskFromTrackGroup@24  ?_GrannyInstantiateModel@4 "_GrannyFreeModelInstance@4  &_GrannyFreeTrackMask@4  ?_GrannyGetMeshMorphVertexCount@8  ? _GrannyCopyMeshMorphVertices@16 ?_GrannyGetMeshMorphVertices@8 ?_GrannyGetMeshMorphVertexType@8 ?_GrannyGetWorldPoseComposite4x4Array@4  ?_GrannyGetSourceSkeleton@4  r _GrannySampleModelAnimations@16 ? _GrannyBuildWorldPose@24  ?_GrannyGetResultingWorldPoseSize@4    _GrannyNewWorldPoseInPlace@8  ?_GrannyUpdateModelMatrix@20 ?_GrannySetControlClockOnly@8  J_GrannyGetControlClock@4  T_GrannyGetControlLoopIndex@4  ? _GrannyEaseControlOut@8 ? _GrannyCompleteControlAt@8  ?_GrannySetModelClock@8   _GrannyFreeCompletedModelControls@4 < _GrannyReadEntireFile@4 a_GrannyGetFileInfo@4  ? _GrannyComputeBasisConversion@36  ?_GrannyTransformFile@20   _GrannyNormalizeVertices@12   _GrannyNewMeshBinding@12    _GrannyNewMeshDeformer@12  _GrannyFreeFileSection@8   _GrannyFreeFile@4 ? _GrannyConvertSingleObject@16 ? _GrannyDataTypesAreEqual@8  ? _GrannyDeformVertices@24   _GrannyFreeMeshBinding@4  !_GrannyFreeMeshDeformer@4 x_GrannyGetMaterialTextureByType@8 ?_GrannyGetMeshMorphTargetCount@4  _GrannyGetMemberTypeSize@4   _GrannyFreeLocalPose@4  '_GrannyFreeWorldPose@4  _GrannyFlushAllUnusedAnimationBindings@0  ?_GrannyGetSourceModel@4 ?_GrannyVersionsMatch_@16  ?_GrannySetAllocator@8 ?_GrannySetDefaultFileReaderOpenCallback@4  _GrannyNewLocalPose@4   _GrannyNewWorldPose@4 ?_GrannyInitializeFileReader@20  ?_GrannyUnlinkFileReader@4  _GrannyModelControlsBegin@4  
 _GrannyModelControlsEnd@4 Q_GrannyGetControlFromBinding@4  X_GrannyGetControlUserDataArray@4  ?_GrannySetControlSpeed@8   _GrannyFreeControlOnceUnused@4  ?_GrannySetControlLoopCount@8  ? _GrannyEaseControlIn@12 ?_GrannySetControlRawLocalClock@8  
 _GrannyModelControlsNext@4  
 _GrannyMeshIsRigid@4  ?_GrannyGetMeshTriangleGroupCount@4  ?_GrannyGetMeshTriangleGroups@4  ?_GrannyGetMeshBytesPerIndex@4 ?_GrannyGetMeshVertices@4  ?_GrannyGetMeshVertexType@4  ?_GrannyGetTotalObjectSize@4 ?_GrannyGetMeshIndices@4 ?_GrannyGetMeshIndexCount@4  ? _GrannyCopyMeshIndices@12 ?_GrannyGetMeshVertexCount@4 ? _GrannyCopyMeshVertices@12  & GrannyPNT332VertexType  V_GrannyGetControlRawLocalClock@4  ) _BinkOpenDirectSound@4   _BinkCopyToBufferRect@44  ? _BinkShouldSkip@4 > _BinkSetVolume@12 ( _BinkOpen@8   _BinkDoFrame@4  @ _BinkWait@4 ' _BinkNextFrame@4   _BinkClose@4  ; _BinkSetSoundSystem@8   AVIFileRelease  4 AVIStreamRelease  	 AVIFileExit 9 AVIStreamWrite  H PathIsRelativeW  ?dllDeformerBlendedPosOnlySSE@BFastMeshDeformer@@YAXABUBWorkQueueEntry@1@PBUBBlendVert@1@PAUp3_vertex@1@I@Z  ?dllDeformerRigidToStackAlignedPosOnlySSE@BFastMeshDeformer@@YAXPBUBDataHeader@1@ABUBWorkQueueEntry@1@@Z   ?dllDeformerRigidToStackAlignedNoTanSSE@BFastMeshDeformer@@YAXPBUBDataHeader@1@ABUBWorkQueueEntry@1@@Z    ?dllDeformerBlendedNoTanSSE@BFastMeshDeformer@@YAXABUBWorkQueueEntry@1@PBUBBlendVert@1@PAUpnt332_vertex@1@I@Z  ?dllDeformerCopyMatricesSSE@BFastMeshDeformer@@YAXPBUBDataHeader@1@PAU__m128@@PBU3@PBH@Z    ?dllDeformerBlendedSSE@BFastMeshDeformer@@YAXABUBWorkQueueEntry@1@PBUBBlendVert@1@PAUpngt3332_vertex@1@I@Z   ?dllDeformerRigidToStackAlignedSSE@BFastMeshDeformer@@YAXPBUBDataHeader@1@ABUBWorkQueueEntry@1@@Z      G a m e F i l e n a m e         	?     G a m e F i l e n a m e E x t   	   
   G a m e F i l e C R C                  G a m e R e s t r i c t P a u s e                 G a m e M a p R e s o u r c e s       G a m e T e a m S h a r e R e s       G a m e T e a m S h a r e P o p       G a m e T e a m L o c k               G a m e T e a m B a l a n c e d        G a m e R a n d o m S e e d           G a m e R M D e b u g                   G a m e S t a r t W i t h T r e a t y              G a m e D i f f i c u l t y            G a m e R e c o r d G a m e            G a m e S t a r t i n g A g e    ?      G a m e S p e e d    ?      G a m e M a p V i s i b i l i t y                  G a m e M o d e T y p e                G a m e H a n d i c a p M o d e        G a m e A l l o w C h e a t s    ?      G a m e H o s t T i m e            ¬   G a m e P a s s w o r d         	?      G a m e L a t e n c y            ?  !   H o m e C i t y L e v e l M i n  ?  "   H o m e C i t y L e v e l M a x  ?  #   C u s t o m M a p N a m e       	?  $   G a m e N o R u s h    %   G a m e T r a d e M o n o p o l y              &   G a m e N o B l o c k a d e        '   G a m e K O T H        (   G a m e S c e n a r i o G a m e I D            )   G a m e C o n t e n t I D          *   G a m e I s M P S c e n a r i o    +   G a m e G C G a m e I D         	  ,   G a m e G C G a m e T y p e        -   G a m e G C N u m T u r n s        .   G a m e H i d d e n C a r d s      /   G a m e P i c k C a r d s F i r s t            0   G a m e C a m p a i g n S e l e c t e d        1   G a m e C a m p a i g n P r o g r e s s        2   G a m e C a m p a i g n F a r t h e s t        3   G a m e C a m p a i g n P r o g r e s s 1      4   G a m e C a m p a i g n F a r t h e s t 1      5   G a m e C a m p a i g n P r o g r e s s 2      6   G a m e C a m p a i g n F a r t h e s t 2      7   G a m e C a m p a i g n S h o w n H C N o t e              8   G a m e C a m p a i g n S h o w n H C N o t e 2            9   G a m e C a m p a i g n S h o w n H C N o t e 3            :   G a m e P l a y e r 0 N a m e   	?  ;   G a m e P l a y e r 0 T e a m I D              <   G a m e P l a y e r 0 C l a n   	  =   G a m e P l a y e r 0 C o l o r    >   G a m e P l a y e r 0 C i v        ?   G a m e P l a y e r 0 T y p e      @   G a m e P l a y e r 0 S t a t u s              A   G a m e P l a y e r 0 R a t i n g             B   G a m e P l a y e r 0 H a n d i c a p         C   G a m e P l a y e r 0 A I P e r s o n a l i t y         	  D   G a m e P l a y e r 0 A v a t a r I D       	  E   G a m e P l a y e r 0 R a n k   	?  F   G a m e P l a y e r 0 P o w e r R a t i n g 	  G   G a m e P l a y e r 0 T o t a l X P         	  H   G a m e P l a y e r 0 W i n R a t i o       	  I   G a m e P l a y e r 0 R e a d y    J   G a m e P l a y e r 0 H C L o c a t i o n      K   G a m e P l a y e r 0 H C L e v e l            L   G a m e P l a y e r 0 H C F i l e n a m e   	  M   G a m e P l a y e r 0 H o m e C i t y N a m e           	  N   G a m e P l a y e r 0 E x p l o r e r N a m e           	  O   G a m e P l a y e r 0 Q u e s t I D            P   G a m e P l a y e r 0 Q u e s t S t a t u s    Q   G a m e P l a y e r 0 I D          R   G a m e P l a y e r 1 N a m e   	?  S   G a m e P l a y e r 1 T e a m I D              T   G a m e P l a y e r 1 C l a n   	  U   G a m e P l a y e r 1 C o l o r    V   G a m e P l a y e r 1 C i v        W   G a m e P l a y e r 1 T y p e      X   G a m e P l a y e r 1 S t a t u s              Y   G a m e P l a y e r 1 R a t i n g             Z   G a m e P l a y e r 1 H a n d i c a p         [   G a m e P l a y e r 1 A I P e r s o n a l i t y         	  \   G a m e P l a y e r 1 A v a t a r I D       	  ]   G a m e P l a y e r 1 R a n k   	  ^   G a m e P l a y e r 1 P o w e r R a t i n g 	  _   G a m e P l a y e r 1 T o t a l X P         	  `   G a m e P l a y e r 1 W i n R a t i o       	  a   G a m e P l a y e r 1 R e a d y    b   G a m e P l a y e r 1 H C L o c a t i o n      c   G a m e P l a y e r 1 H C L e v e l            d   G a m e P l a y e r 1 H C F i l e n a m e   	  e   G a m e P l a y e r 1 H o m e C i t y N a m e           	  f   G a m e P l a y e r 1 E x p l o r e r N a m e           	  g   G a m e P l a y e r 1 Q u e s t I D            h   G a m e P l a y e r 1 Q u e s t S t a t u s    i   G a m e P l a y e r 1 I D          j   G a m e P l a y e r 2 N a m e   	?  k   G a m e P l a y e r 2 T e a m I D              l   G a m e P l a y e r 2 C l a n   	  m   G a m e P l a y e r 2 C o l o r    n   G a m e P l a y e r 2 C i v        o   G a m e P l a y e r 2 T y p e      p   G a m e P l a y e r 2 S t a t u s              q   G a m e P l a y e r 2 R a t i n g             r   G a m e P l a y e r 2 H a n d i c a p         s   G a m e P l a y e r 2 A I P e r s o n a l i t y         	  t   G a m e P l a y e r 2 A v a t a r I D       	  u   G a m e P l a y e r 2 R a n k   	  v   G a m e P l a y e r 2 P o w e r R a t i n g 	  w   G a m e P l a y e r 2 T o t a l X P         	  x   G a m e P l a y e r 2 W i n R a t i o       	  y   G a m e P l a y e r 2 R e a d y    z   G a m e P l a y e r 2 H C L o c a t i o n      {   G a m e P l a y e r 2 H C L e v e l            |   G a m e P l a y e r 2 H C F i l e n a m e   	  }   G a m e P l a y e r 2 H o m e C i t y N a m e           	  ~   G a m e P l a y e r 2 E x p l o r e r N a m e           	     G a m e P l a y e r 2 Q u e s t I D               G a m e P l a y e r 2 Q u e s t S t a t u s    ?   G a m e P l a y e r 2 I D          ?   G a m e P l a y e r 3 N a m e   	?  ?   G a m e P l a y e r 3 T e a m I D              ?   G a m e P l a y e r 3 C l a n   	  ?   G a m e P l a y e r 3 C o l o r    ?   G a m e P l a y e r 3 C i v        ?   G a m e P l a y e r 3 T y p e      ?   G a m e P l a y e r 3 S t a t u s              ?   G a m e P l a y e r 3 R a t i n g             ?   G a m e P l a y e r 3 H a n d i c a p         ?   G a m e P l a y e r 3 A I P e r s o n a l i t y         	  ?   G a m e P l a y e r 3 A v a t a r I D       	  ?   G a m e P l a y e r 3 R a n k   	  ?   G a m e P l a y e r 3 P o w e r R a t i n g 	  ?   G a m e P l a y e r 3 T o t a l X P         	  ?   G a m e P l a y e r 3 W i n R a t i o       	  ?   G a m e P l a y e r 3 R e a d y    ?   G a m e P l a y e r 3 H C L o c a t i o n      ?   G a m e P l a y e r 3 H C L e v e l            ?   G a m e P l a y e r 3 H C F i l e n a m e   	  ?   G a m e P l a y e r 3 H o m e C i t y N a m e           	  ?   G a m e P l a y e r 3 E x p l o r e r N a m e           	  ?   G a m e P l a y e r 3 Q u e s t I D            ?   G a m e P l a y e r 3 Q u e s t S t a t u s    ?   G a m e P l a y e r 3 I D          ?   G a m e P l a y e r 4 N a m e   	?  ?   G a m e P l a y e r 4 T e a m I D              ?   G a m e P l a y e r 4 C l a n   	  ?   G a m e P l a y e r 4 C o l o r    ?   G a m e P l a y e r 4 C i v        ?   G a m e P l a y e r 4 T y p e      ?   G a m e P l a y e r 4 S t a t u s              ?   G a m e P l a y e r 4 R a t i n g             ?   G a m e P l a y e r 4 H a n d i c a p         ?   G a m e P l a y e r 4 A I P e r s o n a l i t y         	  ?   G a m e P l a y e r 4 A v a t a r I D       	  ?   G a m e P l a y e r 4 R a n k   	  ?   G a m e P l a y e r 4 P o w e r R a t i n g 	  ?   G a m e P l a y e r 4 T o t a l X P         	  ?   G a m e P l a y e r 4 W i n R a t i o       	  ?   G a m e P l a y e r 4 R e a d y    ?   G a m e P l a y e r 4 H C L o c a t i o n      ?   G a m e P l a y e r 4 H C L e v e l            ?   G a m e P l a y e r 4 H C F i l e n a m e   	  ?   G a m e P l a y e r 4 H o m e C i t y N a m e           	  ?   G a m e P l a y e r 4 E x p l o r e r N a m e           	  ?   G a m e P l a y e r 4 Q u e s t I D            ?   G a m e P l a y e r 4 Q u e s t S t a t u s    ?   G a m e P l a y e r 4 I D          ?   G a m e P l a y e r 5 N a m e   	?  ?   G a m e P l a y e r 5 T e a m I D              ?   G a m e P l a y e r 5 C l a n   	  ?   G a m e P l a y e r 5 C o l o r    ?   G a m e P l a y e r 5 C i v        ?   G a m e P l a y e r 5 T y p e      ?   G a m e P l a y e r 5 S t a t u s              ?   G a m e P l a y e r 5 R a t i n g             ?   G a m e P l a y e r 5 H a n d i c a p         ?   G a m e P l a y e r 5 A I P e r s o n a l i t y         	  ?   G a m e P l a y e r 5 A v a t a r I D       	  ?   G a m e P l a y e r 5 R a n k   	  ?   G a m e P l a y e r 5 P o w e r R a t i n g 	  ?   G a m e P l a y e r 5 T o t a l X P         	  ?   G a m e P l a y e r 5 W i n R a t i o       	  ?   G a m e P l a y e r 5 R e a d y    ?   G a m e P l a y e r 5 H C L o c a t i o n      ?   G a m e P l a y e r 5 H C L e v e l            ?   G a m e P l a y e r 5 H C F i l e n a m e   	  ?   G a m e P l a y e r 5 H o m e C i t y N a m e           	  ?   G a m e P l a y e r 5 E x p l o r e r N a m e           	  ?   G a m e P l a y e r 5 Q u e s t I D            ?   G a m e P l a y e r 5 Q u e s t S t a t u s    ?   G a m e P l a y e r 5 I D          ?   G a m e P l a y e r 6 N a m e   	?  ?   G a m e P l a y e r 6 T e a m I D              ?   G a m e P l a y e r 6 C l a n   	  ?   G a m e P l a y e r 6 C o l o r    ?   G a m e P l a y e r 6 C i v        ?   G a m e P l a y e r 6 T y p e      ?   G a m e P l a y e r 6 S t a t u s              ?   G a m e P l a y e r 6 R a t i n g             ?   G a m e P l a y e r 6 H a n d i c a p         ?   G a m e P l a y e r 6 A I P e r s o n a l i t y         	  ?   G a m e P l a y e r 6 A v a t a r I D       	  ?   G a m e P l a y e r 6 R a n k   	  ?   G a m e P l a y e r 6 P o w e r R a t i n g 	  ?   G a m e P l a y e r 6 T o t a l X P         	  ?   G a m e P l a y e r 6 W i n R a t i o       	  ?   G a m e P l a y e r 6 R e a d y    ?   G a m e P l a y e r 6 H C L o c a t i o n      ?   G a m e P l a y e r 6 H C L e v e l            ?   G a m e P l a y e r 6 H C F i l e n a m e   	  ?   G a m e P l a y e r 6 H o m e C i t y N a m e           	  ?   G a m e P l a y e r 6 E x p l o r e r N a m e           	  ?   G a m e P l a y e r 6 Q u e s t I D            ?   G a m e P l a y e r 6 Q u e s t S t a t u s    ?   G a m e P l a y e r 6 I D          ?   G a m e P l a y e r 7 N a m e   	?  ?   G a m e P l a y e r 7 T e a m I D              ?   G a m e P l a y e r 7 C l a n   	  ?   G a m e P l a y e r 7 C o l o r    ?   G a m e P l a y e r 7 C i v        ?   G a m e P l a y e r 7 T y p e      ?   G a m e P l a y e r 7 S t a t u s              ?   G a m e P l a y e r 7 R a t i n g             ?   G a m e P l a y e r 7 H a n d i c a p         ?   G a m e P l a y e r 7 A I P e r s o n a l i t y         	  ?   G a m e P l a y e r 7 A v a t a r I D       	  ?   G a m e P l a y e r 7 R a n k   	  ?   G a m e P l a y e r 7 P o w e r R a t i n g 	  ?   G a m e P l a y e r 7 T o t a l X P         	  ?   G a m e P l a y e r 7 W i n R a t i o       	  ?   G a m e P l a y e r 7 R e a d y    ?   G a m e P l a y e r 7 H C L o c a t i o n      ?   G a m e P l a y e r 7 H C L e v e l            ?   G a m e P l a y e r 7 H C F i l e n a m e   	  ?   G a m e P l a y e r 7 H o m e C i t y N a m e           	  ?   G a m e P l a y e r 7 E x p l o r e r N a m e           	  ?   G a m e P l a y e r 7 Q u e s t I D            ?   G a m e P l a y e r 7 Q u e s t S t a t u s    ?   G a m e P l a y e r 7 I D          ?   G a m e P l a y e r 8 N a m e   	?  ?   G a m e P l a y e r 8 T e a m I D              ?   G a m e P l a y e r 8 C l a n   	  ?   G a m e P l a y e r 8 C o l o r    ?   G a m e P l a y e r 8 C i v           G a m e P l a y e r 8 T y p e         G a m e P l a y e r 8 S t a t u s                G a m e P l a y e r 8 R a t i n g                G a m e P l a y e r 8 H a n d i c a p           G a m e P l a y e r 8 A I P e r s o n a l i t y         	    G a m e P l a y e r 8 A v a t a r I D       	     G a m e P l a y e r 8 R a n k   	    G a m e P l a y e r 8 P o w e r R a t i n g 	    G a m e P l a y e r 8 T o t a l X P         	    G a m e P l a y e r 8 W i n R a t i o       	  	  G a m e P l a y e r 8 R e a d y    
  G a m e P l a y e r 8 H C L o c a t i o n        G a m e P l a y e r 8 H C L e v e l             
  G a m e P l a y e r 8 H C F i l e n a m e   	     G a m e P l a y e r 8 H o m e C i t y N a m e           	    G a m e P l a y e r 8 E x p l o r e r N a m e           	    G a m e P l a y e r 8 Q u e s t I D              G a m e P l a y e r 8 Q u e s t S t a t u s      G a m e P l a y e r 8 I D            G a m e P l a y e r 9 N a m e   	?     G a m e P l a y e r 9 T e a m I D                G a m e P l a y e r 9 C l a n   	     G a m e P l a y e r 9 C o l o r       G a m e P l a y e r 9 C i v           G a m e P l a y e r 9 T y p e         G a m e P l a y e r 9 S t a t u s                 G a m e P l a y e r 9 R a t i n g                G a m e P l a y e r 9 H a n d i c a p            G a m e P l a y e r 9 A I P e r s o n a l i t y         	     G a m e P l a y e r 9 A v a t a r I D       	     G a m e P l a y e r 9 R a n k   	     G a m e P l a y e r 9 P o w e r R a t i n g 	  ¬  G a m e P l a y e r 9 T o t a l X P         	     G a m e P l a y e r 9 W i n R a t i o       	  !  G a m e P l a y e r 9 R e a d y    "  G a m e P l a y e r 9 H C L o c a t i o n      #  G a m e P l a y e r 9 H C L e v e l            $  G a m e P l a y e r 9 H C F i l e n a m e   	  %  G a m e P l a y e r 9 H o m e C i t y N a m e           	  &  G a m e P l a y e r 9 E x p l o r e r N a m e           	  '  G a m e P l a y e r 9 Q u e s t I D            (  G a m e P l a y e r 9 Q u e s t S t a t u s    )  G a m e P l a y e r 9 I D          *  G a m e P l a y e r 1 0 N a m e 	?  +  G a m e P l a y e r 1 0 T e a m I D            ,  G a m e P l a y e r 1 0 C l a n 	  -  G a m e P l a y e r 1 0 C o l o r              .  G a m e P l a y e r 1 0 C i v      /  G a m e P l a y e r 1 0 T y p e    0  G a m e P l a y e r 1 0 S t a t u s            1  G a m e P l a y e r 1 0 R a t i n g           2  G a m e P l a y e r 1 0 H a n d i c a p       3  G a m e P l a y e r 1 0 A I P e r s o n a l i t y       	  4  G a m e P l a y e r 1 0 A v a t a r I D     	  5  G a m e P l a y e r 1 0 R a n k 	  6  G a m e P l a y e r 1 0 P o w e r R a t i n g           	  7  G a m e P l a y e r 1 0 T o t a l X P       	  8  G a m e P l a y e r 1 0 W i n R a t i o     	  9  G a m e P l a y e r 1 0 R e a d y              :  G a m e P l a y e r 1 0 H C L o c a t i o n    ;  G a m e P l a y e r 1 0 H C L e v e l          <  G a m e P l a y e r 1 0 H C F i l e n a m e 	  =  G a m e P l a y e r 1 0 H o m e C i t y N a m e         	  >  G a m e P l a y e r 1 0 E x p l o r e r N a m e         	  ?  G a m e P l a y e r 1 0 Q u e s t I D          @  G a m e P l a y e r 1 0 Q u e s t S t a t u s              A  G a m e P l a y e r 1 0 I D        B  G a m e P l a y e r 1 1 N a m e 	?  C  G a m e P l a y e r 1 1 T e a m I D            D  G a m e P l a y e r 1 1 C l a n 	  E  G a m e P l a y e r 1 1 C o l o r              F  G a m e P l a y e r 1 1 C i v      G  G a m e P l a y e r 1 1 T y p e    H  G a m e P l a y e r 1 1 S t a t u s            I  G a m e P l a y e r 1 1 R a t i n g           J  G a m e P l a y e r 1 1 H a n d i c a p       K  G a m e P l a y e r 1 1 A I P e r s o n a l i t y       	  L  G a m e P l a y e r 1 1 A v a t a r I D     	  M  G a m e P l a y e r 1 1 R a n k 	  N  G a m e P l a y e r 1 1 P o w e r R a t i n g           	  O  G a m e P l a y e r 1 1 T o t a l X P       	  P  G a m e P l a y e r 1 1 W i n R a t i o     	  Q  G a m e P l a y e r 1 1 R e a d y              R  G a m e P l a y e r 1 1 H C L o c a t i o n    S  G a m e P l a y e r 1 1 H C L e v e l          T  G a m e P l a y e r 1 1 H C F i l e n a m e 	  U  G a m e P l a y e r 1 1 H o m e C i t y N a m e         	  V  G a m e P l a y e r 1 1 E x p l o r e r N a m e         	  W  G a m e P l a y e r 1 1 Q u e s t I D          X  G a m e P l a y e r 1 1 Q u e s t S t a t u s              Y  G a m e P l a y e r 1 1 I D        Z  G a m e P l a y e r 1 2 N a m e 	?  [  G a m e P l a y e r 1 2 T e a m I D            \  G a m e P l a y e r 1 2 C l a n 	  ]  G a m e P l a y e r 1 2 C o l o r              ^  G a m e P l a y e r 1 2 C i v      _  G a m e P l a y e r 1 2 T y p e    `  G a m e P l a y e r 1 2 S t a t u s            a  G a m e P l a y e r 1 2 R a t i n g           b  G a m e P l a y e r 1 2 H a n d i c a p       c  G a m e P l a y e r 1 2 A I P e r s o n a l i t y       	  d  G a m e P l a y e r 1 2 A v a t a r I D     	  e  G a m e P l a y e r 1 2 R a n k 	  f  G a m e P l a y e r 1 2 P o w e r R a t i n g           	  g  G a m e P l a y e r 1 2 T o t a l X P       	  h  G a m e P l a y e r 1 2 W i n R a t i o     	  i  G a m e P l a y e r 1 2 R e a d y              j  G a m e P l a y e r 1 2 H C L o c a t i o n    k  G a m e P l a y e r 1 2 H C L e v e l          l  G a m e P l a y e r 1 2 H C F i l e n a m e 	  m  G a m e P l a y e r 1 2 H o m e C i t y N a m e         	  n  G a m e P l a y e r 1 2 E x p l o r e r N a m e         	  o  G a m e P l a y e r 1 2 Q u e s t I D          p  G a m e P l a y e r 1 2 Q u e s t S t a t u s              q  G a m e P l a y e r 1 2 I D        "3D?      ?\ ?      ?  ?      ?\ ?      ?  ?      ?        ?? ?? ??  ? ? ?  ?  ? (? 0?     ??         O p t i o n S o u n d L e v e l `     O p t i o n S o u n d O n O f f  `      O p t i o n S o u n d B a t t l e C r y      `     O p t i o n S o u n d A l l o w T a u n t s  `     O p t i o n M u s i c L e v e l `      O p t i o n M u s i c O n O f f  `     O p t i o n S c r o l l S p e e d           `     O p t i o n G r f x G a m m a    @     O p t i o n G r f x D e t a i l  @  	   O p t i o n G r f x S h a d e r Q u a l i t y            @  
   O p t i o n G r f x B i t D e p t h          @     O p t i o n G r f x R e s       	@   
   O p t i o n G r f x W i n d o w M o d e      @      O p t i o n G r f x H i g h M o d e l s            O p t i o n G r f x L o w T e x t u r e s    @     O p t i o n G r f x S k i p M i p M a p L v l s          @     O p t i o n G r f x T e r r a i n T e x Q u a l i t y    @     O p t i o n G r f x M o d e l T e x Q u a l i t y        @     O p t i o n G r f x T e x F i l t e r Q u a l i t y      @      O p t i o n G r f x A A Q u a l i t y        @     O p t i o n G r f x L o w E n d  @      O p t i o n F r i e n d O r F o e C o l o r  `      O p t i o n S h o w F o o t p r i n t s      @      O p t i o n F u l l R o l l o v e r H e l p  `      O p t i o n C a m e r a R o t a t i o n      @      O p t i o n E n a b l e I M E    @      O p t i o n L a n g u a g e F i l t e r      `      O p t i o n R e c o r d G a m e         O p t i o n E a s y D r a g M i l i t a r y  `      O p t i o n S h o w A I T i p s  `      O p t i o n A t t a c k M o v e  `  ¬   O p t i o n T o o l t i p E n a b l e W o r l d          `      O p t i o n T o o l t i p W o r l d D i s p T i m e     `  !   O p t i o n T o o l t i p G a m e U I D i s p T i m e   `  "   O p t i o n T o o l t i p B a c k g r o u n d A l p h a `  #   O p t i o n S h o w H P O n R o l l o v e r  `  $   O p t i o n U I S h o w T r a i n i n g      `  %   O p t i o n U I S h o w F a m e  `  &   O p t i o n U I S h o w G a m e t i m e      `  '   O p t i o n U I S h o w V i l l a g e r T a s k s        `  (   O p t i o n U I S h o w S c o r e            `  )   O p t i o n S h o w O b j e c t i v e H i n t s          `  *   O p t i o n U I S h o w S h i p m e n t s    `  +   O p t i o n E n a b l e L D R B l o o m s    @  ,   O p t i o n E n a b l e V s y n c            @  -   O p t i o n R e n d e r A n i s o t r o p i c            @  .   O p t i o n E n a b l e B l o o m s          @  /   O p t i o n E n a b l e S t r e a k s        @  0   O p t i o n R e f r e s h R a t e            @  1   O p t i o n G r f x P a r t i c l e Q u a l i t y        @  2   O p t i o n G r f x P a r t i c l e E m i s s i o n R a t e          @  3   O p t i o n G r f x P a r t i c l e E m i s s i o n C a p            @  4   O p t i o n G r f x P a r t i c l e T r a c e r s        @  5   O p t i o n G r f x P a r t i c l e E n v i r o n E f f e c t s      @  6   O p t i o n G r f x E n a b l e S h a d o w s            @  7   O p t i o n G r f x S h a d o w D e t a i l  @  8   O p t i o n G r f x W a t e r S h a d e r    @  9   O p t i o n G r f x W a t e r R e f l e c t i o n s      @  :   O p t i o n G r f x C l i f f s H i g h P o l y          @  ;   O p t i o n G r f x C l i f f S h a d e r    @  <   O p t i o n E n a b l e M i x O b j e c t s  @  =   O p t i o n S o u n d P a r a m E Q O n O f f            @  >   O p t i o n C a m e r a Z o o m  `  ?   O p t i o n A m b i e n t S o u n d L e v e l           `  @   O p t i o n A d v a n c e d F o r m a t i o n U I        `  A   O p t i o n O b s c u r e d U n i t A l p h a           `  B   O p t i o n S k i r m i s h N i c k n a m e 	@  C   O p t i o n A I C a n C h a t    @  D   O p t i o n S o u n d C h a t V o l u m e   @  E   O p t i o n E n a b l e R o b u s t R o l l o v e r      `  F   O p t i o n R i g h t C l i c k E c o n O n l y          `  G   O p t i o n C a m e r a I n e r t i a R a m p T i m e   `  H   O p t i o n E S O P r i v a c y  `  I   O p t i o n M i n i m i z e d U I            `  J   O p t i o n S h o w C h a t N o t i f i c a t i o n s    `  K   O p t i o n S a v e F i l t e r S e t t i n g s          `  L   O p t i o n M i n i m i z e d C h a t U I    `  M   O p t i o n C h a t S o r t B y C l a n s    `  N   O p t i o n A l l o w H o t K e y C o n f l i c t s      `  O   O p t i o n G L F i l t e r P a s s G a m e s               P   O p t i o n G L F i l t e r M a p T y p e       Q   O p t i o n G L F i l t e r G a m e T y p e     R   O p t i o n G L F i l t e r F u l l G a m e s               S   O p t i o n G L F i l t e r R e s t r i c t e d G a m e s               T   O p t i o n G L F i l t e r G a m e C o n t e n t I D       U   O p t i o n H o s t X P a c k C o n t e n t L A N G a m e s          `  V   O p t i o n U I S h o w V i s u a l C o n t r o l G r o u p s        `  W   O p t i o n S h o w H P O n A l t            `  X   O p t i o n S n a p O n F i n d U n i t      `  Y   O p t i o n I n v e r t C o n t r o l S h i f t          `  Z   O p t i o n S n a p T o U n i t D e l a y   `  [   O p t i o n A d v a n c e d U n i t T y p e I n f o      `  \   O p t i o n W o n d e r P o w e r U I        `  ? K?     K?                                                                                                                                                               |e?  ? ? ??                   ???      Unknown               ? ?         ???  ? ?? x ? ??  @moveAllMilitary formationOrientation    coveredwagon    rallyPoint  setGatherPointEconomy   setGatherPointMilitary  selectTransportUnit placeTradeRoute attackMove  AILocSelect empower repair  help    patrol  guard   ejectat camtrack    triggroups  trigger trigselect  selectAutoBuilding  autoBuilding    garrison    TerrainPaste    UnitPaste   DefineGrouping  Copy    playerCommsFlare    flare   setHomeCityWaterSpawnPoint  setHomeCityGatherPoint  setGatherPoint  specialpower    buildWall   building    paintterrainoverlay moveunit    createhull  earthquake  modifyterrain   smooth  editCliff   paintCliff  editForest  editWater   paintWater  deleteunits placeunit   roughen paintforest paint   paintsample elevationsample elevation  > <?xml version="1.0" encoding="utf-8"?>
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All Command



[(      )] ability( int abilityId, int unitID, doWhenNotSelected ) : Explorer Abilities use. 

[(      )] abortCinematic: abort the current cinematic. 

[(long  )] aiActivateOpportunity( int opportunityID, bool flag ): activates or deactivates an opportunity on the player's opp list. 

[(void  )] aiAttemptResign(): asks the player if its ok to resign 

[(void  )] aiAutoSavegame( string filename ): Saves the auto, debugging savegames (THIS DOESN'T REALLY DO ANYTHING). 

[(void  )] aiBreakpointGo( int playerID ): Restart XS execution after the current breakpoint. 

[(void  )] aiBreakpointSet( int playerID, string filename, int lineNumber, bool on ): Sets a breakpoint. 

[(bool  )] aiBreakTreaty(int escrowID): breaks the treaty using funds from the given escrow. 

[(bool  )] aiBuildWall(int buildingID, int escrowID): builds walls around the specified building's colony using the specified escrow. 

[(bool  )] aiBuyResourceOnMarket( int resourceID): buys (+100) the given resource. 

[(int   )] aiCalculateMostHatedPlayerID( int comparePlayerID ): Returns the playerID for the player the AI thinks it should be attacking. 

[(bool  )] aiCanBuildWall(int buildingID, int escrowID): returns whether it is allowed to build a wall around the specified building's colony, and whether the player can afford it from the specified escrow. 

[(bool  )] aiCastGodPowerAtPosition( int godPowerTechID, vector pos): Casts the given God power tech, at the specified position. 

[(bool  )] aiCastGodPowerAtUnit( int godPowerTechID, int unitID): Casts the given God power tech, at the specified unit. 

[(void  )] aiChat( int playerID, string chatString ): CP AI chat to playerID. 

[(      )] aiCommsAllowChat( bool flag ): enables or disables the chats from this ai player. 

[(long  )] aiCommsGetChatTargetType(int sentenceID): get target type for specified sentence. 

[(long  )] aiCommsGetChatVerb(int sentenceID): get chat verb for specified sentence. 

[(long  )] aiCommsGetSendingPlayer(int sentenceID): get sending player for specified sentence. 

[(long  )] aiCommsGetTargetListCount(int sentenceID): get number of items in target list for specified sentence. 

[(long  )] aiCommsGetTargetListItem(int sentenceID, int index): get index item from specified sentence. 

[(vector)] aiCommsGetTargetLocation(int sentenceID): get target location from specified sentence. 

[(void  )] aiCommsSendReply(int sentenceID, int responseID): send a reply to a sentence. 

[(int   )] aiCommsSendStatement(targetPlayerID, int promptType): Sends a statement to the designated player. 

[(int   )] aiCommsSendStatementWithVector(targetPlayerID, int promptType, vector v): Sends a statement to the designated player. Adds a location flare. 

[(bool  )] aiCommsSetEventHandler(string handlerFunctionName ): Sets the handler for the communications system (invalid name unsets the handler). 

[(long  )] aiCreateOpportunity(int type, int targettype, int targetID, int targetPlayerID, int source ): adds an opportunity to the list and returns the id. 

[(      )] AIDebugGathererToggle: toggles whether the ai gatherer distribution window is up, refreshing if first showing. 

[(      )] AIDebugInfoRefresh : shows the ai debug menu with new data. 

[(      )] AIDebugInfoToggle: toggles whether the ai debug menu is up, refreshing if first showing. 

[(      )] AIDebugOutputToggle: toggles whether the ai output window is up, refreshing if first showing. 

[(      )] AIDebugPastResourceNeedToggle: toggles whether the ai past resource needs window is up, refreshing if first showing. 

[(      )] AIDebugPopToggle: toggles whether the ai pop distribution window is up, refreshing if first showing. 

[(      )] AIDebugShowBasesToggle: toggles the display of bases 

[(      )] AIDebugShowBattlesToggle: toggles the display of AI Battles. 

[(      )] AIDebugShowChatHistoryToggle: toggles the display of chat history. 

[(      )] AIDebugShowOpportunitiesToggle: toggles the display of opps. 

[(      )] AIDebugShowPlansToggle: toggles the display of plans. 

[(      )] AIDebugTimedStatsToggle: toggles whether the kb timed stats window is up, refreshing if first showing. 

[(      )] AIDebugToggleBPText: toggles the showing of Building placement value text. 

[(long  )] aiDestroyOpportunity( int opportunityID): remove an opportunity on the player's opp list. 

[(bool  )] aiDoesWallExist(int buildingID): returns whether a wall exists around the specified building's colony. 

[(bool  )] aiDoTradeMonopoly(): Executes a trade monopoly command, returns false if it fails. 

[(void  )] aiEcho( string echoString ): CP AI echo. 

[(void  )] aiErrorMessage( string errorString ): CP AI error. 

[(int   )] aiFindBestAttackGodPowerPlan(void): find a valid god power plan to attach to an attack plan 

[(void  )] aiFindBestOpportunity(): finds the best currently scored opp. 

[(int   )] aiFindBestTownDefenseGodPowerPlan(void): find a valid god power plan to use for town defense 

[(bool  )] aiGetAllowBuildings( void ): Returns allow buildings on/off. 

[(float )] aiGetAttackResponseDistance( void ): Returns the attack response distance. 

[(int   )] aiGetAutoFarmEscrowID( void ): Returns the auto Farm escrow ID. 

[(int   )] aiGetAutoGatherEscrowID( void ): Returns the auto gather escrow ID. 

[(bool  )] aiGetAutosaveOn(): returns whether or not its cool to turn ai autosaves on. 

[(int   )] aiGetAvailableEconomyPop( void ): Returns the available economy pop for this player. 

[(int   )] aiGetAvailableMilitaryPop( void ): Returns the script-defined military pop for this player. 

[(int   )] aiGetCaptainPlayerID( int playerID ): Returns the captain for the given player's team. 

[(int   )] aiGetCurrentEconomyPop( void ): Returns the current economy pop for this player. 

[(void  )] aiGetCurrentResourceNeed( int resourceID ): returns the current resource need for the given resource. 

[(float )] aiGetEconomyPercentage( void ): Returns the economy priority percentage. 

[(int   )] aiGetEconomyPop( void ): Returns the script-defined economy pop for this player. 

[(float )] aiGetExploreDangerThreshold(): gets the ai's Explore Danger Threshold value. 

[(int   )] aiGetFallenExplorerID(): returns the ID of the fallen explorer; if there isn't one, returns -1 

[(int   )] aiGetFarmLimit( void ): Returns the per plan farm build limit. 

[(int   )] aiGetGameMode( void ): Returns the game's mode. 

[(int   )] aiGetGameType(): returns the current game type (e.g., cGameTypeScenario, cGameTypeRandom, etc). 

[(int   )] aiGetGodPowerProtoIDForTechID( int techID): translate a granted tech id into a protopower id 

[(int   )] aiGetGodPowerTechIDForSlot( int slotID): Get the god power tech id from the given slot. 

[(int   )] aiGetGodPowerType( int protoPowerID): get the type for a ProtoPower 

[(vector)] aiGetHCGatherPoint( void ): Returns the HCGP. 

[(int   )] aiGetKOTHController(): Gets the team that is king of the hill. 

[(int   )] aiGetLastCollectedNuggetEffect(int playerID): Gets the last collected nugget's effect 

[(int   )] aiGetLastCollectedNuggetType(int playerID): Gets the last collected nugget's type 

[(float )] aiGetMarketBuyCost( int resourceID ): Returns the amount required to buy 100 units of the given resource. 

[(float )] aiGetMarketSellCost( int resourceID ): Returns the amount received for selling 100 units of the given resource. 

[(int   )] aiGetMaxLOSProtoUnitLimit(): gets the limit for how many LOS Protounits the AI can build 

[(float )] aiGetMilitaryPercentage( void ): Returns the militarypriority percentage. 

[(int   )] aiGetMilitaryPop( void ): Returns the script-defined military pop for this player. 

[(int   )] aiGetMinNumberNeedForGatheringAggressives(): gets the min number of needed units to gather aggressive animals. 

[(int   )] aiGetMinNumberWantForGatheringAggressives(): gets the min number of wanted units to gather aggressive animals. 

[(int   )] aiGetMostHatedPlayerID( void ): Returns the script-defined most hated player ID for this player. 

[(int   )] aiGetNumberIdlePlans( int planType ): Gets the of idle plans of the given type. 

[(int   )] aiGetNumberRelicsControlled(int teamID): Gets the number of relics controlled by this team (for relic victory). 

[(int   )] aiGetNumberRelicsNeededForVictory(): Gets the number of relics needed to make a relic win possible. 

[(long  )] aiGetNumberTeams(): returns the number of teams in the game. 

[(int   )] aiGetNumberTradePostsControlled(int teamID): Gets the number of tradeposts controlled by this team (for monopoly victory). 

[(int   )] aiGetNumberTradePostsNeededForMonopoly(): Gets the number of tradeposts needed to make a monopoly win possible. 

[(vector)] aiGetOpportunityLocation(  int opportunityID ): gets the location from this opportunity 

[(float )] aiGetOpportunityRadius(  int opportunityID ): gets the radius from this opportunity 

[(long  )] aiGetOpportunitySourceID(  int opportunityID ): gets the source id from this opportunity 

[(long  )] aiGetOpportunitySourceType(  int opportunityID ): gets the source type from this opportunity 

[(long  )] aiGetOpportunityTargetID(  int opportunityID ): gets the target id from this opportunity 

[(long  )] aiGetOpportunityTargetPlayerID(  int opportunityID ): gets the target playerID from this opportunity 

[(long  )] aiGetOpportunityTargetType(  int opportunityID ): gets the target type from this opportunity 

[(long  )] aiGetOpportunityType(  int opportunityID ): gets the type from this opportunity 

[(bool  )] aiGetPauseAllAgeUpgrades(): gets the pause all age upgrades flag from the AI. 

[(string)] aiGetPersonality( void ): Gets the player's personality. 

[(int   )] aiGetPoliticianChoice(int age): Gets the scripts choice for the AgeX Politician. 

[(int   )] aiGetPoliticianListByIndex(int age, int index): Gets the index'th Politicans avaiable for AgeX. 

[(int   )] aiGetPoliticianListCount(int age): Gets the number of Politicans avaiable for AgeX. 

[(int   )] aiGetPopNeeds(): gets the current Pop needs of all the plans. 

[(int   )] aiGetResourceBreakdownNumberPlans( int resourceTypeID, int resourceSubTypeID, int baseID ): Gets the number of plans for the given breakdown. 

[(float )] aiGetResourceBreakdownPercentage( int resourceTypeID, int resourceSubTypeID, int baseID ): Gets the percentage for the given breakdown. 

[(int   )] aiGetResourceBreakdownPlanPriority( int resourceTypeID, int resourceSubTypeID, int baseID ): Gets the priority of the plans for the given breakdown. 

[(float )] aiGetResourceGathererPercentage( int resourceID, int rgpIndex ): Returns the resource gatherer percentage for the given resource. 

[(float )] aiGetResourceGathererPercentageWeight( int rgpIndex ): Returns the RGP weight. 

[(long  )] aiGetScore(int playerID): returns the score for the given player. 

[(bool  )] aiGetWallRadius(int buildingID): returns the wall radius for the specified building's colony. 

[(bool  )] aiGetWaterMap(): Tells us if the AI thinks this is a water map or not. 

[(int   )] aiGetWorldDifficulty( void ): Returns the world difficulty level. 

[(string)] aiGetWorldDifficultyName( int level ): Returns the name of the level. 

[(int   )] aiGoalGetIDByIndex( int goalType, int goalState, bool active, int index ): Returns the ID of matching goal. 

[(int   )] aiGoalGetNumber( int goalType, int goalState, bool active ): Returns the number of matching goals. 

[(bool  )] aiHCCardsBuyCard(int cardIndex): Buy this card now 

[(bool  )] aiHCCardsCanIBuyThisCard(int deckIndex, int cardIndex): Can I buy this card now? 

[(long  )] aiHCCardsFindBestCard(int cardType, int levelPref, int resourcePref): Get the best card using the optional cardtype and optional resourcePreference 

[(long  )] aiHCCardsGetCardAgePrereq(int cardIndex): For this cardIndex, get the age prereq. 

[(long  )] aiHCCardsGetCardCount(): For this cardIndex, get the CardCount, -1 is Infinite. 

[(long  )] aiHCCardsGetCardLevel(int cardIndex): For this cardIndex, get the age prereq. 

[(long  )] aiHCCardsGetCardTechID(): For this cardIndex, get the TechID. 

[(long  )] aiHCCardsGetCardUnitCount(): For this cardIndex, get the UnitCount. 

[(long  )] aiHCCardsGetCardUnitType(): For this cardIndex, get the UnitType. 

[(long  )] aiHCCardsGetTotal(): Returns the number of cards in the Current HC. 

[(bool  )] aiHCCardsIsCardBought(int cardIndex): Has the cardindex been bought yet? 

[(bool  )] aiHCDeckActivate( long deckIndex ): Makes the deckIndex the current active HC deck. 

[(long  )] aiHCDeckAddCardToDeck( long deckIndex, long cardIndex): Adds the card given to the givenHC Deck. 

[(bool  )] aiHCDeckCanPlayCard( long cardIndex ): Can we play this card from the given deck? 

[(bool  )] aiHCDeckCardGetCardCount( long deskIndex, long cardIndex ): Gets how many cards of this type we can send. -1 mean infinite. 

[(bool  )] aiHCDeckCreate( string ): Create a new HC Deck with the given name. 

[(long  )] aiHCDeckGetCardAgePrereq( long deckIndex, long cardIndex ): For this card, get the age prereq 

[(long  )] aiHCDeckGetCardLevel( long deckIndex, long cardIndex ): For this card, get the level 

[(long  )] aiHCDeckGetCardTechID( long deckIndex, long cardIndex ): For this card, get the techID 

[(long  )] aiHCDeckGetCardUnitCount( long deckIndex, long cardIndex ): For this card, get the unit Count 

[(long  )] aiHCDeckGetCardUnitType( long deckIndex, long cardIndex ): For this card, get the unitType 

[(long  )] aiHCDeckGetNumberCards( long deckIndex): Returns the number of cards in the Current HC Deck. 

[(bool  )] aiHCDeckPlayCard( long cardIndex ): play this card. 

[(long  )] aiHCGetNumberDecks(): Returns the number of decks in the Current HC. 

[(bool  )] aiIsKOTHAllowed(): Returns true if a King of the Hill victory is possible in this game type. 

[(bool  )] aiIsMapType(string -see 3 constants at right-):Is this a certain maptype or not. (AIFishingUseful, AITransportRequired, AITransportUseful) 

[(bool  )] aiIsMonopolyAllowed(): Returns true if a trade monopoly is possible in this game type. 

[(bool  )] aiIsMultiplayer(): returns true, if this is a multiplayer game. 

[(bool  )] aiIsRelicCaptureAllowed(): Returns true if a relic capture victory is possible in this game type. 

[(int   )] aiIsTeamKOTH(int teamID): Returns true if this team is king of the hill. 

[(void  )] aiNormalizeResourceGathererPercentages( int rgpIndex ): Normalizes all of the resource gatherer percentages to 1.0. 

[(void  )] aiNormalizeResourceGathererPercentageWeights( void ): Normalizes all of the resource gatherer percentages weights to 1.0. 

[(int   )] aiNumberUnassignedUnits( int typeID ): Returns the number of unassigned units of the given type. 

[(int   )] aiNumberUnassignedUnitsByGoal( int goalID ): Returns the number of unassigned units based on the goal's unit type(s). 

[(int   )] aiPersonalityCreatePlayerHistory( void ): Creates are player history for the given playername. 

[(bool  )] aiPersonalityGetDidIWinLastGameVS(int playerHistoryIndex) 

[(int   )] aiPersonalityGetGameFirstAttackTime(int playerHistoryIndex, int gameIndex): Returns the 1st attacktime from the gameIndex game. 

[(float )] aiPersonalityGetGameResource(int playerHistoryIndex, int gameIndex, int resourceID): Returns the given resource from the gameIndex game. If gameIndex is -1, this will return the avg of all games played. 

[(int   )] aiPersonalityGetGameUnitCount(int playerHistoryIndex, int gameIndex, int unitType): Returns the unit count from the gameIndex game. If gameIndex is -1, this will return the avg of all games played. 

[(int   )] aiPersonalityGetNumberPlayerHistories( void ): Returns the number of player's in the Personality's history. 

[(int   )] aiPersonalityGetPlayerGamesPlayed(int playerHistoryIndex, int playerRelation): Returns the number of games played against/with the given the playerHistoryIndex. 

[(int   )] aiPersonalityGetPlayerHistoryIndex( string searchPlayerName ): Returns a playerHistoryIndex if this personality has played searchPlayerName before. 


[(string)] aiPersonalityGetPlayerHistoryName( int index ): Returns the name of the index'th player in the Personality's history. 

[(float )] aiPersonalityGetPlayerUserVar( int playerHistoryIndex, string userVarName ): Returns the user value, given the playerHistoryIndex and the userVarName. 

[(float )] aiPersonalityGetRushBoom( void ): Returns the rush boom scale for this ai. 

[(int   )] aiPersonalityGetTotalGameWins(int playerHistoryIndex, int playerRelation): Returns the total games the given player has won against this AI 

[(bool  )] aiPersonalityResetPlayerHistory( int playerHistoryIndex ): Resets the given player history. 

[(bool  )] aiPersonalitySetPlayerUserVar( int playerHistoryIndex, string userVarName, float val ): sets the value, given the playerHistoryIndex, userVarName (max 255 chars), and value. 

[(bool  )] aiPlanAddUnit( int planID, int unitID ): Adds a unit to the plan. 

[(bool  )] aiPlanAddUnitType( int planID, int unitTypeID, int numberNeed, int numberWant, int numberMax ): Adds a unit type to the plan. 

[(bool  )] aiPlanAddUserVariableBool( int planID, int planVariableIndex, string name, int numberValues ): Adds the variable to the given plan. 

[(bool  )] aiPlanAddUserVariableFloat( int planID, int planVariableIndex, string name, int numberValues ): Adds the variable to the given plan. 

[(bool  )] aiPlanAddUserVariableInt( int planID, int planVariableIndex, string name, int numberValues ): Adds the variable to the given plan. 

[(bool  )] aiPlanAddUserVariableString( int planID, int planVariableIndex, string name, int numberValues ): Adds the variable to the given plan. 

[(bool  )] aiPlanAddUserVariableVector( int planID, int planVariableIndex, string name, int numberValues ): Adds the variable to the given plan. 

[(bool  )] aiPlanAddWaypoint( int planID, vector waypoint ): Adds the waypoint to the given plan. 

[(int   )] aiPlanCreate( string planName, int typeName ): Creates a plan of the given name and type. 

[(bool  )] aiPlanDestroy( int planID ): Destroys the given plan. 

[(bool  )] aiPlanDestroyByName( string name ): Destroys the plan of the given name. 

[(bool  )] aiPlanGetActive( int planID ): Gets the active-ness of the given plan. 

[(int   )] aiPlanGetActualPriority( int planID ): Returns the priority of the given plan. 

[(bool  )] aiPlanGetAllowUnderAttackResponse( int planID ): Gets the UA response-ness of the given plan. 

[(bool  )] aiPlanGetAttack( int planID ): Gets the attack flag of the given plan. 

[(int   )] aiPlanGetBaseID( int planID): gets the plan's base id. 

[(int   )] aiPlanGetDesiredPriority( int planID ): Returns the priority of the given plan. 

[(bool  )] aiPlanGetEconomy( int planID ): Gets the economy flag of the given plan. 

[(int   )] aiPlanGetEscrowID( int planID ): Gets the escrow for the plan. 

[(int   )] aiPlanGetID( string name ): Returns the ID of the plan with the given name. 

[(int   )] aiPlanGetIDByActiveIndex( int activeIndex ): Returns the ID of the plan with the given active index. 

[(int   )] aiPlanGetIDByIndex( int planType, int planState, bool active, int index ): Returns the ID of matching plan. 

[(int   )] aiPlanGetIDByTypeAndVariableType( int planType, int varType, int varID, bool active ): Returns the ID of the plan with the given parms. 

[(int   )] aiPlanGetIDSubStr( string searchStr ): Returns the ID of the first plan containing the given string in its name. 

[(vector)] aiPlanGetInitialPosition( int planID ): Returns the initial positon that was set for this plan. 

[(vector)] aiPlanGetLocation( int planID ): Returns the location for this plan. 

[(bool  )] aiPlanGetMilitary( int planID ): Gets the military flag of the given plan. 

[(string)] aiPlanGetName( int planID ): Returns the name of the given plan. 

[(bool  )] aiPlanGetNoMoreUnits( int planID ): Gets the noMoreUnits-ness of the given plan. 

[(int   )] aiPlanGetNumber( int planType, int planState, bool active ): Returns the number of matching plans. 

[(int   )] aiPlanGetNumberUnits( int planID, int unitTypeID ): Returns the number of units currently assigned in the given plan. 

[(int   )] aiPlanGetNumberUserVariableValues( int planID, int planVariableIndex ): Returns the number of values for this variable index. 

[(int   )] aiPlanGetNumberVariableValues( int planID, int planVariableIndex ): Returns the number of values for this variable index. 

[(bool  )] aiPlanGetOrphan( int planID ): Gets the orphan-ness of the given plan. 

[(int   )] aiPlanGetState( int planID ): Returns the state of the given plan. 

[(int   )] aiPlanGetType( int planID ): Returns the type of the given plan. 

[(float )] aiPlanGetUnitCost(int planID, bool considerHitPoints): gets total aiCost of plan's units, weighted for HP if requested. 

[(int   )] aiPlanGetUnitStance( int planID ): Gets the unit stance of the given plan. 

[(bool  )] aiPlanGetUserVariableBool( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan. 

[(float )] aiPlanGetUserVariableFloat( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan. 

[(int   )] aiPlanGetUserVariableInt( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan. 

[(string)] aiPlanGetUserVariableString( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan. 

[(vector)] aiPlanGetUserVariableVector( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan. 

[(bool  )] aiPlanGetVariableBool( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan. 

[(float )] aiPlanGetVariableFloat( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan. 

[(int   )] aiPlanGetVariableInt( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan. 

[(string)] aiPlanGetVariableString( int planID, int planVariableIndex ): Gets the given variable of the given plan. 

[(vector)] aiPlanGetVariableVector( int planID, int planVariableIndex, int valueIndex ): Gets the given variable of the given plan. 

[(bool  )] aiPlanRemoveUserVariable( int planID, int planVariableIndex ): Removes the user variable. 

[(bool  )] aiPlanRemoveUserVariables( int planID ): Removes all of the user variables from the given plan. 

[(bool  )] aiPlanRemoveUserVariableValue( int planID, int planVariableIndex, int variableIndex ): Removes the index-th value of the user variable. 

[(bool  )] aiPlanRemoveVariableValue( int planID, int planVariableIndex, int variableIndex ): Removes the index-th value of the variable. 

[(bool  )] aiPlanSetActive( int planID, bool active ): Sets active on/off for the given plan. 

[(bool  )] aiPlanSetAllowUnderAttackResponse( int planID, bool uAR ): Sets under attack response on/off for the given plan. 

[(bool  )] aiPlanSetAttack( int planID, bool v ): Sets attack flag on/off for the given plan. 

[(bool  )] aiPlanSetBaseID( int planID, int baseID ): sets the plan's base id. 

[(bool  )] aiPlanSetDesiredPriority( int planID, int priority ): Sets the priority of the given plan. 

[(bool  )] aiPlanSetEconomy( int planID, bool v ): Sets economy on/off for the given plan. 

[(bool  )] aiPlanSetEscrowID( int planID, int escrowID ): Sets the escrow for the plan. 

[(bool  )] aiPlanSetEventHandler( int planID, int eventType, string handlerName ): Sets event handler function for the given plan and event. 

[(void  )] aiPlanSetInitialPosition( int planID, vector initialPosition ): Sets the initial positon for this plan. 

[(bool  )] aiPlanSetMilitary( int planID, bool v ): Sets military on/off for the given plan. 

[(bool  )] aiPlanSetNoMoreUnits( int planID, bool v ): Sets noMoreUnits on/off for the given plan. 

[(bool  )] aiPlanSetNumberUserVariableValues( int planID, int planVariableIndex, int numberValues, bool clearCurrentValues ): Sets the number of values for this variable. 

[(bool  )] aiPlanSetNumberVariableValues( int planID, int planVariableIndex, int numberValues, bool clearCurrentValues ): Sets the number of values for this variable. 

[(bool  )] aiPlanSetOrphan( int planID, bool orphan ): Sets orphan on/off for the given plan. 

[(bool  )] aiPlanSetRequiresAllNeedUnits( int planID, bool rANU ): Sets 'requiresAllNeedUnits' on/off for the given plan. 

[(bool  )] aiPlanSetUnitStance( int planID, int stance ): Sets unit stance for the given plan. 

[(bool  )] aiPlanSetUserVariableBool( int planID, int planVariableIndex, int valueIndex, bool value ): Sets the given variable of the given plan. 

[(bool  )] aiPlanSetUserVariableFloat( int planID, int planVariableIndex, int valueIndex, float value ): Sets the given variable of the given plan. 

[(bool  )] aiPlanSetUserVariableInt( int planID, int planVariableIndex, int valueIndex, int value ): Sets the given variable of the given plan. 

[(bool  )] aiPlanSetUserVariableString( int planID, int planVariableIndex, int valueIndex, string value ): Sets the given variable of the given plan. 

[(bool  )] aiPlanSetUserVariableVector( int planID, int planVariableIndex, int valueIndex, vector value ): Sets the given variable of the given plan. 

[(bool  )] aiPlanSetVariableBool( int planID, int planVariableIndex, int valueIndex, bool value ): Sets the given variable of the given plan. 

[(bool  )] aiPlanSetVariableFloat( int planID, int planVariableIndex, int valueIndex, float value ): Sets the given variable of the given plan. 

[(bool  )] aiPlanSetVariableInt( int planID, int planVariableIndex, int valueIndex, int value ): Sets the given variable of the given plan. 

[(bool  )] aiPlanSetVariableString( int planID, int planVariableIndex, int valueIndex, string value ): Sets the given variable of the given plan. 

[(bool  )] aiPlanSetVariableVector( int planID, int planVariableIndex, int valueIndex, vector value ): Sets the given variable of the given plan. 

[(bool  )] aiPlanSetWaypoints( int planID, int pathID ): Sets the waypoints of the given plan to the waypoints of the given path. 

[(bool  )] aiPopulatePoliticianList(): Call this to make the AI fill out what Politicians are available. 

[(void  )] aiQueueAutoSavegame( int saveNumber ): Queues the auto savegame. 

[(int   )] aiRandInt( int max ): Returns a random number (mod'ed by max if provided). 

[(vector)] aiRandLocation( void ): Returns a random location guaranteed to be on the map. 

[(void  )] aiRandSetSeed( int seed ): Sets the seed of the random number generator. 

[(bool  )] aiRansomExplorer(int explorerID, int escrowID, int sourceBuildingID): ransoms the specified explorer using funds from the specified escrow account and spawns it from the specified building. 

[(bool  )] aiReadyForTradeMonopoly(): Returns true if the monopoly command can be given now.  Does not check cost. 

[(bool  )] aiRemoveResourceBreakdown( int resourceTypeID, int resourceSubTypeID, int baseID ): Removes the given breakdown. 

[(void  )] aiResign(): reigns the current player.. 

[(bool  )] aiResourceIsLocked(int resourceID): Is this Escrow resource locked. 

[(void  )] aiResourceLock(int resourceID): Prevent a resource from being spent by the AI. 

[(void  )] aiResourceUnlock(int resourceID): Allow a resource to be spent by the AI. 

[(bool  )] aiSellResourceOnMarket( int resourceID): sells (+100) the given resource. 

[(void  )] aiSendChatToAllies( string chatString ): CP AI chat to allies. 

[(void  )] aiSendChatToEnemies( string chatString ): CP AI chat to enemies. 

[(void  )] aiSendChatToEveryone( string chatString ): CP AI chat to everyone. 

[(void  )] aiSet( string filename, int playerID ): Sets playerID's AI to the given filename. 

[(void  )] aiSetAllowBuildings( bool v ): Sets allow buildings on/off. 

[(void  )] aiSetAttackResponseDistance( float v ): Set the attack response distance. 

[(void  )] aiSetAutoFarmEscrowID( int escrowID ): Sets the auto Farm escrow ID. 

[(void  )] aiSetAutoGatherEscrowID( int escrowID ): Sets the auto gather escrow ID. 

[(bool  )] aiSetAutoGatherMilitaryUnits( bool v ): Turns auto gathering of military units at bases on/off. 

[(void  )] aiSetDefaultStance( int defaultStance ): Sets your default stance for all of your units. 

[(void  )] aiSetEconomyPercentage( float v ): Set the economy priority percentage. 

[(void  )] aiSetEconomyPop( int v ): Set the script-defined economy pop for this player. 

[(bool  )] aiSetExploreDangerThreshold( float value): sets the ai's Explore Danger Threshold value. 

[(void  )] aiSetFarmLimit( int limit ): Sets the per plan farm build limit. 

[(bool  )] aiSetHandler( string handlerFunctionName, int type ): Sets the handler for given type of event. 

[(bool  )] aiSetHCGatherPoint( vector point ): Sets the HCGP. 

[(void  )] aiSetMaxLOSProtoUnitLimit(int limit): sets the limit for how many LOS Protounits the AI can build 

[(void  )] aiSetMilitaryPercentage( float v ): Set the military priority percentage. 

[(void  )] aiSetMilitaryPop( int v ): Set the script-defined military pop for this player. 

[(void  )] aiSetMinArmySize(long v): sets the min number of units in an attack army. 

[(void  )] aiSetMinNumberNeedForGatheringAggressvies(long v): sets the min number of needed units to gather aggressive animals. 

[(void  )] aiSetMinNumberWantForGatheringAggressives(long v): sets the min number of wanted units to gather aggressive animals. 

[(void  )] aiSetMostHatedPlayerID( int v ): Sets the script-defined most hated player ID for this player. 

[(void  )] aiSetOpportunityLocation(  int opportunityID, vector location ): sets the location for this opp. 

[(void  )] aiSetOpportunityRadius(  int opportunityID, float radius ): sets the radius for this opp. 

[(bool  )] aiSetOpportunityScore(  long oppID, long permission, float affordable, float classscore, float instance, float total ): sets the score for this opp. 

[(void  )] aiSetOpportunityTargetID(  int opportunityID, int targetType ): sets the target id for this opp. 

[(void  )] aiSetOpportunityTargetType(  int opportunityID, int targetType ): sets the target type for this opp. 

[(void  )] aiSetPauseAllAgeUpgrades(bool v): sets the pause all age upgrades flag in the AI. 

[(void  )] aiSetPoliticianChoice(int age, int puid): Sets the scripts choice for the AgeX Politician. 

[(void  )] aiSetRandomMap(bool v): Sets the RM bool in the AI. 

[(bool  )] aiSetResourceBreakdown( int resourceTypeID, int resourceSubTypeID, int numberPlans, int planPriority, float percentage, int baseID ): Sets a subtype breakdown for a resource. 

[(void  )] aiSetResourceGathererPercentage( int resourceID, float value, bool normalize, int rgpIndex ): Sets the resource gatherer percentage for the given resource (if normalized is true, the percentages will be normalized to 1.0). 

[(void  )] aiSetResourceGathererPercentageWeight( int rgpIndex, float weight ): Sets the RGP weight. 

[(void  )] aiSetWaterMap( bool v): Tells the AI if this is a water map or not. 

[(void  )] aiSetWorldDifficulty( int v ): Sets the world difficulty level. 

[(void  )] aiSwitchMainBase(int newBaseID, bool force): switch the newBaseID to be the main base. 

[(bool  )] aiTaskUnitBuild( int unitID, int buildingTypeID, vector position ): Does a lightweight (no plan) build tasking of the given unit to build the given building. 

[(bool  )] aiTaskUnitDelete( int unitID ): Deletes the given unit. 

[(bool  )] aiTaskUnitMove( int unitID, vector position ): Does a lightweight (no plan) move tasking of the given unit to the given location. 

[(bool  )] aiTaskUnitResearch( int unitID, int techID ): Does a lightweight (no plan) research tasking of the given unit for the given tech ID. 

[(bool  )] aiTaskUnitSpecialPower( int unitID, int powerID, vector position ): Does a lightweight (no plan) research tasking of the given unit for the given special power. 

[(bool  )] aiTaskUnitTrain( int unitID, int unitTypeID ): Does a lightweight (no plan) train tasking of the given unit for the given target unit type. 

[(bool  )] aiTaskUnitWork( int unitID, int targetUnitID ): Does a lightweight (no plan) work tasking of the given unit on the given target unit. 

[(bool  )] aiTreatyActive(): checks whether the given player has a treaty. 

[(bool  )] aiTribute( int playerID, int resourceID, float amount ): Tributes the given player. 

[(int   )] aiUnitGetTactic(int unitID): gets the specified unit's current tactic. 

[(bool  )] aiUnitSetTactic(int unitID, int tacticID): sets the specified tactic on the specified unit. 

[(      )] alignResources() : realigns all resources in the world to tile boundaries 

[(      )] alignSelectedUnits() : realigns all selected units to tile boundaries 

[(      )] ambientColor([integerR] [integerG] [integerB]) : Set ambient color to given RGB (0-255) 

[(      )] ambientColor2([integerR] [integerG] [integerB]) : Set ambient color 2 to given RGB (0-255) 

[(      )] ambientGetColor : Get ambient color 

[(      )] applyLightingSet([name]) : Applies a Lighting set 

[(      )] areaIncrementAreaToRender( int playerID ): increments the area to render. 

[(      )] blackmap([integerState]) : toggles or sets unexplored black map rendering. 

[(      )] breakTreaty() : break your treaties 

[(      )] brushCircularSize([<floatValue>]) : sets the circular brush size 

[(      )] brushSize([integerSize]) : sets brush size. 

[(      )] cameraBackward([integerKeyState]) : intended for ui use only.  Indicates that camera backward key has gone up or down. 

[(      )] cameraDown([integerKeyState]) : intended for ui use only.  Indicates that camera down key has gone up or down. 

[(      )] cameraDump() : debug command to spew info about the current state of the game camera 

[(      )] cameraForward([integerKeyState]) : intended for ui use only.  Indicates that camera forward key has gone up or down. 

[(      )] cameraLeft([integerKeyState]) : intended for ui use only.  Indicates that camera left key has gone up or down. 

[(      )] cameraLocalYawLeft([integerKeyState]) : intended for ui use only.  Indicates that camera 'Local Yaw left' key has gone up or down. 

[(      )] cameraLocalYawRight([integerKeyState]) : intended for ui use only.  Indicates that camera 'Local Yaw right' key has gone up or down. 

[(      )] cameraNice : puts the camera in a reasonable orientation. 

[(      )] cameraPitchBackward([integerKeyState]) : intended for ui use only.  Indicates that camera pitch backward key has gone up or down. 

[(      )] cameraPitchForward([integerKeyState]) : intended for ui use only.  Indicates that camera pitch forward key has gone up or down. 

[(      )] cameraRight([integerKeyState]) : intended for ui use only.  Indicates that camera right key has gone up or down. 

[(      )] cameraRollLeft([integerKeyState]) : intended for ui use only.  Indicates that camera roll left key has gone up or down. 

[(      )] cameraRollRight([integerKeyState]) : intended for ui use only.  Indicates that camera roll right key has gone up or down. 

[(      )] cameraRotate(<integerState>) : sets whether camera limiting is on. 

[(      )] cameraUp([integerKeyState]) : intended for ui use only.  Indicates that camera up key has gone up or down. 

[(      )] cameraWorldBackward([integerKeyState]) : intended for ui use only.  Indicates that camera world backward key has gone up or down. 

[(      )] cameraWorldBackwardLeft([integerKeyState]) : intended for ui use only.  Indicates that camera world backward & left key has gone up or down. 

[(      )] cameraWorldBackwardRight([integerKeyState]) : intended for ui use only.  Indicates that camera world backward & right key has gone up or down. 

[(      )] cameraWorldForward([integerKeyState]) : intended for ui use only.  Indicates that camera world forward key has gone up or down. 

[(      )] cameraWorldForwardLeft([integerKeyState]) : intended for ui use only.  Indicates that camera world forward & left key has gone up or down. 

[(      )] cameraWorldForwardRight([integerKeyState]) : intended for ui use only.  Indicates that camera world forward & right key has gone up or down. 

[(      )] cameraYawLeft([integerKeyState]) : intended for ui use only.  Indicates that camera yaw left key has gone up or down. 

[(      )] cameraYawRight([integerKeyState]) : intended for ui use only.  Indicates that camera yaw right key has gone up or down. 

[(      )] campaignAdvance: add help string. 

[(      )] campaignPlayCurrent: add help string. 

[(      )] campaignQuit: add help string. 

[(      )] campaignResetCurScenario: add help string. 

[(      )] campaignResume: add help string. 

[(      )] campaignStart: add help string. 

[(      )] cancelAutoPatcher() : Cancel the auto patcher. 

[(      )] cancelRepairUnit(int unitID): Cancels the auto repair on the specified unit. 

[(void  )] cancelResearchInSelected(<TechID>) : cancel researching of a tech in any valid selected unit 

[(void  )] cancelTrainInSelected(<ProtoUnitID>,<All>) : cancel training of a unit type in any valid selected unit 

[(      )] cancelTrainReinforcement( int armyID ) : Cancel training of a reinforcement. 

[(      )] categoryFlash(<ID> <flash>) : turns gadget flashing on/off. 

[(      )] changeCliffType(string cliffName): change the cliff type for all cliffs on the map 

[(      )] chat([stringText] {integerPlayer}) : adds a line of chat text from the given player (current if not provided. 

[(void  )] click() : plays the default UI click sound. 

[(      )] commandResearch( int commandID, int unitID) : Researches the given command from the given unit. 

[(      )] config(<stringToken>) : changes config state just like a .cfg line 

[(      )] configDef(<stringName>) : defines a config variable 

[(      )] configDump : sends to output a list of all current config vars 

[(      )] configGetByID(<intValue>) : look up config by enum ID 

[(      )] configHelp([symbolFilter]) : show all formally defined config variables that contain the filter string, or use no parameters for a full list. 

[(      )] configHelpPrefix([symbolFilter]) : show all formally defined config variables that start with the filter string, or use no parameters for a full list. 

[(      )] configSet(<stringName> <stringValue>) : sets a particular config var to a string value 

[(      )] configSetFloat(<stringName> <floatValue>) : sets a config var to a floating point value 

[(      )] configSetInt(<stringName> <integerValue>) : sets a config var to an integer value 

[(      )] configToggle(<stringName>) : defined var becomes undefined, and vice versa 

[(      )] configUndef(stringName) : un-defines a config variable 

[(      )] confirmAutoPatcher() : Used to tell autpatcher user pressed OK on exit or error dialog. 

[(      )] console : toggles the state of the console dialog 

[(      )] convertCoveredWagon() : Convert a covered wagon into a Town Center 

[(      )] decrementUSP2SelectedUnitStack 

[(      )] display([integerState]) : with no arg, toggles display on/off.  otherwise, sets display 

[(      )] displayType([integerState]) : with no arg, cycles through the various status display modes.  otherwise sets display type 

[(      )] doAbilityInSelected( protoPowerName) : use ability in current unit selection. 

[(      )] doAbilityInType( protoPowerName) : use ability in proto unit type if the player has one 

[(      )] doCommandInSelected( commandName) : use command in current unit selection. 

[(      )] doMPSetup(bool useESO) : Enter BMultiplayer setup. 

[(      )] doSPSetup() : Enter Single player setup. 

[(      )] doTriggerImport: load some triggers. 

[(      )] drawWorldTooltipClipRect() : Toggles whether or not to draw the world tooltip restricted screen rectangle. 

[(      )] dropToMainMenu: drop back to the main menu 

[(      )] echo(<stringMessage>) : sends a message to the console output 

[(      )] echoLocalized(<stringID>) : sets the game status text from a string in the string resource. 

[(      )] echoNum(<stringMessage>) : sends a number to the console output 

[(      )] editMode(<symbolModeName>) : changes the edit mode 

[(      )] editorSetAllTradeRoutesToDef(string newDefName) : Editor use - sets all trade route definitons to the spedified definition. 

[(      )] editorSetTechStatus(string techToActivate, bool active) : Editor only function that activates/deactivates a given tech 

[(      )] editorUpdateUnitVisuals: Editor only functions. goes thru all the units and updates thier visuals. 

[(      )] enterAttackMoveMode 

[(      )] enterCampaignMode(<name>):  

[(      )] enterGCGameMode(<name>):  

[(      )] enterRecordGameMode(<name>):  

[(      )] exit: exits the game 

[(      )] exitMPSetupSubScreen : Leave the current MP screen and return to the MP setup menu. 

[(      )] fadeToColor(<r> <g> <b> <duration> <delay> <inout>): fade in/out using color specified. 

[(      )] fakeSunParams([intensity] [specIntensity] [specPower] [inclination] [rotation]) : Set fake sun params for water 

[(      )] fog([integerState]) : toggles or sets LOS fog. 

[(      )] fourOfAKind() : starts the four of a kind victory if valid. 

[(      )] gadgetFlash(<stringName> <flash>) : turns gadget flashing on/off. 

[(      )] gadgetReal(<stringName>) : makes real the named gadget. 

[(      )] gadgetRealIfNotMP(<stringName>) : makes real the named gadget. 

[(      )] gadgetRefresh(<stringName>) : refresh the contents of the named gadget. 

[(      )] gadgetScrollDown : scrolls the gadget up one unit 

[(      )] gadgetScrollLeft : scrolls the gadget to the left one unit 

[(      )] gadgetScrollRight : scrolls the gadget to the Right one unit 

[(      )] gadgetScrollUp : scrolls the gadget up one unit 

[(      )] gadgetToggle(<stringName>) : toggles the reality of the named gadget. 

[(      )] gadgetToggleIfNotMP(<stringName>) : toggles the reality of the named gadget. 

[(      )] gadgetUnreal(<stringName>) : makes un-real the named gadget. 

[(      )] gadgetWheelScroll: ui use.  Scrolling function for hooking wheel to gadget scrolling 

[(      )] hackscreenshot: take a screen shot 

[(      )] handlePostGame : does what needs to be done. 

[(void  )] hcAddUnitToPerformerGroup( int groupID, int unitID ): Adds a unit to a group of performers. 

[(long  )] hcCreatePerformerGroup( int numPerformers, float attentionRadius ): Creates a performer group. 

[(void  )] hcEcho( string echoString ): HC echo. 

[(void  )] hcErrorMessage( string errorString ): HC error. 

[(int   )] hcGetBuildingIDByName( string buildingName ): Returns the ID for a building with the specified name. 

[(int   )] hcGetMyUnitID( void ): Returns the HomeCity Unit ID for this unit. 

[(int   )] hcGetNearestWPID( vector position ): Returns the WPID closest to the position. 

[(int   )] hcGetNumberUnitsWithAI( string aiFilename ): Returns the number of units with a given AI filename. 

[(long  )] hcGetNumberWaypoints( void ): Returns the number of waypoints. 

[(long  )] hcGetNumPerformerGroups(): Returns how many performer groups are currently playing. 

[(int   )] hcGetNumUnlockedUnits( bool regularUnits, bool performerUnits ): Returns the number of unlocked units available. 

[(int   )] hcGetPerformerInProximity( long unitID ): Returns the index-th performer unit in the proximity. 

[(long  )] hcGetRandomFreeWPID(long waypointMask): Returns the WPID of a random waypoint. 

[(long  )] hcGetRandomWPID(long waypointMask): Returns the WPID of a random waypoint. 

[(int   )] hcGetUnitWithAI( string aiFilename, int index ): Returns the index-th unit with the given AI filename. 

[(int   )] hcGetUnlockedUnitProtoUnitID( int unitIndex, bool regularUnits, bool performerUnits ): Returns the proto unit ID for an unlocked unit. 

[(string)] hcGetUnlockedUnitScriptFilename( int unitIndex, bool regularUnits, bool performerUnits ): Returns the script file name for an unlocked unit. 

[(string)] hcGetUnlockedUnitVisualFilename( int unitIndex, bool regularUnits, bool performerUnits ): Returns the visual file name for an unlocked unit. 

[(vector)] hcGetWaypointDir( int waypoint ): Returns the direction for a waypoint. 

[(vector)] hcGetWaypointPos( int waypoint ): Returns the position for a waypoint. 

[(void  )] hcOccupyWPID(long wpid): Occupies the given waypoint. 

[(void  )] hcPopulateHomeCity(): Populates the home city with all units needed. 

[(int   )] hcRandInt( int max ): Returns a random number (mod'ed by max if provided). 

[(vector)] hcRandPosition( void ): Returns a random position guaranteed to be on the map. 

[(bool  )] hcReservePerformerArea( long groupID ): Reserves a performer area. 

[(bool  )] hcSetUnitXSHandler( int unitID, string handlerFunctionName, int type ): Sets the handler for a unit for a given type of event. 

[(bool  )] hcSetXSHandler( string handlerFunctionName, int type ): Sets the handler for given type of event. 

[(int   )] hcUnitCreate( int protoUnitID, string visualFilename, string aiFilename, int waypoint ): Creates a unit; specify either protoUnitID or visualFilename; returns the new unit's ID. 

[(int   )] hcUnitCreateAtBone( int protoUnitID, string visualFilename, string aiFilename, string boneName ): Creates a unit at the bone position; specify either protoUnitID or visualFilename; returns the new unit's ID. 

[(int   )] hcUnitCreateUsingPos( int protoUnitID, string visualFilename, string aiFilename, vector position, vector forward, bool visible ): Creates a unit; specify either protoUnitID or visualFilename; returns the new unit's ID. 

[(void  )] hcUnitDestroyAll( void ): Nukes all HC units. 

[(bool  )] hcUnitEnterBuilding(long unitID, long buildingID, float speed, bool queue) : Unit enters a building. 

[(bool  )] hcUnitExit( int unitID, bool queue ): Exits the unit (this will kill the unit). 

[(bool  )] hcUnitExitBuilding(long unitID, long buildingID, float pauseTime, float speed, bool queue) : Unit exits a building. 

[(bool  )] hcUnitFollow(long unitID, long unitToFollowID, float speed, bool queue) : Unit follows another unit. 

[(void  )] hcUnitFreeWPID(long unitID, long wpid, bool queue): Frees the given waypoint. 

[(int   )] hcUnitGetActionType( int unitID ): Returns the action type of the unit. 

[(long  )] hcUnitGetGroupID( int unitID ): Returns the HomeCity group ID for this unit. 

[(float )] hcUnitGetInitialPauseTime( int unitID ): Gets the initial time a unit should pause before spawning. 

[(vector)] hcUnitGetPerformForwardFromGroup( int groupID, int unitID ): Returns the performance forward vector for a unit. 

[(vector)] hcUnitGetPerformPosFromGroup( int groupID, int unitID ): Returns the performance position for a unit. 

[(vector)] hcUnitGetPosition( int unitID ): Returns the position of the unit. 

[(string)] hcUnitGetScript( int unitID ): Returns the script for the unit. 

[(bool  )] hcUnitGoIdle(long unitID, bool queue): Makes the unit go into idle mode forever. 

[(bool  )] hcUnitMoveToPos( int unitID, int startWPID, BVector goalPos, float speed, float goalTolerance, bool queue ): Walks the unit to the position. 

[(bool  )] hcUnitMoveToWPID( int unitID, int startWPID, int goalWPID, float speed, float goalTolerance, bool queue ): Walks the unit to the WPID. 

[(bool  )] hcUnitPlayAnim( int unitID, string animation, float seconds, long loop, bool queue ): Plays the anim for the unit. 

[(void  )] hcUnitSetFlag( int unitID, int unitFlag, bool enable, bool queue ): Enables / disables a unit's flag. 

[(void  )] hcUnitSetInitialPauseTime( int unitID, float pauseTime ): Sets the initial time a unit should pause before spawning. 

[(bool  )] hcUnitSetVisible(long unitID, bool state, bool queue) : Makes unit visible/invisible. 

[(bool  )] hcUnitTeleportToWPID(long unitID, long WPID): Moves the unit to the given waypoint immediately. 

[(bool  )] hcUnitTurn( int unitID, BVector forward, float turnRateInDegreesPerSec, bool queue ): Turns the unit towards the forward vector. 

[(bool  )] hcUnitWait(long unitID, float pauseTime, bool queue) : Makes script wait a number of seconds 

[(      )] help( string commandSubstring ) - Lists all of the commands that contain the given substring 

[(      )] helpPrefix( string commandPrefix ) - Lists all of the commands that start with the given prefix 

[(      )] helpText( string helptextSubstring ) - Lists all of the commands that contain the given substring in their help text. 

[(      )] hideGameMenu: hide the in-game menu. 

[(void  )] homeCityMakeActiveByID(<playerID> <techName>) : Activates the given home city tech. 

[(void  )] homeCityResearch(<playerID> <techName>) : Researches the given home city tech. 

[(void  )] homeCityResearchByID(<playerID> <techName>) : Researches the given home city tech. 

[(void  )] homeCityResearchByIDOutsideGame(<playerID> <techName>) : Researches the given home city tech when a game is not active. 

[(void  )] homeCityResearchByIDPregame(<techID>) : Researches the given home city tech when you are *really* completely out side of the game. 

[(      )] homeCityShipEject( int playerID, int buildingID, int puid, int index ) : Cancels the given unit out of the ship. 

[(      )] homeCityTrain( int playerID, int buildingID, int puid ) : Trains the given PUID from the given home city building. 

[(      )] homeCityTrain2( int playerID, int cardIndex ) : Sends the given HC card in the home city. 

[(      )] homeCityTransport( int playerID ) : Transports units from the home city. 

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

[(      )] incrementUSP2SelectedUnitStack 

[(bool  )] kbAddAttackRouteIgnoreID( int ignoreAreaID ): ignore this area when finding the route. 

[(bool  )] kbAddAttackRouteIgnoreType( int ignoreAreaTypeID ): ignore this areatype when finding the route. 

[(bool  )] kbAddAttackRouteSector( int sector ): add a new sector to path to. 

[(void  )] kbAreaCalculate(): Creates areas and area groups. DO THIS BEFORE ANYTHING ELSE IN YOUR SCRIPT. 

[(int   )] kbAreaFindBestGatherAreaID( int unitTypeID ): Returns the Area ID of the best area to gather the given unit type. 

[(int   )] kbAreaGetBorderAreaID( int areaID, long index ): Returns the Area ID of the index-th border area in the given area. 

[(vector)] kbAreaGetCenter( int areaID ): Returns the center of the given area. 

[(int   )] kbAreaGetClosetArea( vector position, int areaType, int areaType1, float minDistance ): Returns the Area ID of the closest area, of the given types, to given postion. 

[(int   )] kbAreaGetIDByPosition( vector position ): Returns the ID of the given area. 

[(int   )] kbAreaGetNumber( void ): Returns the number of areas. 

[(int   )] kbAreaGetNumberBlackTiles( int areaID ): Returns the number of black tiles in the given area. 

[(int   )] kbAreaGetNumberBorderAreas( int areaID ): Returns the number of border areas for the given area. 

[(int   )] kbAreaGetNumberFogTiles( int areaID ): Returns the number of fog tiles in the given area. 

[(int   )] kbAreaGetNumberTiles( int areaID ): Returns the number of tiles in the given area. 

[(int   )] kbAreaGetNumberUnits( int areaID ): Returns the number of units in the given area. 

[(int   )] kbAreaGetNumberVisibleTiles( int areaID ): Returns the number of visible tiles in the given area. 

[(int   )] kbAreaGetType( int areaID ): Returns the Type of area. 

[(int   )] kbAreaGetUnitID( int areaID, long index ): Returns the Unit ID of the index-th unit in the given area. 

[(int   )] kbAreaGetVisibilityChangeTime( int areaID ): Returns the gametime of the last visibility change for the given area. 

[(int   )] kbAreaGetVPSiteID(int areaID): returns an area's VP site ID (-1 if an area doesn't have a VP site). 

[(vector)] kbAreaGroupGetCenter( int groupID ): Returns the center of the given areaGroup. 

[(int   )] kbAreaGroupGetIDByPosition( vector position ): Returns the ID of the given area group. 

[(bool  )] kbAttackRouteAddPath( int attackRouteID, int pathID): Rreturns true if path was added to attack route. 

[(bool  )] kbBaseAddUnit( int playerID, int baseID, int unitID ): Adds the given unit to the base. 

[(int   )] kbBaseCreate( int playerID, string name, vector position, float distance ): Creates a base. 

[(bool  )] kbBaseDestroy( int playerID, int baseID ): Destroys the given base. 

[(void  )] kbBaseDestroyAll( int playerID ): Destroys all of the bases for the given player. 

[(int   )] kbBaseFindCreateResourceBase( int resourceType, int resourceSubType, int parentBaseID ): Finds/Creates a resource base. 

[(int   )] kbBaseFindForwardMilitaryBase( int enemyPlayerID, int enemyBaseID ): Finds/Creates a 'forward' military base against the given enemy base. 

[(bool  )] kbBaseGetActive( int playerID, int baseID ): Gets the active flag of the base. 

[(vector)] kbBaseGetBackVector( int playerID, int baseID ): Gets the back vector of the base. 

[(bool  )] kbBaseGetEconomy( int playerID, int baseID ): Gets the economy flag of the base. 

[(bool  )] kbBaseGetForward( int playerID, int baseID ): Gets the forward flag of the base. 

[(vector)] kbBaseGetFrontVector( int playerID, int baseID ): Gets the front vector of the base. 

[(int   )] kbBaseGetIDByIndex( int playerID, int index ): Returns the BaseID for the given base. 

[(vector)] kbBaseGetLastKnownDamageLocation( int playerID, int baseID ): Gets the last known damage location of the base. 

[(vector)] kbBaseGetLocation( int playerID, int baseID ): Gets the location of the base. 

[(bool  )] kbBaseGetMain( int playerID, int baseID ): Gets the main flag of the base. 

[(int   )] kbBaseGetMainID( int playerID ): Gets the main base ID for the player. 

[(float )] kbBaseGetMaximumResourceDistance( int playerID, int baseID ): Gets the maximum resource distance of the base. 

[(bool  )] kbBaseGetMilitary( int playerID, int baseID ): Gets the military flag of the base. 

[(vector)] kbBaseGetMilitaryGatherPoint( int playerID, int baseID ): Gets the military gather point of the base. 

[(int   )] kbBaseGetNextID( void ): Returns the ID of the next base that will be created. 

[(int   )] kbBaseGetNumber( int playerID ): Returns the number of bases for the given player. 

[(int   )] kbBaseGetNumberUnits( int playerID, int baseID, int relation, int unitTypeID ): Returns the number of units that match the criteria. 

[(int   )] kbBaseGetOwner( int baseID ): Returns the player ID of the specified base's owner. 

[(bool  )] kbBaseGetSettlement( int playerID, int baseID ): Gets the settlement flag of the base. 

[(int   )] kbBaseGetTimeUnderAttack( int playerID, int baseID ): Returns the number of continuous seconds the base has been under attack. 

[(bool  )] kbBaseGetUnderAttack( int playerID, int baseID ): Gets the under attack flag of the base. 

[(bool  )] kbBaseRemoveUnit( int playerID, int baseID, int unitID ): Removes the given unit to the base. 

[(bool  )] kbBaseSetActive( int playerID, int baseID, bool active ): Sets the active flag of the base. 

[(bool  )] kbBaseSetEconomy( int playerID, int baseID, bool Economy ): Sets the economy flag of the base. 

[(bool  )] kbBaseSetForward( int playerID, int baseID, bool forward ): Sets the forward flag of the base. 

[(bool  )] kbBaseSetFrontVector( int playerID, int baseID, vector frontVector ): Sets the front (and back) of the base. 

[(bool  )] kbBaseSetMain( int playerID, int baseID, bool main ): Sets the main flag of the base. 

[(void  )] kbBaseSetMaximumResourceDistance( int playerID, int baseID, float distance ): Sets the maximum resource distance of the base. 

[(bool  )] kbBaseSetMilitary( int playerID, int baseID, bool military ): Sets the military flag of the base. 

[(bool  )] kbBaseSetMilitaryGatherPoint( int playerID, int baseID, vector gatherPoint ): Sets the military gather point of the base. 

[(bool  )] kbBaseSetSettlement( int playerID, int baseID, bool settlement ): Sets the settlement flag of the base. 

[(bool  )] kbBuildingPlacementAddAreaGroupID( int areaGroupID ): Adds the AreaGroup ID to the current BP. 

[(bool  )] kbBuildingPlacementAddAreaID( int areaID, int numberBorderAreaLayers, bool addCenterInfluence ): Adds the Area ID to the current BP (with the given number of border area layers), addCenterInfluence - adds a positional influence from the area center. 

[(bool  )] kbBuildingPlacementAddPositionInfluence( vector position, float value, float distance ): Adds the position influence for the current building placement. 

[(bool  )] kbBuildingPlacementAddUnitInfluence( int typeID, float value, float distance, long kbResourceID ): Adds the unit influence for the current building placement. 

[(int   )] kbBuildingPlacementCreate( string name ): Creates a building placement; returns the ID. 

[(bool  )] kbBuildingPlacementDestroy( int id ): Destroys the given building placement. 

[(vector)] kbBuildingPlacementGetResultPosition( int bpID ): Returns the vector result position for given BP ID. 

[(float )] kbBuildingPlacementGetResultValue( int bpID ): Returns the result value for given BP ID. 

[(bool  )] kbBuildingPlacementResetResults( void ): Resets the current building placement. 

[(bool  )] kbBuildingPlacementSelect( int id ): Selects the given building placement. 

[(bool  )] kbBuildingPlacementSetBaseID( int baseID, int locationPref ): Sets the base ID and location preference for the current building placement. 

[(bool  )] kbBuildingPlacementSetBuildingType( int buildingTypeID ): Sets the building type for the current building placement. 

[(bool  )] kbBuildingPlacementSetCenterPosition( vector position, float distance, float obstructionRadius ): Sets up center position-based BP. 

[(bool  )] kbBuildingPlacementSetEventHandler( int eventType, string handlerName ): Sets event handler function for the current BP and event. 

[(bool  )] kbBuildingPlacementSetMinimumValue( float minimumValue ): Sets the minimum acceptable value for evaluated spots in the BP. 

[(bool  )] kbBuildingPlacementStart( void ): Starts the placement of current building. 

[(bool  )] kbCanAffordTech( int techID, int escrowID ): Returns true if the player can afford the tech. 

[(bool  )] kbCanAffordUnit( int protoUnitTypeID, int escrowID ): Returns true if the player can afford the proto unit. 

[(bool  )] kbCanPath2( vector pointA, vector pointB, long protoUnitTypeID, float range ): Returns true if the given unit type can path from pointA to pointB. 

[(bool  )] kbCanSimPath( vector pointA, vector pointB, long protoUnitTypeID, float range ): Returns true if the given unit type can path from pointA to pointB. 

[(int   )] kbCreateAttackRoute( string name, int startAreaID, int goalAreaID, int numInitialRoutes): Returns the Route ID if successful. 

[(int   )] kbCreateAttackRouteWithPath( string name, vector startPt, vector endPt): Returns the Route ID if successful. 

[(int   )] kbCreateTechProgression( string techName, string name ): Creates a tech progression of the given name. 

[(int   )] kbCreateUnitProgression( string unitName, string name ): Creates a unit progression of the given name. 

[(bool  )] kbDestroyAttackRoute( int routeID ): Returns true if the route was deleted. 

[(void  )] kbDump( int player1, int player2 ): KB dump for player2's units from player1's perspective. 

[(void  )] kbDumpType( int player1, int player2, string typeName ): KB dump for player2's units of the given type from player1's perspective. 

[(void  )] kbDumpVPSiteInfo(): blogs out info about all VP sites. 

[(bool  )] kbEscrowAllocateCurrentResources( void ): Reallocates the current resource stockpile into the escrows. 

[(int   )] kbEscrowCreate( string name, int resourceID, float percentage, int parentID ): Creates an escrow. 

[(bool  )] kbEscrowDestroy( int escrowID, bool promoteChildren ): Destroys an escrow. 

[(bool  )] kbEscrowFlush( int escrowID, int resourceID, bool flushChildren ): Removes all credits (and puts them into the root escrow) of the given resource type from the given escrow. 

[(float )] kbEscrowGetAmount( int escrowID, int resourceID ): Returns the amount of credits in the given escrow for the given resource. 

[(int   )] kbEscrowGetID( string name ): Returns the ID of the named escrow. 

[(float )] kbEscrowGetPercentage( int escrowID, int resourceID ): Returns the percentage of the escrow. 

[(bool  )] kbEscrowSetCap( int escrowID, int resourceID, float cap ): Sets the cap of the escrow. 

[(bool  )] kbEscrowSetPercentage( int escrowID, int resourceID, float percentage ): Sets the percentage of the escrow. 

[(int   )] kbFindAreaGroup( int groupType, float surfaceAreaRatio, int compareAreaID) : returns the visible area group that matches the given criteria. 

[(int   )] kbFindAreaGroupByLocation( int groupType, float relativeX, float relativeZ ) : returns the visible area group that matches the given criteria. 

[(int   )] kbFindBestBuildingToRepair(vector position, float distance, float healthRatio, int repairUnderAttackUnitTypeID) : returns the id of the best building to repair. 

[(long  )] kbFindClosestBase( long playerRelation, vector location ): gets the nearest base of player relation from the location. 

[(int   )] kbGetAge( void ): Returns the current age for the current player. 

[(int   )] kbGetAgeForPlayer( int id ): Returns the current age for the player specified. 

[(float )] kbGetAICostWeight( int resourceID ): Returns the AI cost weight for the given resource. 

[(float )] kbGetAmountValidResources( int baseID, int resourceTypeID, int resourceSubTypeID, float distance  ): Returns the resource amount of valid KB resources for the resource types. 

[(int   )] kbGetAttackRouteID( long startAreaID, long goalAreaID): Returns the id of the routes from area1 to area2. 

[(bool  )] kbGetAutoBaseCreate( void ): Returns the auto base creation value. 

[(float )] kbGetAutoBaseCreateDistance( void ): Returns the auto base creation distance. 

[(bool  )] kbGetAutoBaseDetect( void ): Returns the auto base detection value. 

[(float )] kbGetAutoBaseDetectDistance( void ): Returns the auto base creation distance. 

[(int   )] kbGetBlockID( string blockName ): Returns the UnitID of the cinematic block. 

[(vector)] kbGetBlockPosition( string blockName ): Returns the position of the cinematic block. 

[(int   )] kbGetBuildLimit(int player, int unitTypeID ): Returns the number of the unit type you are allowed to have (ONLY WORKS ON BASE UNIT TYPES); returns -1 if there is no limit. 

[(int   )] kbGetCiv( void ): Returns the civilization for the player. 

[(int   )] kbGetCivForPlayer( int playerID ): Returns the civ for the given player. 

[(string)] kbGetCivName( int civID ): Returns the civ name for the given civ. 

[(float )] kbGetCombatEfficiency( int playerID1, int unitTypeID1, int playerID2, int unitTypeID2 ): Returns the combat efficiency of the comparison (in terms of playerID1's units). 

[(int   )] kbGetCulture( void ): Returns the culture for the player. 

[(int   )] kbGetCultureForPlayer( int playerID ): Returns the culture for the given player. 

[(string)] kbGetCultureName( int cultureID ): Returns the culture name for the given culture. 

[(long  )] kbGetHCLevel( int playerID ): Returns the current HomeCity Level of the given player. 

[(vector)] kbGetMapCenter( void ): Returns the center vector of the map. 

[(float )] kbGetMapXSize( void ): Returns the X size of the map. 

[(float )] kbGetMapZSize( void ): Returns the Z size of the map. 

[(int   )] kbGetNumAttackRoutes( long startAreaID, long goalAreaID): Returns num paths from start to goal area. 

[(int   )] kbGetNumberMutualAllies( void ): Returns the number of mutual allies. 

[(int   )] kbGetNumberValidResources( int baseID, int resourceTypeID, int resourceSubTypeID, float distance ): Returns the number of valid KB resources for the resource types. 

[(int   )] kbGetNumberValidResourcesByPlan( int planID, int baseID ): Returns the number of valid KB resources for the given plan/base. 

[(float )] kbGetPlayerHandicap( int playerID ): Returns the player's handicap multiplier (ie., 1.0 = no handicap). 

[(string)] kbGetPlayerName( <playerID> ): Returns the player's name. 

[(int   )] kbGetPlayerTeam( <playerID> ): Returns the player's team number. 

[(int   )] kbGetPop( void ): Returns the current population for the player. 

[(int   )] kbGetPopCap( void ): Returns the current population cap for the player. 

[(int   )] kbGetPopCapAddition(int player, int unitTypeID ): Returns amount of pop cap addition provided by the given unit type (ONLY WORKS ON BASE UNIT TYPES). 

[(int   )] kbGetPopSlots(int player, int unitTypeID ): Returns the number of pop slots this unit takes (ONLY WORKS ON BASE UNIT TYPES). 

[(int   )] kbGetPopulationSlotsByQueryID( int queryID ): Returns the number of pop slots currently occupied by the results in the given query. 

[(int   )] kbGetPopulationSlotsByUnitTypeID( int playerID, int unitTypeID ): Returns the number of pop slots currently occupied by this unit type. 

[(float )] kbGetProtoUnitAICost( int protoUnitTypeID ): Returns the AI cost for the given protoUnit type ID. 

[(int   )] kbGetProtoUnitID( string name ): Returns the ID of the protounit. 

[(string)] kbGetProtoUnitName( int protoUnitTypeID ): Returns the name of the protounit ID. 

[(int   )] kbGetRandomEnabledPUID( int unitTypeID, int escrowID ): Returns a random, valid PUID that's of the given type. 

[(float )] kbGetResourceIncome( int resourceID, float seconds, bool relative ): Returns the resource income over the last X seconds. 

[(float )] kbGetTargetSelectorFactor(int type) : gets the TargetSelector Factor value. 

[(float )] kbGetTechAICost( int techID ): Returns the AI cost for the given tech ID. 

[(string)] kbGetTechName( int techID ): Returns the name of the tech ID. 

[(float )] kbGetTechPercentComplete( int techID ): Returns the percent complete for the the requested tech of the current player. 

[(int   )] kbGetTownAreaID( void ): Returns the area ID of the main town. 

[(vector)] kbGetTownLocation( void ): Returns the location of the main town. 

[(int   )] kbGetUnitBaseTypeID( int unitID ): Returns the base type ID of the unit. 

[(string)] kbGetUnitTypeName( int unitTypeID ): Returns the name of the unit type. 

[(int   )] kbGetVPGeneratorByScoreType(int siteType): returns the protounit ID for the VP generator that corresponds to this type of VP site. 

[(bool  )] kbHasPlayerLost( <playerID> ): Returns the player's lost status. 

[(bool  )] kbIsGameOver(): Returns whether the game is over or not. 

[(bool  )] kbIsPlayerAlly( int playerID ): Returns true if the given player is an ally. 

[(bool  )] kbIsPlayerEnemy( int playerID ): Returns true if the given player is an enemy. 

[(bool  )] kbIsPlayerHuman( int playerID ): Returns true if the given player is a a human player. 

[(bool  )] kbIsPlayerMutualAlly( int playerID ): Returns true if the given player is a mutual ally. 

[(bool  )] kbIsPlayerNeutral( int playerID ): Returns true if the given player is a neutral player. 

[(bool  )] kbIsPlayerResigned( <playerID> ): Returns the player's resigned status. 

[(bool  )] kbIsPlayerValid( int playerID ): Returns true if the given player is a valid player (i.e. it exists in the game). 

[(bool  )] kbLocationVisible( vector location ): Returns true if the location is currently visible to the player. 

[(void  )] kbLookAtAllUnitsOnMap( void ): Cheats and looks at all of the units on the map.  This will format your harddrive if you're not authorized to use it. 

[(bool  )] kbMakeAttackRoutes(): find all the paths to the sector specified. 

[(float )] kbMaximumResourceGet( int resourceID ): Returns the maximum amount of the given resource you can have. 

[(bool  )] kbPathAddWaypoint( int pathID, vector waypoint ): Adds the waypoint to the given path. 

[(int   )] kbPathCreate( string name ): Creates a path with the given name. 

[(bool  )] kbPathDestroy( int pathID ): Destroys the given path. 

[(int   )] kbPathGetIDByIndex( long index ): Returns the index-th path ID. 

[(float )] kbPathGetLength( int pathID ): Returns the length of the given path. 

[(string)] kbPathGetName( int pathID ): Returns the name of the given path. 

[(int   )] kbPathGetNumber( void ): Returns the number of paths. 

[(int   )] kbPathGetNumberWaypoints( int pathID ): Returns the number of waypoints in the given path. 

[(vector)] kbPathGetWaypoint( int pathID, long waypointNumber ): Returns the appropriate waypoint from the given path. 

[(float )] kbProgessionGetTotalResourceCost( int progressionID, int resourceID ): Returns the total cost of the given resource for this progressionID. A resourceID of -1 will return the total Cost. 

[(int   )] kbProgressionGetNodeData( int progressionID, int nodeIndex ): Returns the data at nodeIndex, either UnitID or TechID, depending on the type. 

[(int   )] kbProgressionGetNodeType( int progressionID, int nodeIndex ): Returns the type of node at the given index, either Unit type or Tech type. 

[(int   )] kbProgressionGetTotalNodes( int progressionID ): Returns the total number of steps to complete the progression. 

[(bool  )] kbProtoUnitAvailable( int protoUnitID ): Returns true if the protoUnit is currently available. 

[(bool  )] kbProtoUnitIsType( int playerID, int protoUnitID, int unitTypeID ): Returns true if the protounit is of the unitTypeID. 

[(float )] kbResourceGet( int resourceID ): Returns the current amount of the given resource. 

[(long  )] kbResourceGetXP( int playerID ): Returns the current amount XP the given player has. 

[(bool  )] kbSetAICostWeight( int resourceID, float weight ): Sets the weight this resource type is given during AI cost calculuations. 

[(void  )] kbSetAutoBaseCreate( bool v ): Sets the auto base creation value. 

[(void  )] kbSetAutoBaseCreateDistance( float v ): Sets the auto base creation distance. 

[(void  )] kbSetAutoBaseDetect( bool v ): Sets the auto base detection value. 

[(void  )] kbSetAutoBaseDetectDistance( float v ): Sets the auto base creation distance. 

[(void  )] kbSetForwardBasePosition(vector position) set the explicit position that every forward base will use. 

[(void  )] kbSetPlayerHandicap( int playerID, float handicap ): Sets the indicated player's handicap multiplier (ie., 1.0 = no handicap). 

[(int   )] kbSetTargetSelectorFactor(int type, float val) : sets the TargetSelector Factor value. 

[(bool  )] kbSetTownLocation( vector location ): Sets the location of the main town. 

[(bool  )] kbSetupForResource( int baseID, int resourceID, float distance, float amount ): Returns true if amount of resource is within distance of a dropsite. 

[(bool  )] kbTargetSelectorAddQueryResults( int queryID ): Sets the list of potential targets to the results in the given query. 

[(bool  )] kbTargetSelectorAddUnitType( int protoUnitTypeID ): Add the UAIT for the given BASE unit type as a filter. 

[(int   )] kbTargetSelectorCreate( string name ): Creates a target selector; returns the ID. 

[(bool  )] kbTargetSelectorDestroy( int id ): Destroys the given target selector. 

[(int   )] kbTargetSelectorGetNumberResults( void ): Returns the number of results in the given target selector. 

[(int   )] kbTargetSelectorGetResultValue( int index ): Returns the result value for given index of the current target selector. 

[(bool  )] kbTargetSelectorResetResults( void ): Resets the current target selector. 

[(bool  )] kbTargetSelectorSelect( int id ): Selects the given target selector. 

[(bool  )] kbTargetSelectorStart( void ): Starts the current target selector. 

[(float )] kbTechCostPerResource( int techID, int resourceID): returns the cost of the tech for the given resource. 

[(int   )] kbTechGetStatus( int techID ): Returns the current tech status for the current player of the requested tech. 

[(void  )] kbTechTreeDump( void ): Dumps the current state of the KBTT. 

[(int   )] kbTechTreeGetCheapestEconUpgrade( int resourceUnitTypeID ): gets cheapest researchable econ upgrade, optionally for specified resource unit type. 

[(int   )] kbTechTreeGetCheapestUnitUpgrade( int unitTypeID ): gets cheapest researchable unit upgrade, optionally for specified unit/unit line. 

[(float )] kbTotalResourceGet( int resourceID ): Returns the total amount of the given resource gathered to this point in the game. 

[(float )] kbUnitCostPerResource( int protoUnitID, int resourceID): returns the cost of the protounit for the given resource. 

[(int   )] kbUnitCount(int player, int unitTypeID, int stateID ): Returns a quick unit count of units for a player. 

[(void  )] kbUnitCountConsole(int playerID1, int playerID2, string unitType, string state(s) ): Returns a quick unit count of player2's units from player1's perspective. 

[(int   )] kbUnitGetActionType( int unitID ): Returns the actionTypeID of the unit. 

[(int   )] kbUnitGetAreaID( int unitID ): Returns the area ID for this unit ID. 

[(int   )] kbUnitGetArmyID( int unitID ): Returns the army ID for this unit ID. 

[(int   )] kbUnitGetBaseID( int unitID ): Returns the base ID for this unit ID. 

[(float )] kbUnitGetCurrentAICost( int unitID ): Returns the current AI cost (worth) for this unit ID. 

[(float )] kbUnitGetCurrentHitpoints( int unitID ): Returns the current hitpoints for this unit ID. 

[(float )] kbUnitGetHealth( int unitID ): Returns the health for this unit ID. 

[(float )] kbUnitGetMaximumAICost( int unitID ): Returns the maximum AI cost (worth) for this unit ID. 

[(float )] kbUnitGetMaximumHitpoints( int unitID ): Returns the maximum hitpoints for this unit ID. 

[(int   )] kbUnitGetMovementType( int unitTypeID ): Returns the movementType for this unitTypeID. 

[(int   )] kbUnitGetNumberWorkers( int unitID ): Returns the number of units currently working on the given unit. 

[(int   )] kbUnitGetPlanID( int unitID ): Returns the plan ID for this unit ID. 

[(int   )] kbUnitGetPlayerID(int unitID ): Returns the player ID for this unit ID. 

[(vector)] kbUnitGetPosition( int unitID ): Returns the position for this unit ID. 

[(int   )] kbUnitGetProtoUnitID( int unitID ): Returns the unit's protounit ID. 

[(int   )] kbUnitGetTargetUnitID( int unitID ): Returns the target unit ID of the given unit. 

[(int   )] kbUnitGetWorkerID( int unitID, int index ): Returns the index-th worker unit ID. 

[(bool  )] kbUnitIsType( int unitID, long unitTypeID ): Returns true if the unit is of the unitTypeID. 

[(bool  )] kbUnitPickAddCombatEfficiencyType( int upID, int typeID, float weight ) : Adds an enemy unit typeID to the unit pick combat efficiency calculation. 

[(bool  )] kbUnitPickAdjustPreferenceFactor( int upID, int unitTypeID, float baseFactorAdjustment ) : Adjusts the preferenceFactor for that unit type (uses 50.0 as the base if the UP doesn't exist yet). 

[(int   )] kbUnitPickCreate( string name ): Creates a unit pick. 

[(bool  )] kbUnitPickDestroy( int upID ): Destroys the given unit pick. 

[(int   )] kbUnitPickGetAttackUnitType( int upID ) : Gets the unit pick attack unit type. 

[(int   )] kbUnitPickGetDesiredNumberBuildings( int upID, int index ) : gets the unit pick desired number buildings for the index-th unit type. 

[(int   )] kbUnitPickGetDesiredNumberUnitTypes( int upID ) : Gets the unit pick desired number unit types. 

[(int   )] kbUnitPickGetGoalCombatEfficiencyType( int upID ) : Gets the unit pick attack unit type. 

[(int   )] kbUnitPickGetMaximumNumberUnits( int upID ) : Gets the unit pick maximum number units. 

[(int   )] kbUnitPickGetMaximumPop( int upID ) : Gets the unit pick maximum pop. 

[(int   )] kbUnitPickGetMinimumNumberUnits( int upID ) : Gets the unit pick minimum number units. 

[(int   )] kbUnitPickGetMinimumPop( int upID ) : Gets the unit pick minimum pop. 

[(int   )] kbUnitPickGetNumberResults( int upID ) : Returns the number of unit pick results. 

[(float )] kbUnitPickGetPreferenceWeight( int upID ) : Gets the unit pick preference weight. 

[(int   )] kbUnitPickGetResult( int upID, int index ) : Returns the index-th ProtoUnitID. 

[(bool  )] kbUnitPickResetAll( int upID ) : Resets all of the unit pick data. 


[(bool  )] kbUnitPickResetCombatEfficiencyTypes( int upID ) : Resets the enemy unit typeIDs for the unit pick combat efficiency calculation. 

[(bool  )] kbUnitPickResetResults( int upID ) : Resets the unit pick results. 

[(int   )] kbUnitPickRun( int upID ) : Runs the unit pick. 

[(bool  )] kbUnitPickSetAttackUnitType( int upID, int type ) : Sets the unit pick attack unit type. 

[(bool  )] kbUnitPickSetCombatEfficiencyWeight( int upID ) : Sets the unit pick combat efficiency weight. 

[(bool  )] kbUnitPickSetCostWeight( int upID ) : Sets the unit pick cost weight. 

[(bool  )] kbUnitPickSetDesiredNumberBuildings( int upID, int index, int numberBuildings ) : Sets the unit pick desired number buildings for the index-th unit type. 

[(bool  )] kbUnitPickSetDesiredNumberUnitTypes( int upID, int number, int numberBuildings, bool degradeNumberBuildings ) : Sets the unit pick desired number unit types. 

[(bool  )] kbUnitPickSetEnemyPlayerID( int upID, int playerID ) : Sets the unit pick enemy player ID. 

[(bool  )] kbUnitPickSetGoalCombatEfficiencyType( int upID, int type ) : Sets the unit pick attack unit type. 

[(bool  )] kbUnitPickSetMaximumNumberUnits( int upID, int number ) : Sets the unit pick desired number unit types. 

[(bool  )] kbUnitPickSetMaximumPop( int upID, int number ) : Sets the unit pick desired max pop. 

[(bool  )] kbUnitPickSetMinimumNumberUnits( int upID, int number ) : Sets the unit pick desired number unit types. 

[(bool  )] kbUnitPickSetMinimumPop( int upID, int number ) : Sets the unit pick desired min pop. 

[(bool  )] kbUnitPickSetMovementType( int upID, int movementType ) : Sets the unit pick movement type. 

[(bool  )] kbUnitPickSetPreferenceFactor( int upID, int unitTypeID, float preferenceFactor ) : Sets the preferenceFactor for that unit type. 

[(bool  )] kbUnitPickSetPreferenceWeight( int upID, float v ) : Sets the unit pick preference weight. 

[(int   )] kbUnitQueryCreate( string name ): Creates a unit query, returns the query ID. 

[(bool  )] kbUnitQueryDestroy( long queryID ): Destroys the given unit query. 

[(int   )] kbUnitQueryExecute( long queryID ): Executes the current query; returns number of results. 

[(int   )] kbUnitQueryExecuteOnQuery( long currentQueryID, int previousQueryID ): Executes the current query on the previous query's results; returns the new number of results. 

[(int   )] kbUnitQueryExecuteOnQueryByName( long currentQueryID, string previousQueryName ): Executes the current query on the previous query's results; returns the new number of results. 

[(int   )] kbUnitQueryGetResult( long queryID, int index ): Returns the UnitID of the index-th result in the current query. 

[(float )] kbUnitQueryGetUnitCost(int queryID, bool considerHealth): gets total aiCost of query's units, weighted for HP if requested. 

[(float )] kbUnitQueryGetUnitHitpoints(int queryID, bool considerHealth): gets HP of query's units, using current HP if requested. 

[(int   )] kbUnitQueryNumberResults( long queryID ): Returns the number of results in the current query. 

[(bool  )] kbUnitQueryResetData( long queryID ): Resets the given unit query data AND results. 

[(bool  )] kbUnitQueryResetResults( long queryID ): Resets the given unit query results. 

[(bool  )] kbUnitQuerySetActionType( long queryID, int actionTypeID ): Sets query data. 

[(bool  )] kbUnitQuerySetAreaGroupID( long queryID, int areaGroupID ): Sets query data. 

[(bool  )] kbUnitQuerySetAreaID( long queryID, int areaID ): Sets query data. 

[(bool  )] kbUnitQuerySetArmyID( long queryID, int armyID ): Sets query data. 

[(bool  )] kbUnitQuerySetAscendingSort( long queryID, bool v ): If parm is true, results are sorted in ascending distance order from the query position. 

[(bool  )] kbUnitQuerySetBaseID( long queryID, int baseID ): Sets query data. 

[(bool  )] kbUnitQuerySetIgnoreKnockedOutUnits( long queryID, bool v ): Sets query data. 

[(bool  )] kbUnitQuerySetMaximumDistance( long queryID, float distance ): Sets query data. 

[(bool  )] kbUnitQuerySetPlayerID( long queryID, int playerID, bool resetQueryData ): Sets query data. 

[(bool  )] kbUnitQuerySetPlayerRelation( long queryID, int playerRelation ): Sets query data. 

[(bool  )] kbUnitQuerySetPosition( long queryID, vector v ): Sets query data. 

[(bool  )] kbUnitQuerySetSeeableOnly( long queryID, bool seeableOnly ): Sets query data. 

[(bool  )] kbUnitQuerySetState( long queryID, int state ): Sets query data. 

[(bool  )] kbUnitQuerySetUnitType( long queryID, int unitTypeID ): Sets query data. 

[(bool  )] kbUnitVisible( int unitID ): Returns true if the unit is currently visible to the player. 

[(int   )] kbVPSiteGetLocation(int siteID): returns the specified VP site's world location. 

[(int   )] kbVPSiteGetOwnerPlayerID(int siteID): returns the specified VP site's owning player. 

[(int   )] kbVPSiteGetState(int siteID): returns the specified VP site's state. 

[(int   )] kbVPSiteGetType(int siteID): returns the specified VP site's type (e.g., native, trade, etc). 

[(int   )] kbVPSiteQuery(int scoreType, int playerRelationOrID, int siteState): returns ID for an array containing VP site IDs that match the specified parameters. 

[(      )] kothVictory() : starts the King of the Hill victory if valid. 

[(      )] leaveGame : destroys the world and returns to main menu. 

[(      )] loadCamera(<stringFilename>) : load camera from file. 

[(      )] loadCampaignScenario(<stringFilename>) : loads in a campaign scenario file. 

[(      )] loadGame(<stringFilename>) : loads in a saved game. 

[(      )] loadGrouping( string groupingName ) : Loads a grouping.  No parameter pops up dialog. 

[(      )] loadGroupingUnicode : For UI use only. 

[(      )] loadGroupingUnicodeLUA : For UI use only. 

[(      )] loadLightingSet([name] [apply]) : loads the specified lighting set 

[(      )] loadRecentFile(<stringFilename>) : loads the file named, interpreting whether it is a scenario, savegame, etc. dynamically 

[(      )] loadScenario(<stringFilename>) : loads in a scenario file. 

[(      )] loadTutorial(<stringFilename>, <loadMode>, <loadImage>, <textID>, <isAge3Scenario>) : loads in a tutorial scenario file. 

[(      )] loadUserDefinedGrouping(string groupingName) : Loads a grouping from the user writable grouping directory. 

[(      )] lookAt(float x, float z) : looks at given x,z location on terrain. 

[(      )] lookAtArmy(int playerID, string armyName) : looks at given kb army. 

[(      )] lookAtHomeCityBuilding( int building ) : View the specific home city building. 

[(      )] map(<eventString> <contextString> <commandString> : maps input event to command, in that context.  See input mapper design.doc for more details. 

[(      )] mercTrain( int playerID, int buildingID, int puid ) : Trains the given merc from the given home city building. 

[(      )] minimapRotateMode({integerMode}) : changes the minimap rotation mode.  No arg means toggle. 

[(      )] minimapZoom([floatZoom]) : sets the zoom factor of the minimap. 

[(      )] minimapZoomDelta([floatZoomDelta]) : changes the zoom factor of the minimap up or down by that amount (remaining centered on the current view) 

[(      )] modeEnter(<stringMode>) : enters the named mode. 

[(      )] modelDestroyAll() 

[(      )] modelLoad(model XML file name) 

[(      )] modelSetAnim(anim Index) 

[(      )] modeToggleBetweenIfNotMP(<stringMode1> <stringMode2>) : toggles between the two modes only if we're not in a BMultiplayer game. 

[(      )] mpCustomScreenSetSavegame(<name>): UI used only 

[(      )] musicPlaySong (songname, fadetime) : play a sound as if it were a music track 

[(      )] musicSetVolume (0.0f-1.0f) : set the current music volume 

[(      )] musicStop(): stop playing music 

[(      )] musicToggleBattleMode : toggles between battle mode and normal mode 

[(      )] obscuredUnitToggle: Toggles between different ways obscured units are shown. 

[(      )] outputBlankLine : Dumps a blank line to the output. 

[(      )] pause([integerState][checkForAllowPause]) : with no arg, toggles pause state on/off.  otherwise, sets pause state 

[(      )] pause2([integerState]) : with no arg, toggles pause state on/off.  otherwise, sets pause state 

[(      )] player([integerPlayer]) : with no arg, outputs current player.  otherwise, sets current player to given argument 

[(      )] playerResign: resigns the currently controlled player. 

[(      )] playMovie() : Plays movies from a playlist in the AVI directory 

[(      )] postGamePlayAgain : does what needs to be done. 

[(      )] ransomExplorer() : ransoms your explorer 

[(      )] redo : Re-does the last undone operation. 

[(      )] relicCapture() : starts the Relic Capture victory if valid. 

[(      )] renderAnisotropic([integerState]) : sets desired anisotropy 

[(      )] renderAreaDangerLevels(int playerID, int state): draws areas and color-codes them by danger level. 

[(      )] renderAreaGroupID([playerID], <areaGroupID> [integerState]) : sets the render state of the given area (no integerState toggles). 

[(      )] renderAreaID([playerID], <areaID> [integerState]) : sets the render state of the given area (no integerState toggles). 

[(      )] renderAreas([playerID], [integerState]) : sets the render state for all areas (no arg toggles). 

[(      )] renderBaseID([playerID], <areaID> [integerState]) : sets the render state of the given base (no integerState toggles). 

[(      )] renderForceReset: forces the renderer to reset. 

[(      )] renderFriendOrFoe([integerState]) : with no arg, toggles friend or foe colors.  otherwise, sets it 

[(      )] renderRefresh([integerState]) : with no arg, changes refresh rate to 75hz in fullscreen.  otherwise, sets fullscreen refresh to value 

[(      )] renderTrilinear([integerState]) : sets trilinear filtering on/off 

[(      )] renderWindow([integerState]) : with no arg, toggles window/fullscreen.  otherwise, sets mode to window(1)/fullscreen(0) 

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

[(      )] res(<integerXRes>, <integerYRes>) : changes screen resolution. 

[(      )] resbpp(<integerXRes>, <integerYRes>, <integerBPP>) : changes screen resolution and bit depth. 

[(void  )] researchByID (<TechID> <ResearchingUnitID> [Player#]) : Start the research of TechID from ResearchingUnitID for the current player (if no player is specified) 

[(      )] researchTechInSelected( techName) : research a tech in current unit selection. 

[(      )] resetAmbientColor(): reset the ambient color to full 

[(      )] resetDefaultPlayerColors() : reloads the player colors from the XML file 

[(      )] resetSunColor(): reset the sun color to full 

[(      )] resourceMarket(<intPlayerID> <stringResourceTo> <floatAmount> <stringResourceFrom>) : Sends out a market use command for the given player, resource and amount.  Negative means selling. 

[(      )] resourceTrade(<intPlayerID> <stringResourceTo> <floatAmountTo> <stringResourceFrom> <resourceAmountFrom>) : Sends out a trade resource command for the given player, resource and amount. 

[(      )] restart() : re-launch current scenario. 

[(      )] restartCurrentGame : restarts current game. 

[(      )] rmAddAreaCliffEdgeAvoidClass(int areaID, int avoidID, float minDist): Adds a class for an area's cliff edge to avoid. 

[(      )] rmAddAreaCliffRandomWaypoints(int areaID, float endXFraction, float endZFraction, int count, float maxVariation): Adds random waypoints to the specified cliff valley area. 

[(      )] rmAddAreaCliffWaypoint(int areaID, float xFraction, float zFraction): Adds the given waypoint to the specified cliff area (for valleys). 

[(bool  )] rmAddAreaConstraint(int areaID, int constraintID): Add specified constraint to an area. 

[(      )] rmAddAreaInfluencePoint(int areaID, float xFraction, float zFraction): Adds an area influence point. 

[(      )] rmAddAreaInfluenceSegment(int areaID, float xFraction1, float zFraction1, float xFraction2, float zFraction2): Adds an area influence segment. 

[(      )] rmAddAreaRemoveType(int areaID, string typeName): Add an unit type that the specified area removes. 

[(      )] rmAddAreaTerrainLayer(int areaID, string terrain, float minDist, float maxDist): Adds a terrain layer to an area. 

[(      )] rmAddAreaTerrainReplacement(int areaID, string terrainTypeName, string newTypeName): Adds a terrain replacement rule to the area. 

[(bool  )] rmAddAreaToClass(int areaID, int classID): Add given area to specified class. 

[(      )] rmAddClosestPointConstraint( int constraintID ): Adds constraint to closest point finder. 

[(      )] rmAddConnectionArea(int connectionID, int areaID): Adds an area to the connection. 

[(bool  )] rmAddConnectionConstraint(int connectionID, int constraintID): Add specified constraint to a connection. 

[(bool  )] rmAddConnectionEndConstraint(int connectionID, int constraintID): Add specified constraint for a connection end point. 

[(bool  )] rmAddConnectionStartConstraint(int connectionID, int constraintID): Add specified constraint for a connection start point. 

[(      )] rmAddConnectionTerrainReplacement(int connectionID, string terrainTypeName, string newTypeName): Adds a terrain replacement rule to the connection. 

[(      )] rmAddConnectionToClass(int connectionID, int classID): Adds the connection to specified class. 

[(int   )] rmAddFairLoc(string unitName, bool forward, bool inside, float minPlayerDist, float maxPlayerDist, float locDist, float edgeDist, bool playerArea, bool teamArea): Adds some fairLoc placement info. 

[(bool  )] rmAddFairLocConstraint(int fairLocID, int constraintID): Add specified constraint to a fairLoc placement. 

[(bool  )] rmAddGroupingConstraint(int GroupingID, int constraintID): Add specified constraint to a grouping. 

[(bool  )] rmAddGroupingToClass(int GroupingID, int classID): Add given grouping to specified class. 

[(      )] rmAddMapTerrainByAngleInfo(string terrain, float minSlope, float maxSlope, float outerRange): Adds a terrain to paint on tiles that are sloped between the specified angles (0 degrees is flat terrain, 90 degrees is sheer terrain), modified by a random number between 0.0 and outerRange. 

[(      )] rmAddMapTerrainByHeightInfo(string terrain, float minHeight, float maxHeight, float outerRange): Adds a terrain to paint between the specified heights, modified by a random number between 0.0 and outerRange. 

[(      )] rmAddMerc(string unitName, float count, float minCount, float maxCount, float countIncrement, bool multipleUses ) : Adds mercs of to the merc manager for this game. 

[(bool  )] rmAddObjectDefConstraint(int defID, int constraintID): Add specified constraint to given object def. 

[(      )] rmAddObjectDefItem(int defID, string unitName, int count, float clusterDistance): Add item to object definition. 

[(      )] rmAddObjectDefItemByTypeID(int defID, int unitTypeID, int count, float clusterDistance): Add item to object definition. 

[(bool  )] rmAddObjectDefToClass(int objectDefID, int classID): Add given object def to specified class. 

[(      )] rmAddPlayerResource(int playerID, string resourceName, float amount): Adds to a player's resource amount. 

[(      )] rmAddRandomTradeRouteWaypoints(int tradeRouteID, float endXFraction, float endZFraction, int count, float maxVariation): Adds random waypoints to the specified trade route. 

[(      )] rmAddRandomTradeRouteWaypointsVector(int tradeRouteID, vector v, int count, float maxVariation): Adds random waypoints to the specified trade route. 

[(      )] rmAddTradeRouteWaypoint(int tradeRouteID, float xFraction, float zFraction): Adds the given waypoint to the specified trade route. 

[(      )] rmAddTradeRouteWaypointVector(int tradeRouteID, vector v): Adds the given waypoint to the specified trade route. 

[(      )] rmAddTriggerCondition(string conditionType) 

[(      )] rmAddTriggerEffect(string effectType) 

[(      )] rmAddUnitsToArmy(int playerID, int armyID, int objectDefID) 

[(      )] rmAllocateSubCivs(int number) : Allocates the number of sub civs in the world. 

[(      )] rmAreaFractionToTiles(float fraction): Converts an area from fraction of the map to tile count. 

[(      )] rmAreaID(string name): Gets area ID for given area name. 

[(      )] rmAreaTilesToFraction(int tiles): Converts area tile count to fraction of map. 

[(      )] rmBuildAllAreas(): Simulatenously builds all unbuilt areas. 

[(      )] rmBuildArea(int areaID): Builds the specified area. 

[(      )] rmBuildConnection(int connectionID): Builds the given connection. 

[(      )] rmBuildTradeRoute(int tradeRouteID, string terrainTypeName): Builds the trade route with the given terrain type. 

[(      )] rmClassID(string name): Gets class ID for given class name. 

[(      )] rmClearClosestPointConstraints(): Clears constraints for closest point finder. 

[(      )] rmConstraintID(string name): Gets constraint ID for given constraint name. 

[(      )] rmCreateArea(string name, int parentAreaID): Creates an area. 

[(int   )] rmCreateAreaConstraint(string name, int areaID): Make a constraint that forces something to remain within an area. 

[(int   )] rmCreateAreaDistanceConstraint(string name, int areaID, float distance): Make an area distance constraint. 

[(int   )] rmCreateAreaMaxDistanceConstraint(string name, int areaID, float distance): Make an area max distance constraint. 

[(int   )] rmCreateAreaOverlapConstraint(string name, int areaID): Make an area overlap constraint. 

[(      )] rmCreateArmy(int playerID, string armyName) 

[(int   )] rmCreateBoxConstraint(string name, float startX, float startZ, float endX, float endZ, float bufferFraction): Make a box constraint. 

[(int   )] rmCreateClassDistanceConstraint(string name, int classID, float distance): Make a class distance constraint. 

[(int   )] rmCreateCliffEdgeConstraint(string name, int areaID): Make a constraint that forces something to remain within an area's cliff edge. 

[(int   )] rmCreateCliffEdgeDistanceConstraint(string name, int areaID, float distance): Make an area cliff edge distance constraint. 

[(int   )] rmCreateCliffEdgeMaxDistanceConstraint(string name, int areaID, float distance): Make an area cliff edge max distance constraint. 

[(int   )] rmCreateCliffRampConstraint(string name, int areaID): Make a constraint that forces something to remain within an area's cliff ramp edge. 

[(int   )] rmCreateCliffRampDistanceConstraint(string name, int areaID, float distance): Make an area cliff ramp edge distance constraint. 

[(int   )] rmCreateCliffRampMaxDistanceConstraint(string name, int areaID, float distance): Make an area cliff ramp edge max distance constraint. 

[(      )] rmCreateConnection(string name): Creates an connection. 

[(int   )] rmCreateCornerConstraint(string name, int corner, bool outside): Make a constraint to pass if in or out of a corner. 

[(int   )] rmCreateEdgeConstraint(string name, int areaID): Make a constraint that forces something to remain within an area's edge. 

[(int   )] rmCreateEdgeDistanceConstraint(string name, int areaID, float distance): Make an area edge distance constraint. 

[(int   )] rmCreateEdgeMaxDistanceConstraint(string name, int areaID, float distance): Make an area edge max distance constraint. 

[(      )] rmCreateGrouping(int defID, string filename): Creates a grouping. 

[(bool  )] rmCreateHCGPAllyConstraint(string name, long playerID, float minDistance): Create home city gather point constraint to avoid given player's ally's HCGPs. 

[(bool  )] rmCreateHCGPConstraint(string name, float minDistance): Create home city gather point constraint to avoid all HCGPs. 

[(bool  )] rmCreateHCGPEnemyConstraint(string name, long playerID, float minDistance): Create home city gather point constraint to avoid given player's enemy's HCGPs. 

[(bool  )] rmCreateHCGPSelfConstraint(string name, long playerID, float minDistance): Create home city gather point constraint to avoid given player's HCGP. 

[(int   )] rmCreateMaxHeightConstraint(string name, float height): Make an max height constraint (terrain must be less than given height). 

[(      )] rmCreateObjectDef(string name): Creates an object definition. 

[(int   )] rmCreatePieConstraint(string name, float xFraction, float zFraction, float insideRadius, float outsideRadius, float minAngle, float maxAngle, float bufferFraction): Makes a 'pie' constraint. 

[(      )] rmCreateStartingUnitsObjectDef(float clusterDistance): Creates special object definition for starting units with the given cluster distance. 

[(int   )] rmCreateTerrainDistanceConstraint(string name, string type, bool passable, float distance): Make a constraint to avoid terrain with certain a passability. 

[(int   )] rmCreateTerrainMaxDistanceConstraint(string name, string type, bool passable, float distance): Make a constraint to be close to terrain with certain a passability. 

[(      )] rmCreateTradeRoute(): Creates a trade route. 

[(int   )] rmCreateTradeRouteDistanceConstraint(string name, float minDistance): Make a constraint to avoid trade routes. 

[(      )] rmCreateTradeRouteWaypointsInArea(int tradeRouteID, int areaID, float length): Creates a trade route in the specified area. 

[(      )] rmCreateTrigger(string triggerName) 

[(int   )] rmCreateTypeDistanceConstraint(string name, string Unittype, float distance): Make a type distance constraint. 

[(int   )] rmDefineClass(string className): Define a class with the given name. 

[(      )] rmDefineConstant(string name, int value) 

[(      )] rmDegreesToRadians(float degrees): Converts an angle in degrees to radians. 

[(      )] rmDoLightingEffect("lightSetName", blendInTime, effectTime, blendOutTime):  applies a lighting set effect. 

[(      )] rmDoLightingFade("lightSetName", fadeTime):  applies a lighting set fade. 

[(      )] rmEchoError( string echoString, int level ): Random map echo. 

[(      )] rmEchoInfo( string echoString, int level ): Random map echo. 

[(      )] rmEchoWarning( string echoString, int level ): Random map echo. 

[(      )] rmEnableLocalWater( bool enable ): Enables / disables local water disturbances. 

[(float )] rmFairLocXFraction(int playerID, int index): Gets a player's fairLoc x fraction. 

[(float )] rmFairLocZFraction(int playerID, int index): Gets a player's fairLoc z fraction. 

[(      )] rmFillMapCorners(): Fill map corners with blackmap. 

[(      )] rmFindCloserArea(float xFraction, float zFraction, int area1, int area2): Returns which area is closer. 

[(      )] rmFindClosestPoint(float xFraction, float zFraction, float maxDistance): Finds closest point satisfying the preset constraints. 

[(      )] rmFindClosestPointVector(float xFraction, float zFraction, float maxDistance): Finds closest point satisfying the preset constraints. 

[(vector)] rmGetAreaClosestPoint( int areaID, vector point, float pullback, int constraintID ): Returns the point in areaID that's closest to the given point, optionally requiring that it pass the given constraint. 

[(int   )] rmGetAverageHomeCityLevel( void ): Returns the average (rounded down) HC Level of the players in the game. 

[(      )] rmGetCivID(string civName) : Returns the civ ID. 

[(int   )] rmGetHighHomeCityLevel( void ): Returns the highest HC Level of the players in the game. 

[(int   )] rmGetHomeCityLevel( int playerID ): Returns the HC Level of the given player. 

[(      )] rmGetIsFFA(): Returns true if this map is set to be a FFA game which means each player on their own team. 

[(      )] rmGetIsKOTH(): Returns true if this map is set to be a King of the Hill game. 

[(      )] rmGetIsRelicCapture(): Returns true if this map is set to be a relic game.. 

[(int   )] rmGetLowHomeCityLevel( void ): Returns the lowest HC Level of the players in the game. 

[(int   )] rmGetMapXSize( void ): Returns the X size of the map. 

[(int   )] rmGetMapZSize( void ): Returns the Z size of the map. 

[(      )] rmGetNomadStart(): Returns true if this map is to place a covered wagon instead of a town center. 

[(int   )] rmGetNumberFairLocs(int playerID): Gets a player's number of fairLocs. 

[(      )] rmGetNumberPlayersOnTeam(int teamID): Gets the number of players on the given team. 

[(      )] rmGetNumberUnitsPlaced(int objectDefID) 

[(      )] rmGetPlayerCiv(int playerID): Gets the civilization the specified player is on. 

[(      )] rmGetPlayerCulture(int playerID): Gets the culture the specified player is on. 

[(      )] rmGetPlayerName(int playerID): Gets a player's name. 

[(      )] rmGetPlayerTeam(int playerID): Gets the team the specified player is on. 

[(      )] rmGetSeaLevel(): Gets the sea level for the map. 

[(      )] rmGetTradeRouteWayPoint(int tradeRouteID, float fraction): Retrieves a waypoint along the trade route based on the fraction. 

[(      )] rmGetUnitPlaced(int objectDefID, int index) 

[(      )] rmGetUnitPlacedOfPlayer(int objectDefID, int playerID) 

[(vector)] rmGetUnitPosition( int unitID ): Returns the position of the unit. 

[(      )] rmIsMapType( string type ): Returns true if the map belongs to the given type. 

[(      )] rmMetersToTiles(float meters): Converts a distance in meters to a number of tiles. 

[(      )] rmMultiplyPlayerResource(int playerID, string resourceName, float factor): Multiplys a player's resource amount by the given factor. 

[(      )] rmPaintAreaTerrain(int areaID): Paints the terrain for a specified area. 

[(      )] rmPaintAreaTerrainByAngle(long areaID, string terrain, float minAngle, float maxAngle, float outerRange): Paints the area's tiles in the specified angle range with specified terrain (with outerRange buffer if feathering is desired). 

[(      )] rmPaintAreaTerrainByHeight(long areaID, string terrain, float minHeight, float maxHeight, float outerRange): Paints the area's tiles in the specified height range with specified terrain (with outerRange buffer if feathering is desired). 

[(bool  )] rmPlaceFairLocs(): Sets fairLoc placement locations. 

[(bool  )] rmPlaceGroupingAtLoc(int groupingID, int playerID, float xFraction, float zFraction, int placeCount): Place grouping at specified location. 

[(bool  )] rmPlaceGroupingAtPoint(int groupingID, int playerID, vector point, int placeCount): Place grouping at specified point. 

[(      )] rmPlaceGroupingInArea(int groupingID, int playerID, int areaID, int placeCount): Place grouping for the player in the given area. 

[(      )] rmPlaceMapClusters(string terrain, string protounit): place object clusters (of the specified protounit) around the map, and also optionally paint with the specified terrain. 

[(      )] rmPlaceObjectDefAtAreaLoc(int defID, int playerID, int areaID, int placeCount): Place object definition for the player at the given area's location. 

[(      )] rmPlaceObjectDefAtLoc(int defID, int playerID, float xFraction, float zFraction, int placeCount): Place object definition at specific location for given player. 

[(      )] rmPlaceObjectDefAtPoint(int defID, int playerID, vector point, int placeCount): Place object definition at specific point for given player. 

[(      )] rmPlaceObjectDefAtRandomAreaOfClass(int defID, int playerID, int classID, int placeCount): Place object definition for the player at the location of a random area in the given class. 

[(      )] rmPlaceObjectDefInArea(int defID, int playerID, int areaID, int placeCount): Place object definition for the player in the given area. 

[(      )] rmPlaceObjectDefInRandomAreaOfClass(int defID, int playerID, int classID, int placeCount): Place object definition for the player in a random area in the given class. 

[(      )] rmPlaceObjectDefPerPlayer(int defID, bool playerOwned, int placeCount): Place object definition per player. 

[(      )] rmPlacePlayer(int playerID, float xFraction, float zFraction): Sets one player location. 

[(      )] rmPlacePlayersCircular(float minFraction, float maxFraction, float angleVariation): Makes a circle of player locations. 

[(      )] rmPlacePlayersLine(float x1, float z1, float x2, float z2, float distVariation, float spacingVariation): Makes a line of player locations. 

[(      )] rmPlacePlayersRiver(int riverID, float distVariation, float spacingVariation, float edgeDistance): Makes a line of player locations along the specified river. 

[(      )] rmPlacePlayersSquare(float dist, float distVariation, float spacingVariationfloat): Makes a square of player locations. 

[(      )] rmPlayerLocXFraction(int playerID): Gets a player's start location x fraction. 

[(      )] rmPlayerLocZFraction(int playerID): Gets a player's start location z fraction. 

[(      )] rmRandFloat(float min, float max): Returns a random float between min and max. 

[(      )] rmRandInt(int min, int max): Returns a random integer between min and max. 

[(      )] rmResetFairLocs(): Resets fairLoc placment info. 

[(      )] rmRiverAddShallow(riverID, distancePct); 

[(      )] rmRiverAddShallows(riverID, count, radius); 

[(      )] rmRiverAddWaypoint(riverID, xFraction, zFraction): Add waypoint to a river.  Don't mix with rmRiverSetConnections or rmRiverConnectRiver 

[(      )] rmRiverAvoid(riverID, riverID2, minDist) 

[(      )] rmRiverBuild 

[(      )] rmRiverConnectRiver(riverID, riverID, pct, end); 

[(      )] rmRiverCreate(int areaID, string waterType, int breaks, int offset, int minR, int maxR): make a river dude. 

[(      )] rmRiverReveal(int riverID, int extraTiles) -- reveals a river plus the specified number of extra tiles around it. 

[(      )] rmRiverSetBankNoiseParams(riverID, frequency, octaves, persistence, sineLength, sineAmt, variation); 

[(      )] rmRiverSetConnections(riverID, start, end); 

[(      )] rmRiverSetShallowRadius(riverID, radius); 

[(      )] rmSetAreaBaseHeight(int areaID, float height): Sets the base height for an area. 

[(      )] rmSetAreaCliffEdge(int areaID, int count, float size, float variance, float spacing, int mapEdge): Set cliff edge parameters for an area. 

[(      )] rmSetAreaCliffHeight(int areaID, float val, float variance, float ramp): Set an area's cliff height. 

[(      )] rmSetAreaCliffPainting(int areaID, bool paintGround, bool paintOutsideEdge, bool paintSide, float minSideHeight, bool paintInsideEdge): Set cliff painting options for an area. 

[(      )] rmSetAreaCliffType(int areaID, string cliffName): Sets the cliff type for an area. 

[(      )] rmSetAreaCoherence(int areaID, float coherence): Sets area coherence (0-1). 

[(      )] rmSetAreaEdgeFilling(int areaID, int borderSize): Enable edge filling and set a border search size (for Carolina and similar maps with a big continent). 

[(      )] rmSetAreaElevationEdgeFalloffDist(int areaID, float dist): Sets the area elevation noise to falloff as it gets closer to the area edge. 

[(      )] rmSetAreaElevationMinFrequency(int areaID, float freq): Sets the area elevation variation noise frequency (best >0 and <1). 

[(      )] rmSetAreaElevationNoiseBias(int areaID, float bias): Sets the area elevation variation noise bias (-1 means down only, 0 means +- equally, 1 means up only.) 

[(      )] rmSetAreaElevationOctaves(int areaID, int octaves): Sets the area elevation variation noise octaves. 

[(      )] rmSetAreaElevationPersistence(int areaID, float persistence): Sets the area elevation variation noise persistence (best >0 and <1). 

[(      )] rmSetAreaElevationType(int areaID, int type): Sets the area elevation variation type (cElevNormal, cElevFractalSum, cElevTurbulence). 

[(      )] rmSetAreaElevationVariation(int areaID, float variation): Sets the area elevation variation height (amount to vary +- from area base height). 

[(      )] rmSetAreaForestClumpiness(int areaID, float density): Sets the forest density for an area. 

[(      )] rmSetAreaForestDensity(int areaID, float density): Sets the forest density for an area. 

[(      )] rmSetAreaForestType(int areaID, string forestName): Sets the forest type for an area. 

[(      )] rmSetAreaForestUnderbrush(int areaID, float density): Sets the forest density for an area. 

[(      )] rmSetAreaHeightBlend(int areaID, int heightBlend): Sets how smoothly area height blends into surroundings. 

[(      )] rmSetAreaLocation(int areaID, float xFraction, float zFraction): Set the area location. 

[(      )] rmSetAreaLocPlayer(int areaID, int playerID): Set the area location to player's location. 

[(      )] rmSetAreaLocTeam(int areaID, int teamID): Set the area location to team's location. 

[(      )] rmSetAreaMaxBlobDistance(int areaID, float dist): Sets maximum blob distance. 

[(      )] rmSetAreaMaxBlobs(int areaID, int blobs): Sets maximum number of area blobs. 

[(      )] rmSetAreaMinBlobDistance(int areaID, float dist): Sets minimum blob distance. 

[(      )] rmSetAreaMinBlobs(int areaID, int blobs): Sets minimum number of area blobs. 

[(      )] rmSetAreaMix(int areaID, string mixName): Sets the mix for an area.  Overrides terrain type if it is also set. 

[(      )] rmSetAreaObeyWorldCircleConstraint(int areaID, bool constrain): Determines whether an area obeys world circle constraint. 

[(      )] rmSetAreaReveal(int areaID, int tiles): Sets the area to be revealed (-1 means don't reveal, 0 means reveal, >0 means reveal plus that number of extra tiles. 

[(      )] rmSetAreaSize(float minFraction, float maxFraction): Set the area size to a min/max fraction of the map. 

[(      )] rmSetAreaSmoothDistance(int areaID, int smoothDistance): Sets area edge smoothing distance (distance is number of neighboring points to consider in each direction). 

[(      )] rmSetAreaTerrainLayerVariance(int areaID, bool variance): Specifies if the area should vary the terrain layer edges. 

[(      )] rmSetAreaTerrainType(int areaID, string terrainTypeName): Sets the terrain type for an area. 

[(      )] rmSetAreaWarnFailure(int areaID, bool warn): Sets whether the area build process will warn if it fails. 

[(      )] rmSetAreaWaterType(int areaID, string waterName): Sets the water type for an area. 

[(      )] rmSetBaseTerrainMix(string mixName): Initializes the base terrain with the requested mix.  Call before rmTerrainInitialize. 

[(      )] rmSetConnectionBaseHeight(int connectionID, float width): Sets the base height of a connection. 

[(      )] rmSetConnectionBaseTerrainCost(int connectionID, float cost): Sets the base terrain cost for a connection. 

[(      )] rmSetConnectionCoherence(int connectionID, float width): Sets area coherence (0-1). 

[(      )] rmSetConnectionHeightBlend(int connectionID, float width): Sets how smoothly connection height blends into surroundings. 

[(      )] rmSetConnectionPositionVariance(int connectionID, float variance): Sets the position variance of a connection. 

[(      )] rmSetConnectionSmoothDistance(int connectionID, float width): Sets connection edge smoothing distance (distance is number of neighboring points to consider in each direction). 

[(      )] rmSetConnectionTerrainCost(int connectionID, string terrainTypeName, float cost): Sets the terrain cost for a connection. 

[(      )] rmSetConnectionType(int connectionID, int connectionType, bool connectAll, float connectPercentage): Sets the connection type. 

[(      )] rmSetConnectionWarnFailure(int connectionID, bool warn): Sets whether a connection warns on failure. 

[(      )] rmSetConnectionWidth(int connectionID, float width, float variance): Sets the width of a connection. 

[(      )] rmSetGaiaCiv(int civ) : Sets Gaia's civilization 

[(      )] rmSetGlobalRain(percent): sets the global rain percent. 

[(      )] rmSetGlobalSnow(percent): sets the global snow percent. 

[(      )] rmSetGlobalStormLength(length, timeBetweenStorms): sets storm length and time between storm in seconds. 

[(      )] rmSetGroupingMaxDistance(int defID, float dist): Set the maximum distance for the grouping (in meters). 

[(      )] rmSetGroupingMinDistance(int defID, float dist): Set the minimum distance for the grouping (in meters). 

[(bool  )] rmSetHomeCityGatherPoint( int playerID, vector point ): Sets the HCGP for the given player. 

[(bool  )] rmSetHomeCityWaterSpawnPoint( int playerID, vector point ): Sets the HCWSP for the given player. 

[(      )] rmSetIgnoreForceToGaia(bool val) 

[(      )] rmSetLightingSet(string name) : Sets a lighting set 

[(      )] rmSetMapClusteringNoiseParams(float minFrequency, int octaves, float persistence): sets up cluster system; standard inputs to noise generator used to determine cluster placement. 

[(      )] rmSetMapClusteringObjectParams(int minObjectCount, int maxObjectCount, float maxPosOffset): sets up cluster system; min/max objects per tile (default: 0-3), and max random offset when placing (default: 0.5 tiles). 

[(      )] rmSetMapClusteringPlacementParams(float paintThreshold, float placeMinVal, float placeMaxVal, int type): sets up cluster system; valid ranges are from -1.0 to 1.0 and are compared to the internal noise field for deciding where to paint terrain and place clusters. Type is cClusterLand, or cClusterWater, or cClusterShallowWater, or cClusterEverywhere. 

[(      )] rmSetMapElevationHeightBlend(int blend): Sets how much to smooth the overall terrain after initializing with noise. 

[(      )] rmSetMapElevationParameters(int type, float freq, int octaves, float persistence, float variation): Sets up terrain for initializing with a noise layer. 

[(      )] rmSetMapSize( int x, int z ): Sets the size of the map. 

[(      )] rmSetMapType( string type ): Indicates that this map is of a certain type (it can be multiple types simultaneously. 

[(      )] rmSetNuggetDifficulty(int minLevel, int maxLevel): Sets the min/max difficulty levels for placing nuggets. 

[(      )] rmSetObjectDefAllowOverlap(int defID, bool on): Lets objects overlap within this object def. 

[(      )] rmSetObjectDefCreateHerd(int defID, bool on): Creates a herd out of all units placed in this object def. 

[(      )] rmSetObjectDefForceFullRotation(int defID, bool on): Forces things in this object def to get full arbitrary rotation. 

[(      )] rmSetObjectDefGarrisonSecondaryUnits(int defID, bool on): Turn on the garrison secondary units flag. 

[(      )] rmSetObjectDefGarrisonStartingUnits(int defID, bool on): Turn on the garrison starting units flag. 

[(      )] rmSetObjectDefHerdAngle(int defID, float angle): Set a herd angle(clockwise from +z) in the object def. 

[(      )] rmSetObjectDefMaxDistance(int defID, float dist): Set the maximum distance for the object definition (in meters). 

[(      )] rmSetObjectDefMinDistance(int defID, float dist): Set the minimum distance for the object definition (in meters). 

[(      )] rmSetObjectDefTradeRouteID(int defID, int tradeRouteID): Set the trade route for all objects in this object definition. 

[(      )] rmSetOceanReveal(bool reveal): Sets whether or not to reveal oceans. 

[(      )] rmSetPlacementSection(float fromPercent, float toPercent): Sets the section of the placement line to use. 

[(      )] rmSetPlacementTeam(int teamID): Sets the team to place. 

[(      )] rmSetPlayerArea(int playerID, int areaID): Sets a player's 'official' area. 

[(      )] rmSetPlayerLocation (int playerID, float xFraction, float zFraction): Manually sets a player's starting location. 

[(      )] rmSetPlayerPlacementArea(float minX, float minZ, float maxX, float maxZ): Sets the area of the map to use for player placement. 

[(      )] rmSetPlayerResource(int playerID, string resourceName, float amount): Sets a player's resource amount. 

[(      )] rmSetRiverFoundationParams(int tileBuffer, float heightOffset) -- sets up river foundation parameters: the terrain buffer around the river, and the height of the banks above water level 

[(      )] rmSetSeaLevel(): Sets the sea level for the map. 

[(      )] rmSetSeaType(string name): Sets the sea type for the map.  This is used if terrain is initialized to water. 

[(      )] rmSetStatusText(status, progress) : Sets the friendly cool loading screen text. 

[(      )] rmSetSubCiv(int index, string civName, bool big) : Sets a given sub civ in the world. 

[(      )] rmSetTeamArea(int teamID, int areaID): Sets a team's 'official' area. 

[(      )] rmSetTeamSpacingModifier(float modifier): Sets the team spacing modifier. 

[(      )] rmSetTriggerActive(bool active) 

[(      )] rmSetTriggerConditionParam(string paramName, string value, bool add) 

[(      )] rmSetTriggerConditionParamArmy(string paramName, int playerID, int armyID, bool add) 

[(      )] rmSetTriggerConditionParamFloat(string paramName, float value, bool add) 

[(      )] rmSetTriggerConditionParamInt(string paramName, int value, bool add) 

[(      )] rmSetTriggerEffectParam(string paramName, string value, bool add) 

[(      )] rmSetTriggerEffectParamArmy(string paramName, int playerID, int armyID, bool add) 

[(      )] rmSetTriggerEffectParamFloat(string paramName, float value, bool add) 

[(      )] rmSetTriggerEffectParamInt(string paramName, int value, bool add) 

[(      )] rmSetTriggerLoop(bool loop) 

[(      )] rmSetTriggerPriority(int priority) 

[(      )] rmSetTriggerRunImmediately(bool runImmediately) 

[(      )] rmSetVPFile(string filename) 

[(      )] rmSetWindMagnitude(float magnitude): sets the global wind magnitude (1.0f is default). 

[(      )] rmSetWorldCircleConstraint(bool constrain): sets whether RM activities should be constrained to the main world circle. 

[(      )] rmSwitchToTrigger(int triggerID) 

[(      )] rmTerrainInitialize( string baseTerrain, float height ): Initializes the terrain to the base type and height. 

[(      )] rmTilesToMeters(int tiles): Converts a number of tiles to a distance in meters. 

[(      )] rmTriggerID(string triggerName) 

[(      )] rmXFractionToMeters(float meters): Converts a fraction of the map in the x direction to meters. 

[(      )] rmXFractionToTiles(float fraction): Converts an fraction of the map in the x direction to tile count. 

[(      )] rmXMetersToFraction(float meters): Converts meters into a fraction of the map in the x direction. 

[(      )] rmXTilesToFraction(int tiles): Converts tile count in the x direction to fraction of map. 

[(      )] rmZFractionToMeters(float meters): Converts meters a fraction of the map in the z direction to meters. 

[(      )] rmZFractionToTiles(float fraction): Converts an fraction of the map in the z direction to tile count. 

[(      )] rmZMetersToFraction(float meters): Converts meters into a fraction of the map in the z direction. 

[(      )] rmZTilesToFraction(int tiles): Converts tile count in the z direction to fraction of map. 

[(      )] saveCamera(<stringFilename>) : save camera to file. 

[(      )] saveCurrentHomeCityCamera() : save camera to file. 

[(      )] saveCurrentHomeCityWidescreenCamera() : save widescreen camera to file. 

[(      )] saveGame(<stringFilename>) : saves out a game in progress. 

[(      )] saveLightingSet([name]) : Saves the current status of lighting values as a set 

[(      )] saveScenario(<stringFilename>) : saves out a scenario file. 

[(      )] scoreUpdate : causes score to update even if it isn't supposed to yet, time wise 

[(      )] screenshot: take a screen shot 

[(      )] sendAttackSentence(int sendingPlayer, int receivingPlayer, int targetPlayer, int targetUnit, float xPos, float zPos): send attack sentence from one player to another; specify targetPlayer, or targetUnit, or xPos and zPos. 

[(      )] sendDefendSentence(int sendingPlayer, int receivingPlayer, float xPos, float zPos): send defend sentence from one player to another; specify target xPos and zPos. 

[(      )] sendPromptType(int sendingPlayer, int promptType): send AIChat to current player from sendingPlayer; specify desired AIChatPromptType. 

[(      )] sendTributeSentence(int sendingPlayer, int receivingPlayer, int resourceID): send tribute sentence from one player to another; specify desired resource. 

[(      )] setBloomFeedbackParams([currentFrameContribution] [lastFrameContribution]):sets bloom feedback params 

[(      )] setBloomParams([bloomThreshold] [bloomColorR] [bloomColorG] [bloomColorB] [bloomIntensity] [bloomPass] [bloomSigma]):sets tonemap params 

[(      )] setBloomStreakParams([streakCount] [Passes] [ElementOffset] [Exposure] [Intensity] [Falloff] [streakRed] [streakGreen] [streakBlue] [threshold]):sets bloom streak params 

[(      )] setBumpScale([scale]) : sets scene bump scale 

[(      )] setDropDefaultMips( int num ) : Set mip levels to skip for default category textures. 

[(      )] setDropTerrainMips( int num ) : Set mip levels to skip for terrain category textures. 

[(      )] setFogParams([planarfogColorR] [planarfogColorG] [planarfogColorB] [planarfogDensity] [planarfogHeight]) : set Planar Height Params 

[(      )] setGameFadeIn(<r> <g> <b> <duration> <delay> <inout>): turn fade in on/off, set color duration. 

[(      )] setGraphicDetail(<detailLevel>) : Sets the graphic detail.  (0 = HIGH, 1 = MEDIUM, 2 = LOW) 

[(      )] setHDRMultisampleFactor([int]) : sets HDR multisample factor [1,8] - 1 is disabled 

[(      )] setHemiLight([topColorR] [topColorG] [topColorB] [bottomColorR] [bottomColorG] [bottomColorB] [axisYaw] [axisPitch] [intensity] [unitIntensity] [terrainIntensity]) : sets a hemilight 

[(      )] setHomeCityGatherUnit(int unitID): Sets the home city gather point to the specified unit. 

[(      )] setLDRBloomParams([bloomColorR] [bloomColorG] [bloomColorB] [bloomIntensity] [bloomSigma]):sets LDR Bloom params 

[(      )] setMinimapUnitFilter() : sets the minimap filter for units 

[(      )] setSceneLightParams([sunIntensity] [power] [specIntensity] [metalness] [fogColorR] [fogColorG] [fogColorB] [fogDensity] [fogStart]) : sets scene light params 

[(      )] setShadowBiasMul( [biasMultiplier] ): set the shadow buffer bias multipler (supaScreenshot only) 

[(      )] setShadowQuality( [qualityLevel] ): set the quality level of shadows 

[(      )] setShadowRotationOp( [bool] ): controls shadow projection rotation optimization 

[(      )] setShadowSnapping( [bool] ): controls shadow matrix snapping 

[(      )] setSquadMode: Sets the mode for a squad. 

[(      )] setSunPosition( [integerSunInclination] [integerSunRotation] [boolRelative] ) sets the sun height above the horizon and position in the world, The bool tells if the changes are relative 

[(      )] setSuperSampleFactors([floatX], [floatY]) : sets HDR supersampling factors (1.0 to 2.0, both 1.0 is off) 

[(      )] setSuperSampleFilterIndex([int]) : sets supersample filter kernel 

[(      )] setSuperSampleFilterScales([floatX], [floatY]) : sets supersample kernel scales(1.0 = normal, less = blurrier, higher = sharper) 

[(      )] setTerrainLightingParams([bumpScale] [specularPower] [specularIntensity] [terrainMetalness]):sets Terrain Lighting Params 

[(      )] setToneMapParams([exposure] [dispGamma] [greyFStops] [kneeLow] [kneeHigh] [ditherNoiseInten]):sets tonemap params 

[(void  )] setWorldDifficulty( int v ): Sets the world difficulty level. 

[(      )] setWorldTooltipRectDims1024(minX, minY, maxX, maxY) : Sets the world tooltip restricted screen rectangle to the given dimensions relative to 1024x768 resolution. 

[(      )] shadowDarkness([integerDarkness] [pcfFilterScalar] [biasNV] [biasATI] [slope]) : Set shadow darkness (0-255) - (PCF Filter Sclar 0-16) 

[(      )] showCampaignDialog(<name><msg>): UI used only 

[(      )] showGameFromPostGame : does what needs to be done. 

[(      )] showGameMenu: show the in-game menu. 

[(      )] showSPCNote(title, text) : Display's the SPC Note Dialog with the specified title and text. 

[(      )] spawnUnits(protoname, count, unitID) : Spawn Units from the UnitID building. 

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

[(      )] sqrt(float x): Returns the square root of x. 

[(      )] squadMode: Sets the mode for a squad. 

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

[(      )] startAutoPatcher(bool manualMode) : Start the auto patcher. 

[(      )] startCampaign( string campaignName ) : starts the given campaign. 

[(      )] startMoviePlayback(string filename, long sizing, float fadeIn, float fadeOut) : Start fullscreen playback of a movie. 

[(      )] startRandomGame : begins a new random game. 

[(      )] startRandomGame2(<filename> <#players> <random seed> <scenarioFilename> <debug> <teamCount> <mapsize> <resources> <random_civs>) : begins a new random game with the given parms. 

[(      )] startRandomGameAgeAndMapCode(<startingage> <nomad> <mapcode> : Generates a random map game with the given starting age, nomad start(true/false), and map code. 

[(      )] startRandomGameMapCode(<mapcode> : Generates a random map game with the given map code. 

[(      )] sunColor([integerR] [integerG] [integerB]) : Set sun color to given RGB (0-255) 

[(      )] sunDecreaseInclination([integerKeyState]) : intended for ui use only.  Indicates that the decrease sun inclination key has gone up/down. 

[(      )] sunDecreaseRotation([integerKeyState]) : intended for ui use only.  Indicates that the decrease sun rotation key has gone up/down. 

[(      )] sunGetColor: Get sun color 

[(      )] sunIncreaseInclination([integerKeyState]) : intended for ui use only.  Indicates that the increase sun inclination key has gone up/down. 

[(      )] sunIncreaseRotation([integerKeyState]) : intended for ui use only.  Indicates that the increase sun rotation key has gone up/down. 

[(      )] techFlash(<techID> <flash>) : turns gadget flashing on/off. 

[(      )] terrainAdjustGlobalHeight(float meters) : adjusts (raise/lower) the terrain height by the specified meters. 

[(      )] terrainAmbient([integerR] [integerG] [integerB]) : Set terrain ambient reflectivity to the given RGB (0-255) 

[(      )] terrainFilter: filters the entire terrain. 

[(      )] terrainFilterArea(<integerX1> <integerY1> <integerX2> <integerY2> : filters a sub-area of the terrain. 

[(      )] terrainFlatten: flattens the entire terrain. 

[(      )] terrainFlattenArea(<integerX1> <integerY1> <integerX2> <integerY2> : flattens a sub-area of the terrain. 

[(      )] terrainGetAmbient: Get terrain ambient reflectivity 

[(      )] terrainPaint: paint whole terrain with given texture. 

[(      )] terrainPaintMix: paint whole terrain with given mix. 

[(      )] terrainSetMix([integerType]) : sets the terrain mix to paint. 

[(      )] terrainSetSubtype([integerType]) : sets the terrain subtype to paint. 

[(      )] terrainSetType([integerType]) : sets the terrain type to paint. 

[(void  )] tis(<stringProtoName>,<traincount>) : just like train in selected, but more abbreviated 

[(      )] toggleDebugTime : handles the time display toggling 

[(      )] toggleHomeCityView( ) : Toggles home city view for the current player. 

[(      )] toggleHomeCityViewTech( ) : Toggles tech home city view for the current player. 

[(      )] toggleScore : handles the score toggling 

[(      )] toggleShadows(void) : toggle shadows on/off 

[(      )] toggleTime : handles the time display toggling 

[(      )] toggleWorldTooltipClipRect() : Toggles whether or not world tooltips are using the restricted screen rectangle. 

[(      )] trackAddWaypoint: adds the camera's current position and orientation to the current camera track. 

[(      )] trackAdvance(): advances the camera track to a specific location. 

[(      )] trackClear: clears all tracks. 

[(      )] trackEditWaypoint: edits the currently selected camera track. 

[(      )] trackGotoSelectedEvent(<index>): moves the camera to the current event. 

[(      )] trackGotoSelectedWaypoint(<index>): moves the camera to the current waypoint. 

[(      )] trackInsert(): adds a new camera track. 

[(      )] trackLoad(<stringFilename>) : loads a camera track and makes it current 

[(      )] trackPause(): pauses the current camera track. 

[(      )] trackPlay([duration], eventID): plays a track file (otherwise if "none" than plays the current track.) with no arg uses current duration, otherwise sets duration 

[(      )] trackRemove(): removes selected track. 

[(      )] trackRemoveWaypoint: removes the most recently added track waypoint from the current camera track. 

[(      )] trackSave(<stringFilename>) : saves the current camera track 

[(      )] trackSetSelectedWaypoint(<index>): sets the current waypoint to the button with the same index. 

[(      )] trackStepBackward: steps the current camera track 1 step backward. 

[(      )] trackStepForward: steps the current camera track 1 step forward. 

[(      )] trackStop(): stops the current camera track. 

[(      )] trackToggleShow: toggles rendering of the camera track on and off. 

[(      )] trActivateTrigger(<eventID>) : Activates (sets active = true) the trigger specified by the given eventID. 

[(      )] trAddArmyToPlan(armyname, planname): Adds the units in the specified army to the specified plan. 

[(      )] tradeRouteCommand( int playerID, int tradeRoutUnit, int commandID ) : Adds the given command to the trade post bucket. 

[(      )] tradeRouteTrain( int playerID, int tradeRoutUnit, int puid ) : Trains the given PUID from the given trade post on the trade route. 

[(      )] trAICommsAttackUnits(playerID, armyToAttack): playerID will attack armyToAttack, sent via player Comms. 

[(      )] trAICommsCancelOrder(sendToPlayerID): tell player sendToPlayerID to cancel order, sent via player Comms. 

[(      )] trAICommsClaim(sendToPlayerID): tell player sendToPlayerID to claim TradePost at (locX, locY, locZ), sent via player Comms. 

[(      )] trAICommsDefendPoint(playerID, defendX, defendY, defendZ): playerID will defend point(defendX, defendY, defendZ), sent via player Comms. 

[(      )] trAICommsRequestTribute(fromPlayerID, resource, amount): fromPlayerID will send resource of x amount, sent via player Comms. 

[(      )] trAICommsTrain(sendToPlayerID, unitTypeName): tell player sendToPlayerID to train Units of type unitTypeName, sent via player Comms. 

[(      )] trAIFunc(<playerID> <functionName> <param>: Makes the camera shake. 

[(void  )] trainByID (<ProtoUnitID> <TrainingUnitID> [Player#]) : Start the training of a unit of ProtoUnitID from TrainingUnitID for the current player (if no player is specified) 

[(      )] trainFlash(<protoID> <flash>) : turns gadget flashing on/off. 

[(void  )] trainInSelected(<stringProtoName>,<traincount>) : tries to train the selected unit type in any valid selected unit 

[(void  )] trainInSelectedByID(<protoID>, <traincount>) : just like train in selected, but fastAr because it takes a protoID 

[(      )] trainReinforcement( int armyID ) : Trains a reinforcement. 

[(      )] trArmyDispatch(<parameters>): creates the units in the army specified. 

[(      )] trArmyPlayerDefakify(armyname) : Defakifies the army. 

[(      )] trArmyPlayerFakify(armyname, fakeplayerindex) : Fakifies the army to the specified fake player index. 

[(      )] trArmySelect(army info string): selects the units in the army specified. 

[(      )] trArmySelectInt(int playerID, int armyID): selects the units in the army specified. 

[(      )] trAttackUnits(srcArmyname, armyToAttack, planname): srcArmy units will attack armyToAttack in the given planname. 

[(      )] trBlockAllAmbientSounds(): blocks all ambient sounds from this point forward 

[(      )] trBlockAllSounds(excludeDialog): Blocks all sounds from playing from this point forward 

[(      )] trBranchScenario(<dialog message>): pop up a dialog allowing choice to load a scenario. 

[(      )] trBuildingIsOnCursor(protoname) : Returns true if the proto unit specified is on the cursor and is a building. 

[(      )] trCameraCut( pos, dir, up, right ): puts the camera in the specified location. 

[(      )] trCameraLockOnUnit( <enable> <time to orient> <trigger ID>) : Orients the camera to the selected unit, and keeps it locked on that unit. ): puts the camera in the specified location. 

[(      )] trCameraPanWithUnit( <enable> <trigger ID>) : Moves the camera in the same direction that a particular unit moves. 

[(      )] trCameraShake(<duration> <strength>: Makes the camera shake. 

[(      )] trCampaignAdvance(): advances the campaign (advance user profile, AND plays the next scenario). 

[(      )] trCampaignAdvanceProgress(): advances the user progress through the campaign.(updates user profile only) 

[(      )] trCampaignPlayCurrent(): plays the current scenario in the campaign 

[(      )] trCamTrackLoad(<filename>): Loads a camera track. 

[(      )] trCamTrackPlay(<duration> <eventID>): plays the current camera track. 

[(      )] trChatHistoryClear: forces the chat history to reset 

[(      )] trChatHistoryContains(text): returns whether or not the current chat history has any instance (substring) of this text 

[(      )] trChatSend(fromID message): Changes the chat status. 

[(      )] trChatSendSpoofed(fromID message): Changes the chat status, but does not append player. 

[(      )] trChatSendSpoofedToPlayer(fromID toID message): Changes the chat status, but does not append player.  Goes to specific player. 

[(      )] trChatSendToPlayer(fromID toID message): Changes the chat status for one specific player. 

[(      )] trChatSetStatus(<onOff>): Changes the chat status. 

[(      )] trCinematicAbort(): returns the abort cinematic status. 

[(      )] trCinematicDoAbort(): aborts the cinematic. 

[(      )] trClearCounterDisplay() 

[(      )] trCounterAbort(name): abort a counter. 

[(      )] trCounterAddTime(name, start, stop, message, event): start a counter that may or may not fire an event. 

[(      )] trCounterAddTimeMs(name, start, stop, message, event): start a counter that may or may not fire an event. 

[(      )] trCounterAddUnit(name, playerid, count, protounit, message, event): start a counter that may or may not fire an event. 

[(      )] trCounterAddXP(name, playerid, count, message, event): start a counter that may or may not fire an event. 

[(      )] trCountUnitsInArea(centerUnit, matchPlayer, matchType, range) 

[(      )] trCreateAttackPlan(armyName, PlanName, attackPlayerID, attackX, attackY, attackZ, engageRange, evaluationFrequency) : No help  

[(      )] trCreateDefendPlan(armyName, defendPlanName, defendX, defendY, defendZ, engageRange, evaluationFrequency, gatherdistance) : No help  

[(      )] trCreateRevealer(playerID, revealerName, position, revealerLOS, blackmapOnly) : Creates a revealer with the given attributes. 

[(      )] trCreateTreaty 

[(      )] trCurrentPlayer(): returns the current player. 

[(      )] trDamageUnit(amt): does a specific amount of damage to HP in instant typeless damage. 

[(      )] trDamageUnitPercent(percent): does % percent of a unit's total HP in instant typeless damage. 

[(      )] trDamageUnitsInArea(player, unitType, dist, damage): All units within dist of the selected ref object that match type take dmg 

[(      )] trDefendUnits(srcArmyname, defendedArmyname, planname, evaluationFrequency, gatherdistance): srcArmy units will defend defendedArmyUnits in the given planname. 

[(      )] trDelayedRuleActivation( <rulename> ): adds a rule to the runtime to be activated on the next update. 

[(      )] trDisableTrigger(<eventID>) : Disables (sets active = false) the trigger specified by the given eventID. 

[(      )] trEcho( <echoString> ): Trigger echo. 

[(      )] trEchoStatValue(player, stat) : fetch a stat value from the KB and echo to chat 

[(      )] trEndGame: Signal that the game has ended. 

[(      )] trEventFire(<eventID>): cause an event to occur. 

[(      )] trEventSetHandler(<eventID> <handler>): sets a handler function for an event id. 

[(      )] trFadeOutAllSounds(<duration>): Fades out all sounds over a given duration 

[(      )] trFadeOutMusic(<duration>): Fades out current music over a given duration. 

[(      )] trForbidProtounit(player, protoname): adds protounit to the forbidden list 

[(      )] trForceNonCinematicModels(): forces models to be in non cinematic mode 

[(      )] trFormationScale(scale): scales the formation size of formations in the game. 

[(      )] trGameLoadScenario(<scenario name>): start a game using scenario. 

[(      )] trGamePause(<true/false>): pause or unpause the game. 

[(      )] trGetNumberNuggetsGathered : Returns the number of nuggets gathered by the specified player. 

[(      )] trGetNumberSelectedUnitIDs() 

[(      )] trGetSelectedUnitID(int index) 

[(      )] trGetStatValue(player, stat) : fetch a stat value from the KB 

[(      )] trGetWorldDifficulty() 

[(      )] trGrantVP(player, number): Grants a number of Scenario VP to a player 

[(      )] trHasNuggetBeenCollected : Returns true if the nugget has been collected, the playerID is an optional parameter for querying if the specific player has collected it. 

[(      )] trHasPlayerSentHCShipment(<targetHCPlayerID>) : Returns true when the player has sent a shipment from the home city. 

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

[(      )] trIsGadgetVisible(<name>): returns true if gadget is real. 

[(      )] trIsMovieNotPlaying() -- returns false if a movie is currently playing 

[(      )] trIsPlayerSelectingHCBuilding(<hcBuildingName>) : Returns true if the current player is selecting the building in their HC which has the specified name. 

[(      )] trIsPlayerSendingHCShipment(<targetHCPlayerID>) : Returns true when the player sends a shipment from home city. 

[(      )] trIsPlayerVisitingHC(<targetHCPlayerID>) : Returns true if the current player is looking at (visiting) the home city of the player specified by the player ID passed in. 

[(      )] trKillAIPlan(playerID, planName) : No help  

[(      )] trLetterBox(<onOff>): Turns letter box mode on or off. 

[(      )] trMessageSetText(<text><timeout>): displays the message text. 

[(      )] trMinimapFlare(<playerID> <duration> <position> <flash>): Sends a Minimap flare to a certain player. 

[(      )] trModeEnter(<name>): enters the mode specified. 

[(      )] trModifyProtounit(unit, player, field, delta): modifies proto unit data for this scenario only. 

[(      )] trMusicPlay(<filename> <duration>): Plays the music file. 

[(      )] trMusicPlayCurrent(): Plays the current music. 

[(      )] trMusicSetCurrentMusicSet(): sets the current music set. 

[(      )] trMusicSetMood(<moodID>): Changes the music to mood associated with mood id. 

[(      )] trMusicStop(): Stops the current music. 

[(      )] trObjectGettingWorked(objectScenarioName): Returns true if the object is currently being worked. 

[(      )] trObjectiveComplete(objectiveID, forceComplete, playSound): Completes the specified objective.  Forces a reoccurring objective complete if forceComplete is true. 

[(      )] trObjectiveDiscover(objectiveID, playSound): 'Discovers' a previously unknown (to the player) objective. 

[(      )] trObjectiveHide(objectiveID): Hides the specified objective on the UI. 

[(      )] trObjectiveShow(objectiveID): Shows the specified objective on the UI. 

[(      )] trOverlayText(message, time, x, y, width, background) : puts up a big movie-credits style text overlay, optionally in a strange location, and now with a background 

[(      )] trPlayerActive(playerID): returns true/false if the player is active. 

[(      )] trPlayerAtPopCap(playerID): returns true if player is at pop cap. 

[(      )] trPlayerBuildingCount(playerID): returns the number of buildings for the player. 

[(      )] trPlayerControlsSocket(playerID, objectScenarioName): Returns true if the specified player is built on the specified socket. 

[(      )] trPlayerCountBuildingInProgress(playerID protoname): returns true if building is being built. 

[(      )] trPlayerCurrentXPCount(playerID): Returns the current (not total) XP for the player. 

[(      )] trPlayerDefeated(playerID): returns true/false if the player has been defeated. 

[(      )] trPlayerGetDiplomacy(playerID playerID): gets the diplomacy status between players. 

[(      )] trPlayerGetPopulation(playerID): returns the player population. 

[(      )] trPlayerGrantResources(player, resource, amount): advances the campaign. 

[(      )] trPlayerKillAllBuildings(<playerID> Kills all of the buildings of a given player. 

[(      )] trPlayerKillAllUnits(<playerID> Kills all of the units of a given player. 

[(      )] trPlayerModifyLOS(playerID cansee playerID): Adds/removes LOS between players. 

[(      )] trPlayerOverrideArtCulture(playerID, culture) : Overrides the culture used for choosing the player's art. 

[(      )] trPlayerOverrideSoundCiv(playerID, civilization) : Overrides the civilization used for choosing the player's vocal sound effects. 

[(      )] trPlayerResetBlackMap(<playerID>: Resets the black map for a given HUMAN player. 

[(      )] trPlayerResetBlackMapForAllPlayers(Resets the black map for all HUMAN players. 

[(      )] trPlayerResourceCount(playerID, resource): returns the number of resources for the player. 

[(      )] trPlayerSetActive(playerID): sets the active player. 

[(      )] trPlayerSetAge(playerID, age, displayEffect): Sets the age of the specified player. 

[(      )] trPlayerSetDiplomacy(playerID playerID status): sets the diplomacy status between players. 

[(      )] trPlayerSetHCAccess(playerID, hcAccess): Sets whether the player has access to the HC. 

[(      )] trPlayerToggleAllowNewCWSpawning(playerID, allowSpawning) : Toggles whether the player can spawn new covered wagons. 

[(      )] trPlayerToggleAllowTCSpawning(playerID, allowSpawning) : Toggles whether the player's TC can spawn units. 

[(      )] trPlayerTribute(from, resource, amount to): tributes resources to a player. 

[(      )] trPlayerUnitAndBuildingCount(playerID): returns the number of units and buildings for the player. 

[(      )] trPlayerUnitCount(playerID): returns the number of units for the player. 

[(      )] trPlayerUnitCountSpecific(playerID, protoName): returns the number of units for the player. 

[(      )] trPlayerVPCount(playerID): returns the number of victory points for the player. 

[(      )] trPlayMovie(<FileName>) -- plays movies from the AVI directory 

[(      )] trPlayNextMusicTrack(): Plays the next song in the music play list. 

[(      )] trQuestVarCopy(var1, var2) : copies value of one of the trigger scratch variables 

[(      )] trQuestVarEcho(varname, value) : chats out the value of one of the trigger scratch variables 

[(      )] trQuestVarGet(varname) : retrieve value of a trigger scratch variable, returns zero if unset 

[(      )] trQuestVarSet(varname, value) : sets one of the trigger scratch variables 

[(      )] trQuestVarSetFromRand(varname, minval, maxval, round) : sets one of the trigger scratch variables within a random range 

[(      )] trRateConstruction(<rate>): modify construction rate. 

[(      )] trRateResearch(<rate>): modify research rate. 

[(      )] trRatesNormal(void): restore all rates to normal. 

[(      )] trRateTrain(<rate>): modify training rate. 

[(      )] trRenderRain(<float percent>): controls rain rendering. 

[(      )] trRenderSky(<true/false> <skyName>): turn sky rendering on/off and set which sky to use. 

[(      )] trRenderSnow(<float percent>): controls snow rendering. 

[(      )] trRevealEntireMap(): shows whole map, similar to how revealed mode works 

[(      )] trSetCinematicUnitSpeaking(objectScenarioName, speaking, duration): Sets the unit as speaking or not. 

[(      )] trSetCounterDisplay(text) 

[(      )] trSetCurrentPlayerStatus(<active>): sets the current player as active or inactive. 

[(      )] trSetFogAndBlackmap(<true/false> <true/false>): turn fog and black map on/off. 

[(      )] trSetLighting(setname, fadetime): fades to the specified lighting set over fadetime. 

[(      )] trSetObscuredUnits( <bool> ): Sets whether or not units can be drawn obscured or not. 

[(      )] trSetPauseInObjectiveWindow() 

[(      )] trSetPauseOnAgeUpgrade() 

[(      )] trSetPlayerDefeated: call this when a player is defeated on the local machine (meaning that this func must be called synchronously on all machines, it will not pass around a command.) 

[(      )] trSetPlayerWon: call this when a player has won on the local machine (meaning that this func must be called synchronously on all machines, it will not pass around a command.) 

[(      )] trSetRevealerActiveState(revealerName, active) : Finds the specified revealer and sets it to active or inactive. 

[(      )] trSetShadowFarClip( <enable>, <distance> ): Enable or disables the shadow far clippping plane. 

[(      )] trSetUnitIdleProcessing( <bool> ): Sets whether or not units can do their idle processing. 

[(      )] trSetUserControls(<active>): sets the player controls on or off. 

[(      )] trShowCampaignDlg(NextCampaign): . 

[(      )] trShowChoiceDialog(maintext, choice1, event1, choice2, event2) : displays dialog with 2 choices, and activates a trigger in response 

[(      )] trShowDamage 

[(      )] trShowHCView(playerID): Sets the view to the HC if the player specified is the current player. 

[(      )] trShowImageDialog(texture, subtitle) : displays a custom image in a dialog, with a subtitle 

[(      )] trShowSPCNote(<Title> <Text>): Displays the SPC Note Dlg with the specified title and text. 

[(      )] trShowWinLose(text, soundfile): message and sound. 

[(      )] trShowWorldView(playerID): Sets the view to the world if the player specified is the current player. 

[(      )] trSoundPlayDialog(<filename>, <event>, <ignoreOnAbort>, <subtitle>, <portrait>): Plays the sound associated with the filename. 

[(      )] trSoundPlayDialogue(<stringID>, <eventID>, <ignoreOnAbort>, <seconds>): Plays the sound associated with the dialogue. 

[(      )] trSoundPlayFN(<filename>): Plays the sound associated with the filename. 

[(      )] trSoundPlayPaused(<filename>): Plays the sound associated with the filename. 

[(      )] trSoundTimer(long milliseconds, long eventID) creates a high performance sound timer and passes the eventID as data. 

[(      )] trStartGameRecord: add help string. 

[(      )] trStopGameRecord: add help string. 

[(      )] trTechSetStatus(playerID techID status): sets the tech status for the player. 

[(      )] trTechStatusActive(playerID techID): returns true if tech is active for player. 

[(      )] trTechStatusCheck(playerID, techID, techStatus): returns true if tech's status is techStatus. 

[(      )] trTechStatusResearching(playerID techID): returns true if tech is being researched for player. 

[(      )] trTime( void ): Returns the current gametime in Seconds. 

[(      )] trTimeMS( void ): Returns the current gametime in Milliseconds. 

[(      )] trTradeRouteSetLevel(traderouteindex, level) : Sets the specified trade route to the specified level from a trigger. 

[(      )] trTradeRouteSetPosition(position): Places train on a specified position on the route. 

[(      )] trTradeRouteToggleState(position): Enable or disables the unit from showing. 

[(      )] trUIFadeToColor(<r> <g> <b> <duration> <delay> <inout>): fade in/out using color specified. 

[(      )] trUIFlash(<gadget name> <flashLimit> <colorR> <colorG> <colorB>): flashes a UI element. 

[(      )] trUIFlashCategory(<category> <flash>): flashes a UI element (maybe). 

[(      )] trUIFlashTech(<tech id> <flash>): flashes a UI element (maybe). 

[(      )] trUIFlashTrain(<proto name> <flash>): flashes a UI element (maybe). 

[(      )] trUIStopFlash(<gadget name>): stops the flashing of a UI element. 

[(      )] trUnBlockAllAmbientSounds(): Unblocks all ambient sounds that were previously blocked from playing 

[(      )] trUnblockAllSounds(): Unblocks all sounds that were previously blocked from playing 

[(      )] trUnforbidProtounit(player, protoname): removes protounit from the forbidden list 

[(      )] trUnitAlive( void ): Returns true if all selected units are alive. 

[(      )] trUnitBuildUnit( <protoUnitName> <BVector position (x,y,z): Selects units and makes the build a unit at specified location 

[(      )] trUnitChangeName(name): set an override name for a specific unit 

[(      )] trUnitChangeProtoUnit : changes the proto unit for a given set of units. 

[(      )] trUnitCinematicRemoveControlAction() - Removes the current control action so the next thing can take effect immediately.  (For IGC) 

[(      )] trUnitConvert(playerID): converts the selected units to player. 

[(      )] trUnitCreate( <protoName> <scenarioName> <x> <y> <z> <heading> <playerID> ): creates a new unit. 

[(      )] trUnitDead( void ): Returns true if all selected units are dead. 

[(      )] trUnitDelete( remove ): removes or kills the selected unit(s). 

[(      )] trUnitDestroy(void): destroys the selected unit(s). 

[(      )] trUnitDistanceToPoint( <x> <y> <z> ): Returns the shortest distance between the trRT units and the point. 

[(      )] trUnitDistanceToUnit( <unitScenarioName> ): Returns the shortest distance between the trRT units and the given unit. 

[(      )] trUnitDistanceToUnitID( <unitID> ): Returns the shortest distance between the trRT units and the given unit. 

[(      )] trUnitDoWorkOnUnit( <unitScenarioName> <eventID> ): Tasks the selected unit(s) to perform work on the given unit. 

[(      )] trUnitEjectContained : ejects all contained units. 

[(      )] trUnitFaceUnit( <unitScenarioName> <eventID> : Moves the selected unit(s) to face the given unit. 

[(      )] trUnitGarrison( <unitScenarioName> <eventID> ): Tasks the selected unit(s) to garrision into another unit. 

[(      )] trUnitGetContained : returns the number of units contained. 

[(      )] trUnitGetHeading( <scenarioName> ): returns the units heading. 

[(      )] trUnitGetIsContained(protounit) : returns true if this unit is contained by the specified protounit. 

[(      )] trUnitHasLOS(playerID): returns true if the player can see the selected unit, otherwise returns false. 

[(      )] trUnitHighlight(seconds) : does something to highlight the units selected. 

[(      )] trUnitIsOwnedBy(playerID): determines if the selected units are owned by the player specified. 

[(      )] trUnitIsSelected : returns if the specified unit is selected. 

[(      )] trUnitMakeInvulnerable( <enable> ) : Makes a unit invulnerable to damage.  Turn it off to return the unit to normal. 

[(      )] trUnitMoveFromArea( <x> <y> <z> <eventID> <bAttackMove> <player> <unitType> <radius>): Moves all matching units near the selected unit(s) to the given position. 

[(      )] trUnitMoveToPoint( <x> <y> <z> <eventID> <bAttackMove> <bUnitRun> <runSpeedMultiplier>): Moves the selected unit(s) to the given position. 

[(      )] trUnitMoveToUnit( <unitScenarioName> <eventID> <bAttackMove> <bUnitRun> <runSpeedMultiplier>): Moves the selected unit(s) to the spot occupied by the given unit. 

[(      )] trUnitPercentComplete : returns the percent complete as 0 to 100 

[(      )] trUnitPercentDamaged : returns the percent damaged as 0 to 100 

[(      )] trUnitPlayerDefakify() : Sets the selected unit as not having a fake player 

[(      )] trUnitPlayerFakify(fakePlayerIndex) : Sets the selected unit as having the fake player with the specified index (0-7) 

[(      )] trUnitSelect( <unitScenarioName> ): 'Selects' the unit in the trigger selection system. 

[(      )] trUnitSelectByID( <unitID> ): 'Selects' the unit in the trigger selection system. 

[(      )] trUnitSelectClear( void ): Clears the units in the trigger selection system. 

[(      )] trUnitSetAnimation( <AnimName> <versionIndex> <loop> <eventID> <destroyOnNextControlAction> ): Sets the cinematic animation version for the selected unit(s). 

[(      )] trUnitSetHeading( <degrees> ): sets the units heading. 

[(      )] trUnitSetHP( <hitpoints> ): set the hitpoints for all selected units. 

[(      )] trUnitSetStance : set the stance for the given set of units. 

[(      )] trUnitSuspendAction( actionName, <suspend> ) : Makes an action on a unit suspened or not. 

[(      )] trUnitTeleport : moves units from current position to position specified 

[(      )] trUnitTypeIsSelected : returns if the specified unit is selected. 

[(      )] trUnitVisToPlayer(playerID): returns true if the player can see the selected unit, and it is on screen. 

[(      )] trVPAnnualAwards(enable): enables/disables the award of VP's each year. 

[(      )] trWaypointAddPoint( <vector> ): Adds the waypoint into the trigger selection system. 

[(      )] trWaypointAddUnit( <unitScenarioName> ): Adds the unit's position as a waypoint in the trigger selection system. 

[(      )] trWaypointClear( void ): Clears the waypoints in the trigger selection system. 

[(      )] trWriteToLog(message): Writes text to the Age3Log 

[(      )] trYouLose(text): player loses, specifies message. 

[(      )] trYouWin(directToMenu): player wins.  If you set directToMenu to true, you go directly to Campaign Menu. 

[(      )] uiAddChatNotification : Adds a notification to the game's chat output, can play a sound too. 

[(      )] uiAddSelectionButtonDown : intended for ui use only.  Indicates that the add selection button has been pressed. 

[(      )] uiAddSelectionButtonUp : intended for ui use only.  Indicates that the add selection button has been released. 

[(      )] uiAddSelectNumberGroup([integerGroup]) : adds the units in the given number group to current selection. 

[(      )] uiApplyLightingSet([integerIndex]) : intended for UI use only.  Applies a Lighting Set 

[(      )] uiBMultiplayerSave: stop playing stupid music at 11pm. 

[(      )] uiBuildAtPointer( ) : instructs the currently selected unit(s) to build the current proto unit cursor building type at the pointer location. 

[(      )] uiBuildMode([integerType]) : does and editMode and setProtoID, after verifying sufficient resources for the current player. 

[(      )] uiBuildWallAtPointer : instructs the currently selected unit(s) to build the current proto unit cursor building type at the pointer location, with wall-like endpoint behavior. 

[(      )] uiCameraControl([x],[y]) : Controls camera with gamepad stick. 

[(      )] uiCameraScroll([fast],[x],[y]) : Scrolls the game view. 

[(      )] uiCenterPointer : Centers mouse pointer. 

[(      )] uiChangeBrushCornerMode: changes the ability to modify corner tiles: 0-All, 1-Corners only, 2-No corners 

[(      )] uiChangeBrushSize({p1} {p2} {p3} {p4}) : changes the size of the current brush 

[(      )] uiChangeBrushType( "name") : changes the brush to the named type 

[(      )] uiChangeCliffModMode: changes the ability to modify vertices on cliff edges: 0-No clamping, 1-Clamp Low Edge, 2-Clamp High Edge, 3 - Clamp All Edges 

[(      )] uiChangeElevationToSample([integerKeyState]) : intended for ui use only.  Indicates that the change elevation to sample button has gone up/down. 

[(      )] uiChatDisplayModeToggle : Toggles the chat display mode. 

[(      )] uiChatDisplayModeToHistory : Toggles the chat display mode to history mode. 

[(      )] uiChatDisplayModeToRecent : Toggles the chat display mode to recent mode. 

[(      )] uiChatScrollBack([integerKeyState]) : Scrolls chat back one. 

[(      )] uiChatScrollForward([integerKeyState]) : Scrolls chat forward one. 

[(      )] uiCircleSelect([on],[doubleClick],[leaveSelected]) : Start/stop circle selection. 

[(      )] uiCircleSelectResize([x],[y]) : Circle selection resizing. 

[(      )] uiClearAllCinematicInfo: clears all cinematic info including model/texture precache info. 

[(      )] uiClearChat(clearOnly) : Clears the chat and resets to recent mode.  clearOnly == true if you don't want it to populate the chat, but only clear it. 

[(      )] uiClearCinematicInfo: clears cinematic trigger info. 

[(      )] uiClearCursor : resets the cursor to the basic pointer. 

[(      )] uiClearGatherPoint: Clears the gather point for the selected unit(s), returning it to a default state. 

[(      )] uiClearMenu : removes any dangling child menus off of the given gadget 

[(      )] uiClearNumberGroup([integerGroup]) : erases the given number group. 

[(      )] uiClearSelection : deselects all selected units 

[(      )] uiCloseDialog: closes (as if clicked on the close button) any active dialog 

[(      )] uiCloseFieldSet : closes (as if clicked on the close button) any active field set 

[(      )] uiCommandCircleMenu([on]) : turn on/off gamepad command panel circle menu. 

[(      )] uiCommandPanelControl([on]) : turn on/off gamepad command panel control. 

[(      )] uiCommandPanelExecute : gamepad command panel execute. 

[(      )] uiCommandPanelMove([x], [y]) : move between selections in the command panel. 

[(      )] uiCommsFlareAtPointer : Used when flaring a position for player comms dialog. 

[(      )] uiConsulateUI: Used to activate the consulate UI 

[(      )] uiConsulateUIInSelected(): uiConsulateUI: Used to activate the consulate UI from hotkeys 

[(      )] uiCopyToClipboard() : copies the brush selection to the clipboard. 

[(      )] uiCoverTerrainWithWater(floatWaterHeight, floatDepth, waterName) : flattens terrain and paints water over the entire map. 

[(      )] uiCreateNumberGroup([integerGroup]) : creates a number group with the currently selected units. 

[(      )] uiCreateRandomRiver : . 

[(      )] uiCreateRiver : . 

[(      )] uiCreateRiverToggleWaypointMode : . 

[(      )] uiCycleCurrentActivate : acts like the current cycle gadget has been pressed 

[(      )] uiCycleGadget([integerDelta]) : cycles through the 'active' child gadget of a deluxe gadget. 

[(      )] uiDecPlaceVariation : decrements the variation to place. 

[(      )] uiDeleteAllSelectedUnits : deletes all selected unit. 

[(      )] uiDeleteCameraStartLoc 

[(      )] uiDeleteSelectedUnit() : deletes selected unit. 

[(      )] uiDeleteSelectedUnit2() : deletes selected unit. 

[(      )] uiDeleteUnits([integerKeyState]) : intended for ui use only.  Indicates that the delete units button has gone up/down. 

[(      )] uiDoubleClickSelect([integerAdd], [checkAction]) : intended for ui use only.  Double click select at pointer location. 

[(      )] uiDumpAllUnitHotKeyMappings(): spews all hot key mappings that create units to the console 

[(      )] uiDumpKeyMappings ( stringContext ): spews all key mappings out to the console. 

[(      )] uiDumpUnmappedKeys ( stringContext ) : spews all empty keys out to the console 

[(      )] uiEjectAtPointer: intended for UI use only.  Sends an ejection command with waypoint for the selected unit. 

[(      )] uiEjectGarrisonedUnits: intended for UI use only.  Sends an ejection command for the selected unit. 

[(      )] uiEmpowerAtPointer: Commands the selected unit(s) to Empower the target building at the pointer position. 

[(      )] uiEnterContext(<stringContext>) : enters the specified UI context. 

[(      )] uiEnterGameMenuModeIfNotResigned : Wrapper that enters GameMenu mode if the player isn't resigned. 

[(      )] uiExpireCurrentObjectiveNotification: Causes the currently displaying objective notification to fade out (or disappear), depending on the param passed in. 

[(      )] uiExportGrouping: save a group. 

[(      )] uiExportTriggers: save some triggers. 

[(      )] uiFilterTerrainSelection : filter the current terrain selection. 

[(      )] uiFindAlliedNatives() : finds allied natives of the current player in order, so that it can be called repeatedly to cycle. 

[(      )] uiFindAllOfSelectedType () : finds all units of the same type as the selected unit 

[(      )] uiFindAllOfType () : finds all units of the same type 

[(      )] uiFindAllOfTypeIdle () : finds all idle units of the same type 

[(      )] uiFindCrowd([findType],[noLookAt]) 

[(      )] uiFindDancers () : finds the next native settler dancing at the firepit in the arbitrary order of unit ID, so that it can be called repeatedly to cycle. 

[(      )] uiFindGatherersNotGathering () : finds the gatherer unit that's not gathering in the arbitrary order of unit ID, so that it can be called repeatedly to cycle. 

[(      )] uiFindIdleType ([typeName]) : finds the next idle unit of the given type in the arbitrary order of unit ID, so that it can be called repeatedly to cycle. 

[(      )] uiFindKeyMapping ( stringKeyname ) : finds all key mappings for a given key 

[(      )] uiFindResourceGatherers ([typeName]) : finds the next resource gatherer unit of the given resource type in the arbitrary order of unit ID, so that it can be called repeatedly to cycle. 

[(      )] uiFindTownBellTC () : finds the next town center that has the town bell active, so that it can be called repeatedly to cycle. 

[(      )] uiFindType ([typeName]) : finds the next unit (idle or not) of the given type in the arbitrary order of unit ID, so that it can be called repeatedly to cycle. 

[(      )] uiFlareAtPointer : Sends out a flare at the pointer position. 

[(      )] uiFlattenTerrainSelection : flatten the current terrain selection. 

[(      )] uiForceShift([on]) : Force shift key on or off. 

[(      )] uiFormationOrientation( ) : Sets the orientation of a formation. 

[(      )] uiGarrisonToPointer: Commands the selected unit(s) to garrison in a building at the pointer position. 

[(      )] uiGuardAtPointer: intended for UI use only.  Sends an guard order. 

[(      )] uiHandleIdleBanner ([typeName]) : does the right thing. 

[(      )] uiHandleUserTab ( listSel, parent ) : handles toggle of user textures 

[(      )] uiHelpAtPointer : Sends out a Help at the pointer position. 

[(      )] uiHideCursor: testing only 

[(      )] uiHidePlayerSummaryDialog : Hides the player summary dialog. 

[(      )] uiHideTributeDialog : maximizes main UI 

[(      )] uiIgnoreNextKey : used when activating a text box with a key to avoid having that key go into the text box too. 

[(      )] uiImportTriggers: load some triggers. 

[(      )] uiIncPlaceVariation : increments the variation to place. 

[(      )] uiInitOptionsScreenProfileEditDialog: initializes the Profile Edit Dialog inside the OptionsScreen 

[(      )] uiLastDetailHelp : goes back to the most recent help entry. 

[(      )] uiLeaveContext(<stringContext>) : leaves the specified UI context. 

[(      )] uiLeaveModeOnUnshift : causes game to return to editMode none when shift hotkey is released 

[(      )] uiLoadTriggers: load some triggers. 

[(      )] uiLookAtAndSelectUnit : moves the camera to see the specified unit and selects it. 

[(      )] uiLookAtBattle: moves the camera to see the specified battle. 

[(      )] uiLookAtNumberGroup([integerGroup]): moves the camera to see the given number group. 

[(      )] uiLookAtProto : moves the camera to see the first instance of proto unit X owned by the current player. 

[(      )] uiLookAtSelection : moves the camera to see the first selected unit. 

[(      )] uiLookAtUnit : moves the camera to see the specified Unit. 

[(      )] uiLookAtUnitByName(scenarioName): moves the camera to see the specified Unit. 

[(      )] uiLowerElevation([integerKeyState]) : intended for ui use only.  Indicates that the lower elevation button has gone up/down. 

[(      )] uiLowerTerrainSelection([integerKeyState]) : intended for ui use only.  Indicates that the lower terrain selection button has gone up/down. 

[(      )] uiLowerWater([integerKeyState]) : intended for ui use only.  Indicates that the lower water button has gone up/down. 

[(      )] uiMapPointerControl([x],[y],[doGoto]) : Moves the map pointer. 

[(      )] uiMapPointerGoto([activeCheck]) : Jump to map pointer location. 

[(      )] uiMessageBox([stringText] [stringCommand]) : pops up a message box with text that activated the cmd when the ok button is hit 

[(      )] uiMessageBox2([stringID] [stringCommand]) : pops up a message box with text that activated the cmd when the ok button is hit 

[(      )] uiMinimizeStats() 

[(      )] uiMoveAllMilitaryAtPointer(): Moves all military units to the pointer position. 

[(      )] uiMoveSelectionAddButtonDown : intended for ui use only.  Indicates that selection button has been pressed. 

[(      )] uiMoveSelectionAddButtonUp : intended for ui use only.  Indicates that selection button has been released. 

[(      )] uiMoveSelectionButtonDown : intended for ui use only.  Indicates that selection button has been pressed. 

[(      )] uiMoveSelectionButtonUp : intended for ui use only.  Indicates that selection button has been released. 

[(      )] uiMoveUnitBackward([integerKeyState]) : intended for ui use only.  Indicates that the move unit backward key has gone up/down. 

[(      )] uiMoveUnitDown([integerKeyState]) : intended for ui use only.  Indicates that the move unit down key has gone up/down. 

[(      )] uiMoveUnitForward([integerKeyState]) : intended for ui use only.  Indicates that the move unit forward key has gone up/down. 

[(      )] uiMoveUnitLeft([integerKeyState]) : intended for ui use only.  Indicates that the move unit left key has gone up/down. 

[(      )] uiMoveUnitRight([integerKeyState]) : intended for ui use only.  Indicates that the move unit right key has gone up/down. 

[(      )] uiMoveUnitUp([integerKeyState]) : intended for ui use only.  Indicates that the move unit up key has gone up/down. 

[(      )] uiNewScenario : creates a new blank scenario 

[(      )] uiOpenCameraTrackBrowser: open a camera track from the data directory 

[(      )] uiOpenGrandConquestBrowser: opens a Grand Conquest saved game 

[(      )] uiOpenRecordGameBrowser: open a record game from the saved game directory 

[(      )] uiOpenSavedGameBrowser: open a game from the saved game directory 

[(      )] uiOpenScenarioBrowser: open a scenario from the scenario directory 

[(      )] uiPaint([integerKeyState]) : intended for ui use only.  Indicates that the paint button has gone up/down. 

[(      )] uiPaintCliff([integerKeyState]) : intended for ui use only.  Indicates that the paint cliff button has gone up/down. 

[(      )] uiPaintForest(paint, offset) : intended for ui use only.  Indicates that the paint button has gone up/down. 

[(      )] uiPaintTerrainOverlay([integerKeyState]) : intended for ui use only.  Indicates that the paint terrain overlay button has gone up/down. 

[(      )] uiPaintTerrainToSample([integerKeyState]) : intended for ui use only.  Indicates that the sample terrain button has gone up/down. 

[(      )] uiPaintWater([integerKeyState]) : intended for ui use only.  Indicates that the paint water button has gone up/down. 

[(      )] uiPaintWaterArea([integerKeyState]) : intended for ui use only. Painting water area. 

[(      )] uiPaintWaterObjects: Paint objects on the currently selected water. 

[(      )] uiPasteFromClipboard() : pastes the contents of the clipboard to the brush selection. 

[(      )] uiPatrolAtPointer: intended for UI use only.  Sends an patrol order. 

[(      )] uiPitchUnitDown([integerKeyState]) : intended for ui use only.  Indicates that the pitch unit down key has gone up/down. 

[(      )] uiPitchUnitUp([integerKeyState]) : intended for ui use only.  Indicates that the pitch unit up key has gone up/down. 

[(      )] uiPlaceAtPointer([boolChangeVariation]): intended for ui use only.  Places unit at pointer location. 

[(      )] uiPlaceRiverShallow : . 

[(      )] uiPlaceRiverWaypoint : . 

[(      )] uiPlaceTradeRouteWaypoint 

[(      )] uiPoliticianUI: Used to activate the politician UI 

[(      )] uiPoliticianUIInSelected(): uiPoliticianUI: Used to activate the politician UI in current selection 

[(      )] uiPowerCircleMenu([on]) : turn on/off gamepad power panel circle menu. 

[(      )] uiRaiseElevation([integerKeyState]) : intended for ui use only.  Indicates that the raise elevation button has gone up/down. 

[(      )] uiRaiseTerrainSelection([integerKeyState]) : intended for ui use only.  Indicates that the raise terrain selection button has gone up/down. 

[(      )] uiRaiseWater([integerKeyState]) : intended for ui use only.  Indicates that the raise water button has gone up/down. 

[(      )] uiRefreshEditorMenu: reconstitutes the entire editor menu 

[(      )] uiReleaseDownKeys: pops up all downed keys. 

[(      )] uiRemoveFromAnyNumberGroup: removes current selection from any army. 

[(      )] uiRemoveRiverShallow : . 

[(      )] uiRemoveRiverWaypoint : . 

[(      )] uiRemoveSelectedUnit([unitID]) : Removes specified unit, or selected unit if not ID is specified. 

[(      )] uiRemoveTerrainOverlay : intended for ui use only.  Removes the painted terrain overlay at the given mouse position. 

[(      )] uiRemoveTradeRouteWaypoint 

[(      )] uiRepairAtPointer: Commands the selected unit(s) to repair the target building at the pointer position. 

[(      )] uiResetFindCrowd 

[(      )] uiResetScreenSelect : resets screen selection. 

[(      )] uiRollUnitLeft([integerKeyState]) : intended for ui use only.  Indicates that the roll unit left key has gone up/down. 

[(      )] uiRollUnitRight([integerKeyState]) : intended for ui use only.  Indicates that the roll unit right key has gone up/down. 

[(      )] uiRotateClipboard(degrees) : rotate the clipboard by amount. 

[(      )] uiRotateSelection : intended for ui use only.  rotates the selected UNIT. 

[(      )] uiRotateWaterLeft([integerKeyState]) : intended for ui use only.  Indicates that the rotate water left button has gone up/down. 

[(      )] uiRotateWaterRight([integerKeyState]) : intended for ui use only.  Indicates that the rotate water right button has gone up/down. 

[(      )] uiRoughen([integerKeyState]) : intended for ui use only.  Indicates that the roughen button has gone up/down. 

[(      )] uiSampleCliffElevationAtPointer : intended for ui use only.  Samples Cliff elevation height at pointer. 

[(      )] uiSampleElevationAtPointer : intended for ui use only.  Samples elevation height at pointer. 

[(      )] uiSampleTerrainAtPointer : intended for ui use only.  Samples terrain type at pointer. 

[(      )] uiSaveAsScenarioBrowser(): uiAsSaveScenarioBrowser: save a scenario to the scenario directory 

[(      )] uiSaveCameraTrackBrowser: save a camera track to the data directory 

[(      )] uiSaveCampaignGameBrowser: show the in-game menu. 

[(      )] uiSaveGrouping: save some groups. 

[(      )] uiSaveGroupingLUA: save some groups. 

[(      )] uiSaveSavedGameBrowser: save a game to the saved game directory 

[(      )] uiSaveScenarioBrowser: save a scenario to the scenario directory 

[(      )] uiSaveTriggers: save some triggers. 

[(      )] uiScenarioLoad: load a scenario, checking dirty bit on world. 

[(      )] uiScreenSelect([modifier]) : screen selection. 

[(      )] uiScrollBrushSize: intended for ui use only. Increament the size of the current brush up/down 

[(      )] uiScrollCliffHeight: intended for ui use only. Increment the height of the cliff brush up/down 

[(      )] uiSelectCliffAtPointer() : selects the cliff under the pointer. 

[(      )] uiSelectFirepit () : selects the users firepit if it exists 

[(      )] uiSelectForestAtPointer() : selects the forest under the pointer. 

[(      )] uiSelectionButtonDown : intended for ui use only.  Indicates that selection button has been pressed. 

[(      )] uiSelectionButtonUp : intended for ui use only.  Indicates that selection button has been released. 

[(      )] uiSelectNumberGroup([integerGroup]) : selects the units in the given number group. 

[(      )] uiSelectTransportUnit 

[(      )] uiSelectWaterAtPointer: intended for ui use only.  Selects water at pointer location. 

[(      )] uiSendIngameChat: used direcly by UI 

[(      )] uiSetBrushType( "name" {p1} {p2} {p3} {p4} ) : makes the current brush based on the name and parameters. 

[(      )] uiSetBuildingPlacementRender(id, on) : controls rendering of the building placement info for the given ID 

[(      )] uiSetCameraStartLoc 

[(      )] uiSetCliffType(stringCliffName) : sets the cliff type by name. 

[(      )] uiSetCliffTypeNum(longCliffType) : sets the cliff type by index. 

[(      )] uiSetClipboardRotation(degrees) : sets the clipboard rotation amount. 

[(      )] uiSetForestType(stringForestName) : sets the forest type by name. 

[(      )] uiSetForestTypeNum(longForestType) : sets the forest type by index. 

[(      )] uiSetGatherPointAtPointer ( bool homeCity, bool water ): Sets the gather points for the selected unit(s) to the pointer position. 

[(      )] uiSetHCNotifyText : Adds notify text, can play a sound too. 

[(      )] uiSetHomeCityWaterSpawnPointAtPointer( void ): Sets the HC spawn point. 

[(      )] uiSetKBArmyRender( int id, bool [set]: render the kbArmy info for the given ID. If not set given, will not render the army. 

[(      )] uiSetKBAttackRouteRender: render the attackRoute info for the given ID 

[(      )] uiSetKBResourceRender( resID, [set]: render the kbResource info for the given ID. If not set given, will not render the resource. 

[(      )] uiSetProtoCursor(<stringProtoName>, <setPlacement>) : sets the cursor to a proto-unit. 

[(      )] uiSetProtoCursorID(<integerProtoID>) : sets the cursor to a proto-unit. 

[(      )] uiSetProtoID([integerType]) : sets the proto ID to place. 

[(      )] uiSetTerrainOverlayColor([float] [float] [float]: intended for ui use only.  Sets the terrain overlay color to the given (R,G,B) color. 

[(      )] uiSetWaterType(stringWaterName) : sets the water type by name. 

[(      )] uiSetWaterTypeNum(longWaterType) : sets the water type by index. 

[(      )] uiShowAIDebugInfoArea : brings up the area info for the given ID 

[(      )] uiShowAIDebugInfoAreaGroup : brings up the area info for the given ID 

[(      )] uiShowAIDebugInfoAttackRoute : brings up the attackRoute info for the given ID 

[(      )] uiShowAIDebugInfoBase : brings up the base info for the given ID 

[(      )] uiShowAIDebugInfoEscrow : brings up the escrow info for the given ID 

[(      )] uiShowAIDebugInfoKBArmy : brings up the kbArmy info for the given ID 

[(      )] uiShowAIDebugInfoKBResource : brings up the kbResource info for the given ID 

[(      )] uiShowAIDebugInfoKBUnit : brings up the kbunit info for the given ID 

[(      )] uiShowAIDebugInfoKBUnitPick : brings up the kbUnitPick info for the given ID 

[(      )] uiShowAIDebugInfoPlacement : brings up the building placement info for the given ID 

[(      )] uiShowAIDebugInfoPlan : brings up the plan debug text for the given plan ID 

[(      )] uiShowAIDebugInfoProgression : brings up the progression info for the given ID 

[(      )] uiShowCameraStartLoc 

[(      )] uiShowChatWindow() 

[(      )] uiShowCommandPanel() 

[(      )] uiShowDetailedHelp() 

[(      )] uiShowObjectivesDialog 

[(      )] uiShowPlayerSummaryDialog : Shows the player summary dialog. 

[(      )] uiShowStatPanel() 

[(      )] uiShowTributeDialog : minimizes main UI and brings up the minimized UI 

[(      )] uiShowVoteDialog 

[(      )] uiSmooth([integerKeyState]) : intended for ui use only.  Indicates that the smooth button has gone up/down. 

[(      )] uiSpecialPowerAtPointer: intended for ui use only.  Use a special power at targeted location. 

[(      )] uiSpewDownKeys: spews all down keys. 

[(      )] uiStartBuildCinematic: test a scenario. 

[(      )] uiStartScenarioTest: test a scenario. 

[(      )] uiStopBuildCinematic: test a scenario. 

[(      )] uiStopScenarioTest: test a scenario. 

[(      )] uiStopSelectedUnits : stop selected units. 

[(      )] uiTechCivDetailHelp(techID, civ) : brings up the detail help UI for the given tech node ID 

[(      )] uiTechDetailHelp(techID) : brings up the detail help UI for the given tech node ID 

[(      )] uiTerrainSelection([integerKeyState]) : intended for ui use only.  Indicates that the terrain selection button has gone up/down. 

[(      )] uiToggleAdvancedHUD() 

[(      )] uiToggleBrushMask: This is not what you are looking for. 

[(      )] uiToggleCliff() : toggles cliff pieces on or off under the pointer. 

[(      )] uiToggleEditor : turns off and on the scenario editor UI. 

[(      )] uiToggleGame : turns off and on the game UI. 

[(      )] uiToggleSelectionButton : intended for ui use only.   

[(      )] uiToggleTerrainPasteMode: This is not what you are looking for. 

[(      )] uiTopicDetailHelp(topicName) : brings up the detail help UI for the given help topic 

[(      )] uiTransformSelectedUnit: transforms the selected unit into the specified proto unit. 

[(      )] uiTriggerResetParameters 

[(      )] uiTriggerResetSounds 

[(      )] uiTriggerSelectLocation 

[(      )] uiUniformLowerElevation - lowers the terrain height uniformly in the brush region 

[(      )] uiUniformRaiseElevation - raises the terrain height uniformly in the brush region 

[(      )] uiUnitDetailHelp(protoID, civID) : brings up the detail help UI for the given proto ID, or -1 for current unit selection proto. 

[(      )] uiUnselectCliff() : de-selects the forest under the pointer. 

[(      )] uiUnselectForest() : de-selects the forest under the pointer. 

[(      )] uiUnSelectWater: intended for ui use only.  Unselects currently selected water. 

[(      )] uiVPAccelClick([unitID]) : Shows the VP accel building from the unitID. 

[(      )] uiWheelRotate: intended for ui use only.  Rotate with wheel -- i.e. intended to be mapped to wheel 

[(      )] uiWheelRotateCamera: intended for ui use only.  Rotate with wheel -- i.e. intended to be mapped to wheel 

[(      )] uiWheelRotatePlacedUnit: intended for ui use only.  Rotate placed unit with wheel -- i.e. intended to be mapped to wheel 

[(      )] uiWheelRotateRiverShallow: intended for ui use only.  Rotate river shallow with wheel -- i.e. intended to be mapped to wheel 

[(      )] uiWorkAtPointer: intended for ui use only.  Issues "work" at pointer location. 

[(      )] uiYawUnitLeft([integerKeyState]) : intended for ui use only.  Indicates that the yaw unit left key has gone up/down. 

[(      )] uiYawUnitRight([integerKeyState]) : intended for ui use only.  Indicates that the yaw unit right key has gone up/down. 

[(      )] uiZoomToMinimapEvent : zooms to the most recent minimap event 

[(      )] uiZoomToMinimapEvent2 : zooms to the most recent minimap event 

[(      )] uiZoomToProto([stringProto]) : zooms to the first instance of proto unit X owned by the current player. 

[(      )] undo : undoes the last editing operation. 

[(      )] unitData({intUnitID}) : spews database values on the specified unit or the selected unit (if no argument). 

[(      )] unitDecVariation([UnitID]) : Decrements the current variation of the given UnitID (current selected unit(s) if UnitID is -1). 

[(      )] unitIncVariation([UnitID]) : Increments the current variation of the given UnitID (current selected unit(s) if UnitID is -1). 

[(      )] unitPlayerDefakify() sets the selected units to stop using a fake player. 

[(      )] unitPlayerFakify(fakePlayerIndex) sets the selected units to use the fake player indicated. 

[(      )] unitReturnToWork: Issues a return to work for the selected unit(s). 

[(      )] unitSetStanceAggressive: Sets the unit stance for all selected units to aggressive. 

[(      )] unitSetStanceDefensive: Sets the unit stance for all selected units to defensive. 

[(      )] unitSetStancePassive: Sets the unit stance for all selected units to passive. 

[(      )] unitSetTactic: Sets the tactic for this unit. 

[(      )] unitSetVariation(<Variation> [UnitID]) : Sets the current variation of the given UnitID (current selected unit(s) if UnitID is -1). 

[(      )] unitToggleStealth: Toggles stealth mode for this unit. 

[(      )] unitTownBell: Issues a town bell for the selected unit(s). 

[(      )] unpauseNoChecks : forces the game to unpause 

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

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

[(      )] vcGetGameplayMode(): returns the current gameplay mode index 

[(      )] vsync(int state) : Set vertical syncing (-1 toggles, 0 is off, 1 is on). 

[(      )] winScenario : executes the trYouWin trigger func, allowing you to win the scenario. 

[(bool  )] xsAddRuntimeEvent( string foo, string bar, int something ): Setups a runtime event.  Don't use this. 

[(int   )] xsArrayCreateBool(int size, bool defaultValue, string name): creates a sized and named boolean array, returning an arrayID. 

[(int   )] xsArrayCreateFloat(int size, float defaultValue, string name): creates a sized and named float array, returning an arrayID. 

[(int   )] xsArrayCreateInt(int size, int defaultValue, string name): creates a sized and named integer array, returning an arrayID. 

[(int   )] xsArrayCreateString(int size, string defaultValue, string name): creates a sized and named string array, returning an arrayID. 

[(int   )] xsArrayCreateVector(int size, vector defaultValue, string name): creates a sized and named vector array, returning an arrayID. 

[(bool  )] xsArrayGetBool(int arrayID, int index): Gets the value at the specified index in the requested array. 

[(float )] xsArrayGetFloat(int arrayID, int index): Gets the value at the specified index in the requested array. 

[(int   )] xsArrayGetInt(int arrayID, int index): Gets the value at the specified index in the requested array. 

[(int   )] xsArrayGetSize(int arrayID): Gets the specified array's size. 

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

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

[(int   )] xsArraySetBool(int arrayID, int index, bool value): Sets a value at the specified index in the requested array. 

[(int   )] xsArraySetFloat(int arrayID, int index, float value): Sets a value at the specified index in the requested array. 

[(int   )] xsArraySetInt(int arrayID, int index, int value): Sets a value at the specified index in the requested array. 

[(int   )] xsArraySetString(int arrayID, int index, string value): Sets a value at the specified index in the requested array. 

[(int   )] xsArraySetVector(int arrayID, int index, vector value): Sets a value at the specified index in the requested array. 

[(void  )] xsDisableRule( string ruleName ): Disables the given rule. 

[(void  )] xsDisableRuleGroup( string ruleGroupName ): Disables all rules in the given rule group. 

[(void  )] xsDisableSelf( void ): Disables the current rule. 

[(int   )] xsDumpArrays(): blogs out all XS arrays. 

[(void  )] xsEnableRule( string ruleName ): Enables the given rule. 

[(void  )] xsEnableRuleGroup( string ruleGroupName ): Enables all rule in the given rule group. 

[(int   )] xsGetContextPlayer( void ): Returns the current context player ID. 

[(int   )] xsGetFunctionID( string functionName ): Runs the secret XSFID for the function. USE WITH CAUTION. 

[(int   )] xsGetTime( void ): Returns the current gametime (in milliseconds). 

[(bool  )] xsIsRuleEnabled( string ruleName ): Returns true if the rule is enabled. 

[(void  )] xsIsRuleGroupEnabled( string ruleGroupName ): Returns true if the rule group is enabled. 

[(void  )] xsSetContextPlayer( int playerID ): Sets the current context player ID (DO NOT DO THIS IF YOU DO NOT KNOW WHAT YOU ARE DOING). 

[(void  )] xsSetRuleMaxInterval( string ruleName, int interval ): Sets the max interval of the given rule. 

[(void  )] xsSetRuleMaxIntervalSelf( int interval ): Sets the max interval of the current rule. 

[(void  )] xsSetRuleMinInterval( string ruleName, int interval ): Sets the min interval of the given rule. 

[(void  )] xsSetRuleMinIntervalSelf( int interval ): Sets the min interval of the current rule. 

[(void  )] xsSetRulePriority( string ruleName, int priority ): Sets the priority of the given rule. 

[(void  )] xsSetRulePrioritySelf( int priority ): Sets the priority of the current rule. 

[(float )] xsVectorGetX( vector v ): Returns the x component of the given vector. 

[(float )] xsVectorGetY( vector v ): Returns the y component of the given vector. 

[(float )] xsVectorGetZ( vector v ): Returns the z component of the given vector. 

[(float )] xsVectorLength( vector v ): Returns the length of the given vector. 

[(float )] xsVectorNormalize( vector v): Returns the normalized version of the given vector. 

[(float )] xsVectorSet( float x, float y, float z ): Set the 3 components into a vector, returns the new vector. 

[(float )] xsVectorSetX( vector v, float x ): Set the x component of the given vector, returns the new vector. 

[(float )] xsVectorSetY( vector v, float y ): Set the y component of the given vector, returns the new vector. 

[(float )] xsVectorSetZ( vector v, float z ): Set the z component of the given vector, returns the new vector.






	

UI Command




[(      )] ability( int abilityId, int unitID, doWhenNotSelected ) : Explorer Abilities use. 

[(      )] abortCinematic: abort the current cinematic. 

[(      )] AIDebugGathererToggle: toggles whether the ai gatherer distribution window is up, refreshing if first showing. 

[(      )] AIDebugInfoRefresh : shows the ai debug menu with new data. 

[(      )] AIDebugInfoToggle: toggles whether the ai debug menu is up, refreshing if first showing. 

[(      )] AIDebugOutputToggle: toggles whether the ai output window is up, refreshing if first showing. 

[(      )] AIDebugPastResourceNeedToggle: toggles whether the ai past resource needs window is up, refreshing if first showing. 

[(      )] AIDebugPopToggle: toggles whether the ai pop distribution window is up, refreshing if first showing. 

[(      )] AIDebugShowBasesToggle: toggles the display of bases 

[(      )] AIDebugShowBattlesToggle: toggles the display of AI Battles. 

[(      )] AIDebugShowChatHistoryToggle: toggles the display of chat history. 

[(      )] AIDebugShowOpportunitiesToggle: toggles the display of opps. 

[(      )] AIDebugShowPlansToggle: toggles the display of plans. 

[(      )] AIDebugTimedStatsToggle: toggles whether the kb timed stats window is up, refreshing if first showing. 

[(      )] AIDebugToggleBPText: toggles the showing of Building placement value text. 

[(      )] alignSelectedUnits() : realigns all selected units to tile boundaries 

[(      )] ambientColor([integerR] [integerG] [integerB]) : Set ambient color to given RGB (0-255) 

[(      )] ambientColor2([integerR] [integerG] [integerB]) : Set ambient color 2 to given RGB (0-255) 

[(      )] ambientGetColor : Get ambient color 

[(      )] applyLightingSet([name]) : Applies a Lighting set 

[(      )] areaIncrementAreaToRender( int playerID ): increments the area to render. 

[(      )] blackmap([integerState]) : toggles or sets unexplored black map rendering. 

[(      )] breakTreaty() : break your treaties 

[(      )] brushCircularSize([<floatValue>]) : sets the circular brush size 

[(      )] brushSize([integerSize]) : sets brush size. 

[(      )] cameraBackward([integerKeyState]) : intended for ui use only.  Indicates that camera backward key has gone up or down. 

[(      )] cameraDown([integerKeyState]) : intended for ui use only.  Indicates that camera down key has gone up or down. 

[(      )] cameraDump() : debug command to spew info about the current state of the game camera 

[(      )] cameraForward([integerKeyState]) : intended for ui use only.  Indicates that camera forward key has gone up or down. 

[(      )] cameraLeft([integerKeyState]) : intended for ui use only.  Indicates that camera left key has gone up or down. 

[(      )] cameraLocalYawLeft([integerKeyState]) : intended for ui use only.  Indicates that camera 'Local Yaw left' key has gone up or down. 

[(      )] cameraLocalYawRight([integerKeyState]) : intended for ui use only.  Indicates that camera 'Local Yaw right' key has gone up or down. 

[(      )] cameraNice : puts the camera in a reasonable orientation. 

[(      )] cameraPitchBackward([integerKeyState]) : intended for ui use only.  Indicates that camera pitch backward key has gone up or down. 

[(      )] cameraPitchForward([integerKeyState]) : intended for ui use only.  Indicates that camera pitch forward key has gone up or down. 

[(      )] cameraRight([integerKeyState]) : intended for ui use only.  Indicates that camera right key has gone up or down. 

[(      )] cameraRollLeft([integerKeyState]) : intended for ui use only.  Indicates that camera roll left key has gone up or down. 

[(      )] cameraRollRight([integerKeyState]) : intended for ui use only.  Indicates that camera roll right key has gone up or down. 

[(      )] cameraRotate(<integerState>) : sets whether camera limiting is on. 

[(      )] cameraUp([integerKeyState]) : intended for ui use only.  Indicates that camera up key has gone up or down. 

[(      )] cameraWorldBackward([integerKeyState]) : intended for ui use only.  Indicates that camera world backward key has gone up or down. 

[(      )] cameraWorldBackwardLeft([integerKeyState]) : intended for ui use only.  Indicates that camera world backward & left key has gone up or down. 

[(      )] cameraWorldBackwardRight([integerKeyState]) : intended for ui use only.  Indicates that camera world backward & right key has gone up or down. 

[(      )] cameraWorldForward([integerKeyState]) : intended for ui use only.  Indicates that camera world forward key has gone up or down. 

[(      )] cameraWorldForwardLeft([integerKeyState]) : intended for ui use only.  Indicates that camera world forward & left key has gone up or down. 

[(      )] cameraWorldForwardRight([integerKeyState]) : intended for ui use only.  Indicates that camera world forward & right key has gone up or down. 

[(      )] cameraYawLeft([integerKeyState]) : intended for ui use only.  Indicates that camera yaw left key has gone up or down. 

[(      )] cameraYawRight([integerKeyState]) : intended for ui use only.  Indicates that camera yaw right key has gone up or down. 

[(      )] campaignAdvance: add help string. 

[(      )] campaignPlayCurrent: add help string. 

[(      )] campaignQuit: add help string. 

[(      )] campaignResetCurScenario: add help string. 

[(      )] campaignResume: add help string. 

[(      )] campaignStart: add help string. 

[(      )] cancelAutoPatcher() : Cancel the auto patcher. 

[(      )] cancelRepairUnit(int unitID): Cancels the auto repair on the specified unit. 

[(void  )] cancelResearchInSelected(<TechID>) : cancel researching of a tech in any valid selected unit 

[(void  )] cancelTrainInSelected(<ProtoUnitID>,<All>) : cancel training of a unit type in any valid selected unit 

[(      )] cancelTrainReinforcement( int armyID ) : Cancel training of a reinforcement. 

[(      )] categoryFlash(<ID> <flash>) : turns gadget flashing on/off. 

[(      )] changeCliffType(string cliffName): change the cliff type for all cliffs on the map 

[(      )] chat([stringText] {integerPlayer}) : adds a line of chat text from the given player (current if not provided. 

[(void  )] click() : plays the default UI click sound. 

[(      )] commandResearch( int commandID, int unitID) : Researches the given command from the given unit. 

[(      )] config(<stringToken>) : changes config state just like a .cfg line 

[(      )] configDef(<stringName>) : defines a config variable 

[(      )] configDump : sends to output a list of all current config vars 

[(      )] configGetByID(<intValue>) : look up config by enum ID 

[(      )] configHelp([symbolFilter]) : show all formally defined config variables that contain the filter string, or use no parameters for a full list. 

[(      )] configHelpPrefix([symbolFilter]) : show all formally defined config variables that start with the filter string, or use no parameters for a full list. 

[(      )] configSet(<stringName> <stringValue>) : sets a particular config var to a string value 

[(      )] configSetFloat(<stringName> <floatValue>) : sets a config var to a floating point value 

[(      )] configSetInt(<stringName> <integerValue>) : sets a config var to an integer value 

[(      )] configToggle(<stringName>) : defined var becomes undefined, and vice versa 

[(      )] configUndef(stringName) : un-defines a config variable 

[(      )] confirmAutoPatcher() : Used to tell autpatcher user pressed OK on exit or error dialog. 

[(      )] console : toggles the state of the console dialog 

[(      )] convertCoveredWagon() : Convert a covered wagon into a Town Center 

[(      )] decrementUSP2SelectedUnitStack 

[(      )] display([integerState]) : with no arg, toggles display on/off.  otherwise, sets display 

[(      )] displayType([integerState]) : with no arg, cycles through the various status display modes.  otherwise sets display type 

[(      )] doAbilityInSelected( protoPowerName) : use ability in current unit selection. 

[(      )] doAbilityInType( protoPowerName) : use ability in proto unit type if the player has one 

[(      )] doCommandInSelected( commandName) : use command in current unit selection. 

[(      )] doMPSetup(bool useESO) : Enter BMultiplayer setup. 

[(      )] doSPSetup() : Enter Single player setup. 

[(      )] doTriggerImport: load some triggers. 

[(      )] drawWorldTooltipClipRect() : Toggles whether or not to draw the world tooltip restricted screen rectangle. 

[(      )] dropToMainMenu: drop back to the main menu 

[(      )] echo(<stringMessage>) : sends a message to the console output 

[(      )] echoLocalized(<stringID>) : sets the game status text from a string in the string resource. 

[(      )] echoNum(<stringMessage>) : sends a number to the console output 

[(      )] editMode(<symbolModeName>) : changes the edit mode 

[(      )] editorSetAllTradeRoutesToDef(string newDefName) : Editor use - sets all trade route definitons to the spedified definition. 

[(      )] editorSetTechStatus(string techToActivate, bool active) : Editor only function that activates/deactivates a given tech 

[(      )] editorUpdateUnitVisuals: Editor only functions. goes thru all the units and updates thier visuals. 

[(      )] enterAttackMoveMode 

[(      )] enterCampaignMode(<name>):  

[(      )] enterGCGameMode(<name>):  

[(      )] enterRecordGameMode(<name>):  

[(      )] exit: exits the game 

[(      )] exitMPSetupSubScreen : Leave the current MP screen and return to the MP setup menu. 

[(      )] fadeToColor(<r> <g> <b> <duration> <delay> <inout>): fade in/out using color specified. 

[(      )] fakeSunParams([intensity] [specIntensity] [specPower] [inclination] [rotation]) : Set fake sun params for water 

[(      )] fog([integerState]) : toggles or sets LOS fog. 

[(      )] fourOfAKind() : starts the four of a kind victory if valid. 

[(      )] gadgetFlash(<stringName> <flash>) : turns gadget flashing on/off. 

[(      )] gadgetReal(<stringName>) : makes real the named gadget. 

[(      )] gadgetRealIfNotMP(<stringName>) : makes real the named gadget. 

[(      )] gadgetRefresh(<stringName>) : refresh the contents of the named gadget. 

[(      )] gadgetScrollDown : scrolls the gadget up one unit 

[(      )] gadgetScrollLeft : scrolls the gadget to the left one unit 

[(      )] gadgetScrollRight : scrolls the gadget to the Right one unit 

[(      )] gadgetScrollUp : scrolls the gadget up one unit 

[(      )] gadgetToggle(<stringName>) : toggles the reality of the named gadget. 

[(      )] gadgetToggleIfNotMP(<stringName>) : toggles the reality of the named gadget. 

[(      )] gadgetUnreal(<stringName>) : makes un-real the named gadget. 

[(      )] gadgetWheelScroll: ui use.  Scrolling function for hooking wheel to gadget scrolling 

[(      )] hackscreenshot: take a screen shot 

[(      )] handlePostGame : does what needs to be done. 

[(      )] help( string commandSubstring ) - Lists all of the commands that contain the given substring 

[(      )] helpPrefix( string commandPrefix ) - Lists all of the commands that start with the given prefix 

[(      )] helpText( string helptextSubstring ) - Lists all of the commands that contain the given substring in their help text. 

[(      )] hideGameMenu: hide the in-game menu. 

[(void  )] homeCityMakeActiveByID(<playerID> <techName>) : Activates the given home city tech. 

[(void  )] homeCityResearch(<playerID> <techName>) : Researches the given home city tech. 

[(void  )] homeCityResearchByID(<playerID> <techName>) : Researches the given home city tech. 

[(void  )] homeCityResearchByIDOutsideGame(<playerID> <techName>) : Researches the given home city tech when a game is not active. 

[(void  )] homeCityResearchByIDPregame(<techID>) : Researches the given home city tech when you are *really* completely out side of the game. 

[(      )] homeCityShipEject( int playerID, int buildingID, int puid, int index ) : Cancels the given unit out of the ship. 

[(      )] homeCityTrain( int playerID, int buildingID, int puid ) : Trains the given PUID from the given home city building. 

[(      )] homeCityTrain2( int playerID, int cardIndex ) : Sends the given HC card in the home city. 

[(      )] homeCityTransport( int playerID ) : Transports units from the home city. 

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

[(      )] kothVictory() : starts the King of the Hill victory if valid. 

[(      )] leaveGame : destroys the world and returns to main menu. 

[(      )] loadCamera(<stringFilename>) : load camera from file. 

[(      )] loadCampaignScenario(<stringFilename>) : loads in a campaign scenario file. 

[(      )] loadGame(<stringFilename>) : loads in a saved game. 

[(      )] loadGrouping( string groupingName ) : Loads a grouping.  No parameter pops up dialog. 

[(      )] loadGroupingUnicode : For UI use only. 

[(      )] loadGroupingUnicodeLUA : For UI use only. 

[(      )] loadLightingSet([name] [apply]) : loads the specified lighting set 

[(      )] loadRecentFile(<stringFilename>) : loads the file named, interpreting whether it is a scenario, savegame, etc. dynamically 

[(      )] loadScenario(<stringFilename>) : loads in a scenario file. 

[(      )] loadTutorial(<stringFilename>, <loadMode>, <loadImage>, <textID>, <isAge3Scenario>) : loads in a tutorial scenario file. 

[(      )] loadUserDefinedGrouping(string groupingName) : Loads a grouping from the user writable grouping directory. 

[(      )] lookAt(float x, float z) : looks at given x,z location on terrain. 

[(      )] lookAtArmy(int playerID, string armyName) : looks at given kb army. 

[(      )] lookAtHomeCityBuilding( int building ) : View the specific home city building. 

[(      )] map(<eventString> <contextString> <commandString> : maps input event to command, in that context.  See input mapper design.doc for more details. 

[(      )] mercTrain( int playerID, int buildingID, int puid ) : Trains the given merc from the given home city building. 

[(      )] minimapRotateMode({integerMode}) : changes the minimap rotation mode.  No arg means toggle. 

[(      )] minimapZoom([floatZoom]) : sets the zoom factor of the minimap. 

[(      )] minimapZoomDelta([floatZoomDelta]) : changes the zoom factor of the minimap up or down by that amount (remaining centered on the current view) 

[(      )] modeEnter(<stringMode>) : enters the named mode. 

[(      )] modelDestroyAll() 

[(      )] modelLoad(model XML file name) 

[(      )] modelSetAnim(anim Index) 

[(      )] modeToggleBetweenIfNotMP(<stringMode1> <stringMode2>) : toggles between the two modes only if we're not in a BMultiplayer game. 

[(      )] mpCustomScreenSetSavegame(<name>): UI used only 

[(      )] musicPlaySong (songname, fadetime) : play a sound as if it were a music track 

[(      )] musicSetVolume (0.0f-1.0f) : set the current music volume 

[(      )] musicStop(): stop playing music 

[(      )] musicToggleBattleMode : toggles between battle mode and normal mode 

[(      )] obscuredUnitToggle: Toggles between different ways obscured units are shown. 

[(      )] outputBlankLine : Dumps a blank line to the output. 

[(      )] pause([integerState][checkForAllowPause]) : with no arg, toggles pause state on/off.  otherwise, sets pause state 

[(      )] pause2([integerState]) : with no arg, toggles pause state on/off.  otherwise, sets pause state 

[(      )] player([integerPlayer]) : with no arg, outputs current player.  otherwise, sets current player to given argument 

[(      )] playerResign: resigns the currently controlled player. 

[(      )] playMovie() : Plays movies from a playlist in the AVI directory 

[(      )] postGamePlayAgain : does what needs to be done. 

[(      )] ransomExplorer() : ransoms your explorer 

[(      )] redo : Re-does the last undone operation. 

[(      )] relicCapture() : starts the Relic Capture victory if valid. 

[(      )] renderAnisotropic([integerState]) : sets desired anisotropy 

[(      )] renderAreaDangerLevels(int playerID, int state): draws areas and color-codes them by danger level. 

[(      )] renderAreaGroupID([playerID], <areaGroupID> [integerState]) : sets the render state of the given area (no integerState toggles). 

[(      )] renderAreaID([playerID], <areaID> [integerState]) : sets the render state of the given area (no integerState toggles). 

[(      )] renderAreas([playerID], [integerState]) : sets the render state for all areas (no arg toggles). 

[(      )] renderBaseID([playerID], <areaID> [integerState]) : sets the render state of the given base (no integerState toggles). 

[(      )] renderForceReset: forces the renderer to reset. 

[(      )] renderFriendOrFoe([integerState]) : with no arg, toggles friend or foe colors.  otherwise, sets it 

[(      )] renderRefresh([integerState]) : with no arg, changes refresh rate to 75hz in fullscreen.  otherwise, sets fullscreen refresh to value 

[(      )] renderTrilinear([integerState]) : sets trilinear filtering on/off 

[(      )] renderWindow([integerState]) : with no arg, toggles window/fullscreen.  otherwise, sets mode to window(1)/fullscreen(0) 

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

[(      )] res(<integerXRes>, <integerYRes>) : changes screen resolution. 

[(      )] resbpp(<integerXRes>, <integerYRes>, <integerBPP>) : changes screen resolution and bit depth. 

[(void  )] researchByID (<TechID> <ResearchingUnitID> [Player#]) : Start the research of TechID from ResearchingUnitID for the current player (if no player is specified) 

[(      )] researchTechInSelected( techName) : research a tech in current unit selection. 

[(      )] resetAmbientColor(): reset the ambient color to full 

[(      )] resetDefaultPlayerColors() : reloads the player colors from the XML file 

[(      )] resetSunColor(): reset the sun color to full 

[(      )] resourceMarket(<intPlayerID> <stringResourceTo> <floatAmount> <stringResourceFrom>) : Sends out a market use command for the given player, resource and amount.  Negative means selling. 

[(      )] resourceTrade(<intPlayerID> <stringResourceTo> <floatAmountTo> <stringResourceFrom> <resourceAmountFrom>) : Sends out a trade resource command for the given player, resource and amount. 

[(      )] restart() : re-launch current scenario. 

[(      )] restartCurrentGame : restarts current game. 

[(      )] saveCamera(<stringFilename>) : save camera to file. 

[(      )] saveCurrentHomeCityCamera() : save camera to file. 

[(      )] saveCurrentHomeCityWidescreenCamera() : save widescreen camera to file. 

[(      )] saveGame(<stringFilename>) : saves out a game in progress. 

[(      )] saveLightingSet([name]) : Saves the current status of lighting values as a set 

[(      )] saveScenario(<stringFilename>) : saves out a scenario file. 

[(      )] scoreUpdate : causes score to update even if it isn't supposed to yet, time wise 

[(      )] screenshot: take a screen shot 

[(      )] sendAttackSentence(int sendingPlayer, int receivingPlayer, int targetPlayer, int targetUnit, float xPos, float zPos): send attack sentence from one player to another; specify targetPlayer, or targetUnit, or xPos and zPos. 

[(      )] sendDefendSentence(int sendingPlayer, int receivingPlayer, float xPos, float zPos): send defend sentence from one player to another; specify target xPos and zPos. 

[(      )] sendPromptType(int sendingPlayer, int promptType): send AIChat to current player from sendingPlayer; specify desired AIChatPromptType. 

[(      )] sendTributeSentence(int sendingPlayer, int receivingPlayer, int resourceID): send tribute sentence from one player to another; specify desired resource. 

[(      )] setBloomFeedbackParams([currentFrameContribution] [lastFrameContribution]):sets bloom feedback params 

[(      )] setBloomParams([bloomThreshold] [bloomColorR] [bloomColorG] [bloomColorB] [bloomIntensity] [bloomPass] [bloomSigma]):sets tonemap params 

[(      )] setBloomStreakParams([streakCount] [Passes] [ElementOffset] [Exposure] [Intensity] [Falloff] [streakRed] [streakGreen] [streakBlue] [threshold]):sets bloom streak params 

[(      )] setBumpScale([scale]) : sets scene bump scale 

[(      )] setDropDefaultMips( int num ) : Set mip levels to skip for default category textures. 

[(      )] setDropTerrainMips( int num ) : Set mip levels to skip for terrain category textures. 

[(      )] setFogParams([planarfogColorR] [planarfogColorG] [planarfogColorB] [planarfogDensity] [planarfogHeight]) : set Planar Height Params 

[(      )] setGameFadeIn(<r> <g> <b> <duration> <delay> <inout>): turn fade in on/off, set color duration. 

[(      )] setGraphicDetail(<detailLevel>) : Sets the graphic detail.  (0 = HIGH, 1 = MEDIUM, 2 = LOW) 

[(      )] setHDRMultisampleFactor([int]) : sets HDR multisample factor [1,8] - 1 is disabled 

[(      )] setHemiLight([topColorR] [topColorG] [topColorB] [bottomColorR] [bottomColorG] [bottomColorB] [axisYaw] [axisPitch] [intensity] [unitIntensity] [terrainIntensity]) : sets a hemilight 

[(      )] setHomeCityGatherUnit(int unitID): Sets the home city gather point to the specified unit. 

[(      )] setLDRBloomParams([bloomColorR] [bloomColorG] [bloomColorB] [bloomIntensity] [bloomSigma]):sets LDR Bloom params 

[(      )] setMinimapUnitFilter() : sets the minimap filter for units 

[(      )] setSceneLightParams([sunIntensity] [power] [specIntensity] [metalness] [fogColorR] [fogColorG] [fogColorB] [fogDensity] [fogStart]) : sets scene light params 

[(      )] setShadowBiasMul( [biasMultiplier] ): set the shadow buffer bias multipler (supaScreenshot only) 

[(      )] setShadowQuality( [qualityLevel] ): set the quality level of shadows 

[(      )] setShadowRotationOp( [bool] ): controls shadow projection rotation optimization 

[(      )] setShadowSnapping( [bool] ): controls shadow matrix snapping 

[(      )] setSquadMode: Sets the mode for a squad. 

[(      )] setSunPosition( [integerSunInclination] [integerSunRotation] [boolRelative] ) sets the sun height above the horizon and position in the world, The bool tells if the changes are relative 

[(      )] setSuperSampleFactors([floatX], [floatY]) : sets HDR supersampling factors (1.0 to 2.0, both 1.0 is off) 

[(      )] setSuperSampleFilterIndex([int]) : sets supersample filter kernel 

[(      )] setSuperSampleFilterScales([floatX], [floatY]) : sets supersample kernel scales(1.0 = normal, less = blurrier, higher = sharper) 

[(      )] setTerrainLightingParams([bumpScale] [specularPower] [specularIntensity] [terrainMetalness]):sets Terrain Lighting Params 

[(      )] setToneMapParams([exposure] [dispGamma] [greyFStops] [kneeLow] [kneeHigh] [ditherNoiseInten]):sets tonemap params 

[(void  )] setWorldDifficulty( int v ): Sets the world difficulty level. 

[(      )] setWorldTooltipRectDims1024(minX, minY, maxX, maxY) : Sets the world tooltip restricted screen rectangle to the given dimensions relative to 1024x768 resolution. 

[(      )] shadowDarkness([integerDarkness] [pcfFilterScalar] [biasNV] [biasATI] [slope]) : Set shadow darkness (0-255) - (PCF Filter Sclar 0-16) 

[(      )] showCampaignDialog(<name><msg>): UI used only 

[(      )] showGameFromPostGame : does what needs to be done. 

[(      )] showGameMenu: show the in-game menu. 

[(      )] showSPCNote(title, text) : Display's the SPC Note Dialog with the specified title and text. 

[(      )] spawnUnits(protoname, count, unitID) : Spawn Units from the UnitID building. 

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

[(      )] squadMode: Sets the mode for a squad. 

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

[(      )] startAutoPatcher(bool manualMode) : Start the auto patcher. 

[(      )] startCampaign( string campaignName ) : starts the given campaign. 

[(      )] startMoviePlayback(string filename, long sizing, float fadeIn, float fadeOut) : Start fullscreen playback of a movie. 

[(      )] startRandomGame : begins a new random game. 

[(      )] startRandomGame2(<filename> <#players> <random seed> <scenarioFilename> <debug> <teamCount> <mapsize> <resources> <random_civs>) : begins a new random game with the given parms. 

[(      )] startRandomGameAgeAndMapCode(<startingage> <nomad> <mapcode> : Generates a random map game with the given starting age, nomad start(true/false), and map code. 

[(      )] startRandomGameMapCode(<mapcode> : Generates a random map game with the given map code. 

[(      )] sunColor([integerR] [integerG] [integerB]) : Set sun color to given RGB (0-255) 

[(      )] sunDecreaseInclination([integerKeyState]) : intended for ui use only.  Indicates that the decrease sun inclination key has gone up/down. 

[(      )] sunDecreaseRotation([integerKeyState]) : intended for ui use only.  Indicates that the decrease sun rotation key has gone up/down. 

[(      )] sunGetColor: Get sun color 

[(      )] sunIncreaseInclination([integerKeyState]) : intended for ui use only.  Indicates that the increase sun inclination key has gone up/down. 

[(      )] sunIncreaseRotation([integerKeyState]) : intended for ui use only.  Indicates that the increase sun rotation key has gone up/down. 

[(      )] techFlash(<techID> <flash>) : turns gadget flashing on/off. 

[(      )] terrainAdjustGlobalHeight(float meters) : adjusts (raise/lower) the terrain height by the specified meters. 

[(      )] terrainAmbient([integerR] [integerG] [integerB]) : Set terrain ambient reflectivity to the given RGB (0-255) 

[(      )] terrainFilter: filters the entire terrain. 

[(      )] terrainFilterArea(<integerX1> <integerY1> <integerX2> <integerY2> : filters a sub-area of the terrain. 

[(      )] terrainFlatten: flattens the entire terrain. 

[(      )] terrainFlattenArea(<integerX1> <integerY1> <integerX2> <integerY2> : flattens a sub-area of the terrain. 

[(      )] terrainGetAmbient: Get terrain ambient reflectivity 

[(      )] terrainPaint: paint whole terrain with given texture. 

[(      )] terrainPaintMix: paint whole terrain with given mix. 

[(      )] terrainSetMix([integerType]) : sets the terrain mix to paint. 

[(      )] terrainSetSubtype([integerType]) : sets the terrain subtype to paint. 

[(      )] terrainSetType([integerType]) : sets the terrain type to paint. 

[(void  )] tis(<stringProtoName>,<traincount>) : just like train in selected, but more abbreviated 

[(      )] toggleDebugTime : handles the time display toggling 

[(      )] toggleHomeCityView( ) : Toggles home city view for the current player. 

[(      )] toggleHomeCityViewTech( ) : Toggles tech home city view for the current player. 

[(      )] toggleScore : handles the score toggling 

[(      )] toggleShadows(void) : toggle shadows on/off 

[(      )] toggleTime : handles the time display toggling 

[(      )] toggleWorldTooltipClipRect() : Toggles whether or not world tooltips are using the restricted screen rectangle. 

[(      )] trackAddWaypoint: adds the camera's current position and orientation to the current camera track. 

[(      )] trackAdvance(): advances the camera track to a specific location. 

[(      )] trackClear: clears all tracks. 

[(      )] trackEditWaypoint: edits the currently selected camera track. 

[(      )] trackGotoSelectedEvent(<index>): moves the camera to the current event. 

[(      )] trackGotoSelectedWaypoint(<index>): moves the camera to the current waypoint. 

[(      )] trackInsert(): adds a new camera track. 

[(      )] trackLoad(<stringFilename>) : loads a camera track and makes it current 

[(      )] trackPause(): pauses the current camera track. 

[(      )] trackPlay([duration], eventID): plays a track file (otherwise if "none" than plays the current track.) with no arg uses current duration, otherwise sets duration 

[(      )] trackRemove(): removes selected track. 

[(      )] trackRemoveWaypoint: removes the most recently added track waypoint from the current camera track. 

[(      )] trackSave(<stringFilename>) : saves the current camera track 

[(      )] trackSetSelectedWaypoint(<index>): sets the current waypoint to the button with the same index. 

[(      )] trackStepBackward: steps the current camera track 1 step backward. 

[(      )] trackStepForward: steps the current camera track 1 step forward. 

[(      )] trackStop(): stops the current camera track. 

[(      )] trackToggleShow: toggles rendering of the camera track on and off. 


[(      )] uiAddChatNotification : Adds a notification to the game's chat output, can play a sound too. 

[(      )] uiAddSelectionButtonDown : intended for ui use only.  Indicates that the add selection button has been pressed. 

[(      )] uiAddSelectionButtonUp : intended for ui use only.  Indicates that the add selection button has been released. 

[(      )] uiAddSelectNumberGroup([integerGroup]) : adds the units in the given number group to current selection. 

[(      )] uiApplyLightingSet([integerIndex]) : intended for UI use only.  Applies a Lighting Set 

[(      )] uiBMultiplayerSave: stop playing stupid music at 11pm. 

[(      )] uiBuildAtPointer( ) : instructs the currently selected unit(s) to build the current proto unit cursor building type at the pointer location. 

[(      )] uiBuildMode([integerType]) : does and editMode and setProtoID, after verifying sufficient resources for the current player. 

[(      )] uiBuildWallAtPointer : instructs the currently selected unit(s) to build the current proto unit cursor building type at the pointer location, with wall-like endpoint behavior. 

[(      )] uiCameraControl([x],[y]) : Controls camera with gamepad stick. 

[(      )] uiCameraScroll([fast],[x],[y]) : Scrolls the game view. 

[(      )] uiCenterPointer : Centers mouse pointer. 

[(      )] uiChangeBrushCornerMode: changes the ability to modify corner tiles: 0-All, 1-Corners only, 2-No corners 

[(      )] uiChangeBrushSize({p1} {p2} {p3} {p4}) : changes the size of the current brush 

[(      )] uiChangeBrushType( "name") : changes the brush to the named type 

[(      )] uiChangeCliffModMode: changes the ability to modify vertices on cliff edges: 0-No clamping, 1-Clamp Low Edge, 2-Clamp High Edge, 3 - Clamp All Edges 

[(      )] uiChangeElevationToSample([integerKeyState]) : intended for ui use only.  Indicates that the change elevation to sample button has gone up/down. 

[(      )] uiChatDisplayModeToggle : Toggles the chat display mode. 

[(      )] uiChatDisplayModeToHistory : Toggles the chat display mode to history mode. 

[(      )] uiChatDisplayModeToRecent : Toggles the chat display mode to recent mode. 

[(      )] uiChatScrollBack([integerKeyState]) : Scrolls chat back one. 

[(      )] uiChatScrollForward([integerKeyState]) : Scrolls chat forward one. 

[(      )] uiCircleSelect([on],[doubleClick],[leaveSelected]) : Start/stop circle selection. 

[(      )] uiCircleSelectResize([x],[y]) : Circle selection resizing. 

[(      )] uiClearAllCinematicInfo: clears all cinematic info including model/texture precache info. 

[(      )] uiClearChat(clearOnly) : Clears the chat and resets to recent mode.  clearOnly == true if you don't want it to populate the chat, but only clear it. 

[(      )] uiClearCinematicInfo: clears cinematic trigger info. 

[(      )] uiClearCursor : resets the cursor to the basic pointer. 

[(      )] uiClearGatherPoint: Clears the gather point for the selected unit(s), returning it to a default state. 

[(      )] uiClearMenu : removes any dangling child menus off of the given gadget 

[(      )] uiClearNumberGroup([integerGroup]) : erases the given number group. 

[(      )] uiClearSelection : deselects all selected units 

[(      )] uiCloseDialog: closes (as if clicked on the close button) any active dialog 

[(      )] uiCloseFieldSet : closes (as if clicked on the close button) any active field set 

[(      )] uiCommandCircleMenu([on]) : turn on/off gamepad command panel circle menu. 

[(      )] uiCommandPanelControl([on]) : turn on/off gamepad command panel control. 

[(      )] uiCommandPanelExecute : gamepad command panel execute. 

[(      )] uiCommandPanelMove([x], [y]) : move between selections in the command panel. 

[(      )] uiCommsFlareAtPointer : Used when flaring a position for player comms dialog. 

[(      )] uiConsulateUI: Used to activate the consulate UI 

[(      )] uiConsulateUIInSelected(): uiConsulateUI: Used to activate the consulate UI from hotkeys 

[(      )] uiCopyToClipboard() : copies the brush selection to the clipboard. 

[(      )] uiCoverTerrainWithWater(floatWaterHeight, floatDepth, waterName) : flattens terrain and paints water over the entire map. 

[(      )] uiCreateNumberGroup([integerGroup]) : creates a number group with the currently selected units. 

[(      )] uiCreateRandomRiver : . 

[(      )] uiCreateRiver : . 

[(      )] uiCreateRiverToggleWaypointMode : . 

[(      )] uiCycleCurrentActivate : acts like the current cycle gadget has been pressed 

[(      )] uiCycleGadget([integerDelta]) : cycles through the 'active' child gadget of a deluxe gadget. 

[(      )] uiDecPlaceVariation : decrements the variation to place. 

[(      )] uiDeleteAllSelectedUnits : deletes all selected unit. 

[(      )] uiDeleteCameraStartLoc 

[(      )] uiDeleteSelectedUnit() : deletes selected unit. 

[(      )] uiDeleteSelectedUnit2() : deletes selected unit. 

[(      )] uiDeleteUnits([integerKeyState]) : intended for ui use only.  Indicates that the delete units button has gone up/down. 

[(      )] uiDoubleClickSelect([integerAdd], [checkAction]) : intended for ui use only.  Double click select at pointer location. 

[(      )] uiDumpAllUnitHotKeyMappings(): spews all hot key mappings that create units to the console 

[(      )] uiDumpKeyMappings ( stringContext ): spews all key mappings out to the console. 

[(      )] uiDumpUnmappedKeys ( stringContext ) : spews all empty keys out to the console 

[(      )] uiEjectAtPointer: intended for UI use only.  Sends an ejection command with waypoint for the selected unit. 

[(      )] uiEjectGarrisonedUnits: intended for UI use only.  Sends an ejection command for the selected unit. 

[(      )] uiEmpowerAtPointer: Commands the selected unit(s) to Empower the target building at the pointer position. 

[(      )] uiEnterContext(<stringContext>) : enters the specified UI context. 

[(      )] uiEnterGameMenuModeIfNotResigned : Wrapper that enters GameMenu mode if the player isn't resigned. 

[(      )] uiExpireCurrentObjectiveNotification: Causes the currently displaying objective notification to fade out (or disappear), depending on the param passed in. 

[(      )] uiExportGrouping: save a group. 

[(      )] uiExportTriggers: save some triggers. 

[(      )] uiFilterTerrainSelection : filter the current terrain selection. 

[(      )] uiFindAlliedNatives() : finds allied natives of the current player in order, so that it can be called repeatedly to cycle. 

[(      )] uiFindAllOfSelectedType () : finds all units of the same type as the selected unit 

[(      )] uiFindAllOfType () : finds all units of the same type 

[(      )] uiFindAllOfTypeIdle () : finds all idle units of the same type 

[(      )] uiFindCrowd([findType],[noLookAt]) 

[(      )] uiFindDancers () : finds the next native settler dancing at the firepit in the arbitrary order of unit ID, so that it can be called repeatedly to cycle. 

[(      )] uiFindGatherersNotGathering () : finds the gatherer unit that's not gathering in the arbitrary order of unit ID, so that it can be called repeatedly to cycle. 

[(      )] uiFindIdleType ([typeName]) : finds the next idle unit of the given type in the arbitrary order of unit ID, so that it can be called repeatedly to cycle. 

[(      )] uiFindKeyMapping ( stringKeyname ) : finds all key mappings for a given key 

[(      )] uiFindResourceGatherers ([typeName]) : finds the next resource gatherer unit of the given resource type in the arbitrary order of unit ID, so that it can be called repeatedly to cycle. 

[(      )] uiFindTownBellTC () : finds the next town center that has the town bell active, so that it can be called repeatedly to cycle. 

[(      )] uiFindType ([typeName]) : finds the next unit (idle or not) of the given type in the arbitrary order of unit ID, so that it can be called repeatedly to cycle. 

[(      )] uiFlareAtPointer : Sends out a flare at the pointer position. 

[(      )] uiFlattenTerrainSelection : flatten the current terrain selection. 

[(      )] uiForceShift([on]) : Force shift key on or off. 

[(      )] uiFormationOrientation( ) : Sets the orientation of a formation. 

[(      )] uiGarrisonToPointer: Commands the selected unit(s) to garrison in a building at the pointer position. 

[(      )] uiGuardAtPointer: intended for UI use only.  Sends an guard order. 

[(      )] uiHandleIdleBanner ([typeName]) : does the right thing. 

[(      )] uiHandleUserTab ( listSel, parent ) : handles toggle of user textures 

[(      )] uiHelpAtPointer : Sends out a Help at the pointer position. 

[(      )] uiHideCursor: testing only 

[(      )] uiHidePlayerSummaryDialog : Hides the player summary dialog. 

[(      )] uiHideTributeDialog : maximizes main UI 

[(      )] uiIgnoreNextKey : used when activating a text box with a key to avoid having that key go into the text box too. 

[(      )] uiImportTriggers: load some triggers. 

[(      )] uiIncPlaceVariation : increments the variation to place. 

[(      )] uiInitOptionsScreenProfileEditDialog: initializes the Profile Edit Dialog inside the OptionsScreen 

[(      )] uiLastDetailHelp : goes back to the most recent help entry. 

[(      )] uiLeaveContext(<stringContext>) : leaves the specified UI context. 

[(      )] uiLeaveModeOnUnshift : causes game to return to editMode none when shift hotkey is released 

[(      )] uiLoadTriggers: load some triggers. 

[(      )] uiLookAtAndSelectUnit : moves the camera to see the specified unit and selects it. 

[(      )] uiLookAtBattle: moves the camera to see the specified battle. 

[(      )] uiLookAtNumberGroup([integerGroup]): moves the camera to see the given number group. 

[(      )] uiLookAtProto : moves the camera to see the first instance of proto unit X owned by the current player. 

[(      )] uiLookAtSelection : moves the camera to see the first selected unit. 

[(      )] uiLookAtUnit : moves the camera to see the specified Unit. 

[(      )] uiLookAtUnitByName(scenarioName): moves the camera to see the specified Unit. 

[(      )] uiLowerElevation([integerKeyState]) : intended for ui use only.  Indicates that the lower elevation button has gone up/down. 

[(      )] uiLowerTerrainSelection([integerKeyState]) : intended for ui use only.  Indicates that the lower terrain selection button has gone up/down. 

[(      )] uiLowerWater([integerKeyState]) : intended for ui use only.  Indicates that the lower water button has gone up/down. 

[(      )] uiMapPointerControl([x],[y],[doGoto]) : Moves the map pointer. 

[(      )] uiMapPointerGoto([activeCheck]) : Jump to map pointer location. 

[(      )] uiMessageBox([stringText] [stringCommand]) : pops up a message box with text that activated the cmd when the ok button is hit 

[(      )] uiMessageBox2([stringID] [stringCommand]) : pops up a message box with text that activated the cmd when the ok button is hit 

[(      )] uiMinimizeStats() 

[(      )] uiMoveAllMilitaryAtPointer(): Moves all military units to the pointer position. 

[(      )] uiMoveSelectionAddButtonDown : intended for ui use only.  Indicates that selection button has been pressed. 

[(      )] uiMoveSelectionAddButtonUp : intended for ui use only.  Indicates that selection button has been released. 

[(      )] uiMoveSelectionButtonDown : intended for ui use only.  Indicates that selection button has been pressed. 

[(      )] uiMoveSelectionButtonUp : intended for ui use only.  Indicates that selection button has been released. 

[(      )] uiMoveUnitBackward([integerKeyState]) : intended for ui use only.  Indicates that the move unit backward key has gone up/down. 

[(      )] uiMoveUnitDown([integerKeyState]) : intended for ui use only.  Indicates that the move unit down key has gone up/down. 

[(      )] uiMoveUnitForward([integerKeyState]) : intended for ui use only.  Indicates that the move unit forward key has gone up/down. 

[(      )] uiMoveUnitLeft([integerKeyState]) : intended for ui use only.  Indicates that the move unit left key has gone up/down. 

[(      )] uiMoveUnitRight([integerKeyState]) : intended for ui use only.  Indicates that the move unit right key has gone up/down. 

[(      )] uiMoveUnitUp([integerKeyState]) : intended for ui use only.  Indicates that the move unit up key has gone up/down. 

[(      )] uiNewScenario : creates a new blank scenario 

[(      )] uiOpenCameraTrackBrowser: open a camera track from the data directory 

[(      )] uiOpenGrandConquestBrowser: opens a Grand Conquest saved game 

[(      )] uiOpenRecordGameBrowser: open a record game from the saved game directory 

[(      )] uiOpenSavedGameBrowser: open a game from the saved game directory 

[(      )] uiOpenScenarioBrowser: open a scenario from the scenario directory 

[(      )] uiPaint([integerKeyState]) : intended for ui use only.  Indicates that the paint button has gone up/down. 

[(      )] uiPaintCliff([integerKeyState]) : intended for ui use only.  Indicates that the paint cliff button has gone up/down. 

[(      )] uiPaintForest(paint, offset) : intended for ui use only.  Indicates that the paint button has gone up/down. 

[(      )] uiPaintTerrainOverlay([integerKeyState]) : intended for ui use only.  Indicates that the paint terrain overlay button has gone up/down. 

[(      )] uiPaintTerrainToSample([integerKeyState]) : intended for ui use only.  Indicates that the sample terrain button has gone up/down. 

[(      )] uiPaintWater([integerKeyState]) : intended for ui use only.  Indicates that the paint water button has gone up/down. 

[(      )] uiPaintWaterArea([integerKeyState]) : intended for ui use only. Painting water area. 

[(      )] uiPaintWaterObjects: Paint objects on the currently selected water. 

[(      )] uiPasteFromClipboard() : pastes the contents of the clipboard to the brush selection. 

[(      )] uiPatrolAtPointer: intended for UI use only.  Sends an patrol order. 

[(      )] uiPitchUnitDown([integerKeyState]) : intended for ui use only.  Indicates that the pitch unit down key has gone up/down. 

[(      )] uiPitchUnitUp([integerKeyState]) : intended for ui use only.  Indicates that the pitch unit up key has gone up/down. 

[(      )] uiPlaceAtPointer([boolChangeVariation]): intended for ui use only.  Places unit at pointer location. 

[(      )] uiPlaceRiverShallow : . 

[(      )] uiPlaceRiverWaypoint : . 

[(      )] uiPlaceTradeRouteWaypoint 

[(      )] uiPoliticianUI: Used to activate the politician UI 

[(      )] uiPoliticianUIInSelected(): uiPoliticianUI: Used to activate the politician UI in current selection 

[(      )] uiPowerCircleMenu([on]) : turn on/off gamepad power panel circle menu. 

[(      )] uiRaiseElevation([integerKeyState]) : intended for ui use only.  Indicates that the raise elevation button has gone up/down. 

[(      )] uiRaiseTerrainSelection([integerKeyState]) : intended for ui use only.  Indicates that the raise terrain selection button has gone up/down. 

[(      )] uiRaiseWater([integerKeyState]) : intended for ui use only.  Indicates that the raise water button has gone up/down. 

[(      )] uiRefreshEditorMenu: reconstitutes the entire editor menu 

[(      )] uiReleaseDownKeys: pops up all downed keys. 

[(      )] uiRemoveFromAnyNumberGroup: removes current selection from any army. 

[(      )] uiRemoveRiverShallow : . 

[(      )] uiRemoveRiverWaypoint : . 

[(      )] uiRemoveSelectedUnit([unitID]) : Removes specified unit, or selected unit if not ID is specified. 

[(      )] uiRemoveTerrainOverlay : intended for ui use only.  Removes the painted terrain overlay at the given mouse position. 

[(      )] uiRemoveTradeRouteWaypoint 

[(      )] uiRepairAtPointer: Commands the selected unit(s) to repair the target building at the pointer position. 

[(      )] uiResetFindCrowd 

[(      )] uiResetScreenSelect : resets screen selection. 

[(      )] uiRollUnitLeft([integerKeyState]) : intended for ui use only.  Indicates that the roll unit left key has gone up/down. 

[(      )] uiRollUnitRight([integerKeyState]) : intended for ui use only.  Indicates that the roll unit right key has gone up/down. 

[(      )] uiRotateClipboard(degrees) : rotate the clipboard by amount. 

[(      )] uiRotateSelection : intended for ui use only.  rotates the selected UNIT. 

[(      )] uiRotateWaterLeft([integerKeyState]) : intended for ui use only.  Indicates that the rotate water left button has gone up/down. 

[(      )] uiRotateWaterRight([integerKeyState]) : intended for ui use only.  Indicates that the rotate water right button has gone up/down. 

[(      )] uiRoughen([integerKeyState]) : intended for ui use only.  Indicates that the roughen button has gone up/down. 

[(      )] uiSampleCliffElevationAtPointer : intended for ui use only.  Samples Cliff elevation height at pointer. 

[(      )] uiSampleElevationAtPointer : intended for ui use only.  Samples elevation height at pointer. 

[(      )] uiSampleTerrainAtPointer : intended for ui use only.  Samples terrain type at pointer. 

[(      )] uiSaveAsScenarioBrowser(): uiAsSaveScenarioBrowser: save a scenario to the scenario directory 

[(      )] uiSaveCameraTrackBrowser: save a camera track to the data directory 

[(      )] uiSaveCampaignGameBrowser: show the in-game menu. 

[(      )] uiSaveGrouping: save some groups. 

[(      )] uiSaveGroupingLUA: save some groups. 

[(      )] uiSaveSavedGameBrowser: save a game to the saved game directory 

[(      )] uiSaveScenarioBrowser: save a scenario to the scenario directory 

[(      )] uiSaveTriggers: save some triggers. 

[(      )] uiScenarioLoad: load a scenario, checking dirty bit on world. 

[(      )] uiScreenSelect([modifier]) : screen selection. 

[(      )] uiScrollBrushSize: intended for ui use only. Increament the size of the current brush up/down 

[(      )] uiScrollCliffHeight: intended for ui use only. Increment the height of the cliff brush up/down 

[(      )] uiSelectCliffAtPointer() : selects the cliff under the pointer. 

[(      )] uiSelectFirepit () : selects the users firepit if it exists 

[(      )] uiSelectForestAtPointer() : selects the forest under the pointer. 

[(      )] uiSelectionButtonDown : intended for ui use only.  Indicates that selection button has been pressed. 

[(      )] uiSelectionButtonUp : intended for ui use only.  Indicates that selection button has been released. 

[(      )] uiSelectNumberGroup([integerGroup]) : selects the units in the given number group. 

[(      )] uiSelectTransportUnit 

[(      )] uiSelectWaterAtPointer: intended for ui use only.  Selects water at pointer location. 

[(      )] uiSendIngameChat: used direcly by UI 

[(      )] uiSetBrushType( "name" {p1} {p2} {p3} {p4} ) : makes the current brush based on the name and parameters. 

[(      )] uiSetBuildingPlacementRender(id, on) : controls rendering of the building placement info for the given ID 

[(      )] uiSetCameraStartLoc 

[(      )] uiSetCliffType(stringCliffName) : sets the cliff type by name. 

[(      )] uiSetCliffTypeNum(longCliffType) : sets the cliff type by index. 

[(      )] uiSetClipboardRotation(degrees) : sets the clipboard rotation amount. 

[(      )] uiSetForestType(stringForestName) : sets the forest type by name. 

[(      )] uiSetForestTypeNum(longForestType) : sets the forest type by index. 

[(      )] uiSetGatherPointAtPointer ( bool homeCity, bool water ): Sets the gather points for the selected unit(s) to the pointer position. 

[(      )] uiSetHCNotifyText : Adds notify text, can play a sound too. 

[(      )] uiSetHomeCityWaterSpawnPointAtPointer( void ): Sets the HC spawn point. 

[(      )] uiSetKBArmyRender( int id, bool [set]: render the kbArmy info for the given ID. If not set given, will not render the army. 

[(      )] uiSetKBAttackRouteRender: render the attackRoute info for the given ID 

[(      )] uiSetKBResourceRender( resID, [set]: render the kbResource info for the given ID. If not set given, will not render the resource. 

[(      )] uiSetProtoCursor(<stringProtoName>, <setPlacement>) : sets the cursor to a proto-unit. 

[(      )] uiSetProtoCursorID(<integerProtoID>) : sets the cursor to a proto-unit. 

[(      )] uiSetProtoID([integerType]) : sets the proto ID to place. 

[(      )] uiSetTerrainOverlayColor([float] [float] [float]: intended for ui use only.  Sets the terrain overlay color to the given (R,G,B) color. 

[(      )] uiSetWaterType(stringWaterName) : sets the water type by name. 

[(      )] uiSetWaterTypeNum(longWaterType) : sets the water type by index. 

[(      )] uiShowAIDebugInfoArea : brings up the area info for the given ID 

[(      )] uiShowAIDebugInfoAreaGroup : brings up the area info for the given ID 

[(      )] uiShowAIDebugInfoAttackRoute : brings up the attackRoute info for the given ID 

[(      )] uiShowAIDebugInfoBase : brings up the base info for the given ID 

[(      )] uiShowAIDebugInfoEscrow : brings up the escrow info for the given ID 

[(      )] uiShowAIDebugInfoKBArmy : brings up the kbArmy info for the given ID 

[(      )] uiShowAIDebugInfoKBResource : brings up the kbResource info for the given ID 

[(      )] uiShowAIDebugInfoKBUnit : brings up the kbunit info for the given ID 

[(      )] uiShowAIDebugInfoKBUnitPick : brings up the kbUnitPick info for the given ID 

[(      )] uiShowAIDebugInfoPlacement : brings up the building placement info for the given ID 

[(      )] uiShowAIDebugInfoPlan : brings up the plan debug text for the given plan ID 

[(      )] uiShowAIDebugInfoProgression : brings up the progression info for the given ID 

[(      )] uiShowCameraStartLoc 

[(      )] uiShowChatWindow() 

[(      )] uiShowCommandPanel() 

[(      )] uiShowDetailedHelp() 

[(      )] uiShowObjectivesDialog 

[(      )] uiShowPlayerSummaryDialog : Shows the player summary dialog. 

[(      )] uiShowStatPanel() 

[(      )] uiShowTributeDialog : minimizes main UI and brings up the minimized UI 

[(      )] uiShowVoteDialog 

[(      )] uiSmooth([integerKeyState]) : intended for ui use only.  Indicates that the smooth button has gone up/down. 

[(      )] uiSpecialPowerAtPointer: intended for ui use only.  Use a special power at targeted location. 

[(      )] uiSpewDownKeys: spews all down keys. 

[(      )] uiStartBuildCinematic: test a scenario. 

[(      )] uiStartScenarioTest: test a scenario. 

[(      )] uiStopBuildCinematic: test a scenario. 

[(      )] uiStopScenarioTest: test a scenario. 

[(      )] uiStopSelectedUnits : stop selected units. 

[(      )] uiTechCivDetailHelp(techID, civ) : brings up the detail help UI for the given tech node ID 

[(      )] uiTechDetailHelp(techID) : brings up the detail help UI for the given tech node ID 

[(      )] uiTerrainSelection([integerKeyState]) : intended for ui use only.  Indicates that the terrain selection button has gone up/down. 

[(      )] uiToggleAdvancedHUD() 

[(      )] uiToggleBrushMask: This is not what you are looking for. 

[(      )] uiToggleCliff() : toggles cliff pieces on or off under the pointer. 

[(      )] uiToggleEditor : turns off and on the scenario editor UI. 

[(      )] uiToggleGame : turns off and on the game UI. 

[(      )] uiToggleSelectionButton : intended for ui use only.   

[(      )] uiToggleTerrainPasteMode: This is not what you are looking for. 

[(      )] uiTopicDetailHelp(topicName) : brings up the detail help UI for the given help topic 

[(      )] uiTransformSelectedUnit: transforms the selected unit into the specified proto unit. 

[(      )] uiTriggerResetParameters 

[(      )] uiTriggerResetSounds 

[(      )] uiTriggerSelectLocation 

[(      )] uiUniformLowerElevation - lowers the terrain height uniformly in the brush region 

[(      )] uiUniformRaiseElevation - raises the terrain height uniformly in the brush region 

[(      )] uiUnitDetailHelp(protoID, civID) : brings up the detail help UI for the given proto ID, or -1 for current unit selection proto. 

[(      )] uiUnselectCliff() : de-selects the forest under the pointer. 

[(      )] uiUnselectForest() : de-selects the forest under the pointer. 

[(      )] uiUnSelectWater: intended for ui use only.  Unselects currently selected water. 

[(      )] uiVPAccelClick([unitID]) : Shows the VP accel building from the unitID. 

[(      )] uiWheelRotate: intended for ui use only.  Rotate with wheel -- i.e. intended to be mapped to wheel 

[(      )] uiWheelRotateCamera: intended for ui use only.  Rotate with wheel -- i.e. intended to be mapped to wheel 

[(      )] uiWheelRotatePlacedUnit: intended for ui use only.  Rotate placed unit with wheel -- i.e. intended to be mapped to wheel 

[(      )] uiWheelRotateRiverShallow: intended for ui use only.  Rotate river shallow with wheel -- i.e. intended to be mapped to wheel 

[(      )] uiWorkAtPointer: intended for ui use only.  Issues "work" at pointer location. 

[(      )] uiYawUnitLeft([integerKeyState]) : intended for ui use only.  Indicates that the yaw unit left key has gone up/down. 

[(      )] uiYawUnitRight([integerKeyState]) : intended for ui use only.  Indicates that the yaw unit right key has gone up/down. 

[(      )] uiZoomToMinimapEvent : zooms to the most recent minimap event 

[(      )] uiZoomToMinimapEvent2 : zooms to the most recent minimap event 

[(      )] uiZoomToProto([stringProto]) : zooms to the first instance of proto unit X owned by the current player. 

[(      )] undo : undoes the last editing operation. 

[(      )] unitData({intUnitID}) : spews database values on the specified unit or the selected unit (if no argument). 

[(      )] unitDecVariation([UnitID]) : Decrements the current variation of the given UnitID (current selected unit(s) if UnitID is -1). 

[(      )] unitIncVariation([UnitID]) : Increments the current variation of the given UnitID (current selected unit(s) if UnitID is -1). 

[(      )] unitPlayerDefakify() sets the selected units to stop using a fake player. 

[(      )] unitPlayerFakify(fakePlayerIndex) sets the selected units to use the fake player indicated. 

[(      )] unitReturnToWork: Issues a return to work for the selected unit(s). 

[(      )] unitSetStanceAggressive: Sets the unit stance for all selected units to aggressive. 

[(      )] unitSetStanceDefensive: Sets the unit stance for all selected units to defensive. 

[(      )] unitSetStancePassive: Sets the unit stance for all selected units to passive. 

[(      )] unitSetTactic: Sets the tactic for this unit. 

[(      )] unitSetVariation(<Variation> [UnitID]) : Sets the current variation of the given UnitID (current selected unit(s) if UnitID is -1). 

[(      )] unitToggleStealth: Toggles stealth mode for this unit. 

[(      )] unitTownBell: Issues a town bell for the selected unit(s). 

[(      )] unpauseNoChecks : forces the game to unpause 

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

[(      )] vsync(int state) : Set vertical syncing (-1 toggles, 0 is off, 1 is on). 

[(      )] winScenario : executes the trYouWin trigger func, allowing you to win the scenario. 

UI变量


这个教程描述怎样添加游戏原本没有的数值,以及整理了游戏原有的UI变量代码。



所有数值都有一个相同点,都是使用下面的语句

<gadget name="自己定义名称" type="formatText" anchortooltiptopright="" size1024="XY大小" donthighlight="" datarefreshrate="100" textcolor="RGB颜色" textfont="StatText" textfontsize="16" textcentervert="" z="2" background="" mouseovertext="鼠标移动到该UI上显示的注释">{显示值,具体看下表}</gadget>

{currentUnitid} 单位ID,外挂必备,也可以用来看出部分外挂操作。
{currentUnitScenarioName} 单位剧情名,编写触发程序可能会用上。
{currentUnitname} 单位名称
{currentUnitHPFloat} 单位当前生命值
{currentUnitMaximumHPFloat} 单位最大生命值(受到光环影响不会改变)
{currentUnitCapacity} 驻守单位数量/可驻守单位数量
{currentUnitLOSFloat} 单位视野(受到光环影响不会改变)
{currentUnitMaxVelocityFloat} 单位行走速度(受到光环影响不会改变)
{currentUnitBuildingWorkRateFloat} 训练单位、研究科技倍率
{currentUnitTrainPointsFloat} 单位训练时间(选中建筑时,该数值会显示为30)
{currentUnitBuildPointsFloat} 建筑建造时间(选中单位时,该数值会显示为10)
{currentUnitLimberPercent} 按钮切换的百分比数值
{currentUnitOwnerID} 当前选中单位的玩家ID
{currentUnitInv}
   
{totalpop} 当前占用人口数
{popcap} 总人口数
{populationHelp} 详细人口数量(例如:1城镇中心=10人口,2村庄=40人口,最大人口=50)
{gameVersion} 游戏版本
{productID} 产品ID
{gametime} 游戏已开始时间
{gamespeed} 游戏运行速度(慢速、标准、快速)
{aiDifficulty} AI难度
{numDancers} 跳舞农民数量
{danceDescription} 跳舞详细效率数值或效果数值
{danceQuickValue} 跳舞效率数值或效果数值
{numTradePostsNeeded} 贸易垄断所需贸易站数量
{numTradePostSites} 地图贸易站总数
{numTradePostsControlled} 已控制贸易站数量
{resource(XXXX)} 资源数量,XXXX为资源
{numUnits(XXXXX)} 单位数量,XXXXX为单位标签或调用名
{numIdle(XXXXX)} 空闲单位数量,XXXXX为单位标签或调用名
{numGatherers(XXXX)} 采集XXXX的单位数量,XXXX为资源
{marketBuy(XXXX)} 市场购买XXXX所需钱币数量,XXXX为资源
{marketSell(XXXX)} 市场出售XXXX可换钱币数量,XXXX为资源
{playerColor(X)} 玩家X颜色【X值:0为大自然,1为玩家1,2为玩家2,3为玩家3,…,8为玩家8】
{playerAge(X)} 玩家X的时代
{playerScore(X)} 玩家X的分数,1资源=1分
{playerTeamScore(X)} 玩家X所在的队伍分数,1资源=1分
{playerTeam(X)} 玩家X所在的队伍
{playerCivilization(X)} 玩家X的文明
{playerName(X)} 玩家X的昵称
{playerCulture(X)} 玩家X的文化
{playerHomeCityLevel(X)} 玩家X的主城等级
{playerHomeCityName(X)} 玩家X的主城名称
{XPShipmentProgressionString(X)} 玩家X的经验槽(您还需要 %1d 经验值才能运送第 %2d 批支援。)
{xpProgressionString} (还需要 %2d 的经验值即可达到等级 %3d 的主城。)

例如我要显示单位的视野,可以这样写:

<gadget name="LOS" type="formatText" anchortooltiptopright="" size1024="XY坐标大小自己定" donthighlight="" datarefreshrate="100" textcolor="0 255 255" textfont="StatText" textfontsize="16" textcentervert="" z="2" background="" mouseovertext="The current unit's Line of Sight."> LOS:{currentUnitLOSFloat}</gadget>

传送门
  uiunitselectionmin.xml - 记事本 ____ X
文件(F)  编辑(E)  格式(O)  查看(V)  帮助(H)
<!-- converted from XMB to XML -->

<layout>

<gadget name="unitselectionpanel" type="unitselectionpanel" size1024="342 629 700 768" z="105">
<gadget name="unitselectionpanel-showCommands" type="button" size1024="674 641 701 696" z="125" foreground="" mouseovertext="$$42185$$Available Commands">
<command>uiShowCommandPanel()</command>
</gadget>
<gadget name="unitselectionpanel-showStats" type="button" size1024="674 702 701 757" z="125" foreground="" mouseovertext="$$42184$$Unit Information">
<command>uiShowStatPanel()</command>
</gadget>
<gadget name="unitselectionpanel-unit" type="gadget" background="ui\ingame\ingame_ui_small_02_ypack" size1024="342 628 700 768" z="105" texturecoords="0 0 0.6875 0.26953125">
<gadget name="unitselectionpanel-unitPortrait" type="button" background="" size1024="345 699 405 759" z="106"/>
<gadget name="unitselectionpanel-unitHealthBarGreen" type="progressBar" size1024="345 759 405 767" z="110" progressbarbackground="ui\ingame\ui_health_bar" progressbarbackgroundsize="104 8" progressbarmask="ui\ingame\ingame_ui_health_green"/>
<gadget name="unitselectionpanel-unitHealthBarYellow" type="progressBar" size1024="345 759 405 767" z="110" progressbarbackground="ui\ingame\ui_health_bar" progressbarbackgroundsize="104 8" progressbarmask="ui\ingame\ingame_ui_health_yellow"/>
<gadget name="unitselectionpanel-unitHealthBarRed" type="progressBar" size1024="345 759 405 767" z="110" progressbarbackground="ui\ingame\ui_health_bar" progressbarbackgroundsize="104 8" progressbarmask="ui\ingame\ingame_ui_health_red"/>
<gadget name="unitselectionpanel-unitTypeName" type="formatText" textwrapon="" textcenterhoriz="" texttruecentervert="" background="" transparent="" textcolor="255 255 255" textfont="SmallIngame" textfontsize="12" size1024="328 650 476 714" z="107"/>
<gadget name="unitselectionpanel-unitPlayerName" type="formatText" textwrapon="" textcenterhoriz="" texttruecentervert="" background="" transparent="" textcolor="255 255 255" textfont="ScoreFont" textfontsize="12" size1024="450 650 620 714" z="107"/>
<gadget name="unitselectionpanel-unitHitPointsLabel" type="formatText" textwrapon="" texttruecentervert="" background="" transparent="" textcolor="255 255 255" textfont="StatText" textfontsize="10" size1024="408 680 408 680" z="107"/>
<gadget name="unitHP2" type="formatText" anchortooltiptopright="" size1024="408 696 444 716" donthighlight="" datarefreshrate="100" textcolor="255 255 0" textfont="StatText" textfontsize="16" textcentervert="" z="10" background="" mouseovertext="HitPoints">$$24320$$HitPoints:</gadget>
<gadget name="unitHP1" type="formatText" anchortooltiptopright="" size1024="445 696 552 716" donthighlight="" datarefreshrate="100" textcolor="0 255 255" textfont="StatText" textfontsize="16" textcentervert="" z="10" background="" mouseovertext="The current unit's HitPoints.">{currentUnitHPFloat}/{currentUnitMaximumHPFloat}</gadget>
<gadget name="unitselectionpanel-unitHitPointsValue" type="formatText" textwrapon="" textcentervert="" background="" transparent="" textcolor="255 255 255" textfont="StatText" textfontsize="10" size1024="460 680 460 680" z="107"/>
<gadget name="unitselectionpanel-unitResistsLabel" type="formatText" texttruecentervert="" textcolor="255 255 255" textfont="StatText" textfontsize="10" size1024="529 700 557 714" z="107"/>
<gadget name="unitselectionpanel-unitResistsValue" type="formatText" textcentervert="" textmarkup="" formattextusedatareplace="" textcolor="255 255 255" textfont="StatText" textfontsize="10" size1024="558 700 592 714" z="107"/>
<gadget name="unitselectionpanel-unitResourceLabel" type="formatText" size1024="408 714 543 734" texttruecentervert="" textmarkup="" formattextusedatareplace="" textwrapon="" textfont="StatText" textfontsize="10" z="107"/>
<gadget name="unitselectionpanel-unitResourceValue" type="formatText" size1024="476 714 575 734" texttruecentervert="" textmarkup="" formattextusedatareplace="" textwrapon="" textfont="StatText" textfontsize="10" z="107"/>
<gadget name="unitselectionpanel-unitResourceRateLabel" type="formatText" size1024="573 714 700 734" texttruecentervert="" textmarkup="" formattextusedatareplace="" textwrapon="" textfont="StatText" textfontsize="10" z="107"/>
<gadget name="unitselectionpanel-unitResourceRateValue" type="formatText" size1024="632 714 722 734" texttruecentervert="" textmarkup="" formattextusedatareplace="" textwrapon="" textfont="StatText" textfontsize="10" z="107"/>
<gadget name="unitselectionpanel-StackLabel0" type="formatText" size1024="408 714 703 733" texttruecentervert="" textmarkup="" formattextusedatareplace="" textwrapon="" textfont="StatText" textfontsize="10" z="107"/>
<gadget name="unitselectionpanel-StackLabel1" type="formatText" size1024="408 731 703 750" texttruecentervert="" textmarkup="" formattextusedatareplace="" textcentervert="" textfont="StatText" textfontsize="10" z="107"/>
<gadget name="unitselectionpanel-StackLabel2" type="formatText" size1024="408 748 703 767" texttruecentervert="" textmarkup="" formattextusedatareplace="" textcentervert="" textfont="StatText" textfontsize="10" z="107"/>
<gadget name="unitselectionpanel-unitPortraitCountBackground" type="gadget" background="ui\ingame\ingame_ui_small_02_ypack" transparent="" size1024="429 727 461 759" z="107" texturecoords="0.861328125 0.62890625 0.923828125 0.69140625"/>
<gadget name="unitselectionpanel-unitPortraitCount" textfont="TimerDisplays" textfontsize="16" type="formatText" formattextbottomfill="" textjustifyright="" transparent="" textcolor="255 255 255" size1024="430 737 460 757" z="108"/>
</gadget>
<gadget name="unitselectionpanel-stackQueue" type="gadget" size1024="361 631 615 665" z="107">
<gadget name="unitselectionpanel-buttonArea" type="gadget" size1024="402 632 640 666" z="107"/>
<gadget name="unitselectionpanel-unitStackButton0" textfont="TimerDisplays" textfontsize="12" type="button" size1024="371 641 395 665" z="108" activateondown=""/>
<gadget name="unitselectionpanel-unitStackButton1" textfont="TimerDisplays" textfontsize="12" type="button" size1024="371 641 395 665" z="108" activateondown=""/>
<gadget name="unitselectionpanel-unitStackButton2" textfont="TimerDisplays" textfontsize="12" type="button" size1024="371 641 395 665" z="108" activateondown=""/>
<gadget name="unitselectionpanel-unitStackButton3" textfont="TimerDisplays" textfontsize="12" type="button" size1024="371 641 395 665" z="108" activateondown=""/>
<gadget name="unitselectionpanel-unitStackButton4" textfont="TimerDisplays" textfontsize="12" type="button" size1024="371 641 395 665" z="108" activateondown=""/>
<gadget name="unitselectionpanel-unitStackButton5" textfont="TimerDisplays" textfontsize="12" type="button" size1024="371 641 395 665" z="108" activateondown=""/>
<gadget name="unitselectionpanel-unitStackButton6" textfont="TimerDisplays" textfontsize="12" type="button" size1024="371 641 395 665" z="108" activateondown=""/>
<gadget name="unitselectionpanel-unitStackButton7" textfont="TimerDisplays" textfontsize="12" type="button" size1024="371 641 395 665" z="108" activateondown=""/>
<gadget name="unitselectionpanel-unitStackButton8" textfont="TimerDisplays" textfontsize="12" type="button" size1024="371 641 395 665" z="108" activateondown=""/>
<gadget name="unitselectionpanel-unitStackButtonBig0" textfont="TimerDisplays" textfontsize="12" type="button" size1024="371 633 403 665" z="108" activateondown=""/>
<gadget name="unitselectionpanel-unitStackButtonBigBackground" type="gadget" size1024="369 631 405 667" z="107" activateondown="" background="ui\ingame\ingame_ui_small_02_ypack" texturecoords="0.857421875 0.72265625 0.927734375 0.79296875"/>
<gadget name="unitid" type="formatText" anchortooltiptopright="" size1024="343 623 450 658" donthighlight="" datarefreshrate="100" textcolor="0 255 255" textfont="StatText" textfontsize="16" textcentervert="" z="2" background="" mouseovertext="The current unit's (in-game) ID number.">GameID:{currentUnitid}</gadget>
<gadget name="Scenarioid" type="formatText" anchortooltiptopright="" size1024="343 640 500 670" donthighlight="" datarefreshrate="100" textcolor="0 255 255" textfont="StatText" textfontsize="16" textcentervert="" z="2" background="" mouseovertext="The current unit's Scenario Name ID number.">ScenarioName:{currentUnitScenarioName}</gadget>
<gadget name="unitspeed" type="formatText" size1024="573 747 604 768" textfont="StatText" textfontsize="16" textcentervert="" z="2" background="" mouseovertext="The current unit's speed (in m/s)." formattextusedatareplace="" textmarkup="" textcolor="255 255 0">$$24323$$Speed:</gadget>
<gadget name="unitspeed2" type="formatText" anchortooltiptopright="" size1024="603 747 630 768" donthighlight="" datarefreshrate="100" textcolor="0 255 255" textfont="StatText" textfontsize="16" textcentervert="" z="2" background="" mouseovertext="The current unit's speed (in m/s).">{currentUnitMaxVelocityFloat}</gadget>
<gadget name="unitHPdel" type="formatText" anchortooltiptopright="" size1024="517 696 572 716" donthighlight="" datarefreshrate="100" hidden="" textcolor="0 255 255" textfont="StatText" textfontsize="16" textcentervert="" z="10" background="" mouseovertext="The current unit's maximum hit points.">HP:{currentUnitHPFloat}</gadget>
<gadget name="unitlos1" type="formatText" anchortooltiptopright="" size1024="585 696 614 716" donthighlight="" datarefreshrate="100" textcolor="255 255 0" textfont="StatText" textfontsize="16" textcentervert="" z="10" background="" mouseovertext="The current unit's Line of Sight.">$$24324$$LOS:</gadget>
<gadget name="unitlos2" type="formatText" anchortooltiptopright="" size1024="603 696 660 716" donthighlight="" datarefreshrate="100" textcolor="0 255 255" textfont="StatText" textfontsize="16" textcentervert="" z="10" background="" mouseovertext="The current unit's Line of Sight.">{currentUnitLOSFloat}</gadget><!--我分开写了-->
<gadget name="unitContain2" type="formatText" anchortooltiptopright="" size1024="625 677 685 697" donthighlight="" datarefreshrate="100" textcolor="255 255 0" textfont="StatText" textfontsize="16" textcentervert="" z="2" background="" mouseovertext="The current unit's capacity details.">$$00016$$Garrison :</gadget>
<gadget name="unitContain21" type="formatText" anchortooltiptopright="" size1024="676 677 715 697" donthighlight="" datarefreshrate="100" textcolor="0 255 255" textfont="StatText" textfontsize="16" textcentervert="" z="2" background="" mouseovertext="The current unit's capacity details.">{currentUnitCapacity}</gadget>
<gadget name="unitTrainPoints1" type="formatText" anchortooltiptopright="" size1024="625 696 685 716" donthighlight="" datarefreshrate="100" textcolor="255 255 0" textfont="StatText" textfontsize="16" textcentervert="" z="2" background="" mouseovertext="The current unit's work rate.">$$00015$$Work Rate:</gadget>
<gadget name="unitTrainPoints2" type="formatText" anchortooltiptopright="" size1024="676 696 800 716" donthighlight="" datarefreshrate="100" textcolor="0 255 255" textfont="StatText" textfontsize="16" textcentervert="" z="2" background="" mouseovertext="The current unit's work rate.">{currentUnitBuildingWorkRateFloat}</gadget>
<gadget name="unitTrainPoints1" type="formatText" anchortooltiptopright="" size1024="625 732 685 748" donthighlight="" datarefreshrate="100" textcolor="255 255 0" textfont="StatText" textfontsize="16" textcentervert="" z="2" background="" mouseovertext="The current unit's train points.">$$00013$$TrainPoints:</gadget>
<gadget name="unitTrainPoints2" type="formatText" anchortooltiptopright="" size1024="676 732 800 748" donthighlight="" datarefreshrate="100" textcolor="0 255 255" textfont="StatText" textfontsize="16" textcentervert="" z="2" background="" mouseovertext="The current unit's train points.">{currentUnitTrainPointsFloat}</gadget>
<gadget name="unitBuildPoints1" type="formatText" anchortooltiptopright="" size1024="625 747 685 767" donthighlight="" datarefreshrate="100" textcolor="255 255 0" textfont="StatText" textfontsize="16" textcentervert="" z="2" background="" mouseovertext="The current building's build points.">$$00014$$BuildPoints:</gadget>
<gadget name="unitBuildPoints2" type="formatText" anchortooltiptopright="" size1024="676 747 800 767" donthighlight="" datarefreshrate="100" textcolor="0 255 255" textfont="StatText" textfontsize="16" textcentervert="" z="2" background="" mouseovertext="The current building's build points.">{currentUnitBuildPointsFloat}</gadget>
</gadget>
<gadget name="Score1" type="gadget" hidden="" size1024="870 350 1024 495" z="5" background="" transparent="" textcentervert="" textmarkup="" formattextusedatareplace="" datarefreshrate="200">
<gadget name="Score" type="formatText" transparent="" background="" textcentervert="" size1024="870 350 1024 365" textfont="NumbersFont" textfontsize="12" textmarkup="" formattextusedatareplace="" datarefreshrate="200" z="10"><![CDATA[
<color={playerColor(1)}>Team{playerTeam(1)} {playerCivilization(1)} {playerName(1)}</color>
]]></gadget>
<gadget name="Score" type="formatText" transparent="" background="" textcentervert="" size1024="870 365 1024 380" textfont="NumbersFont" textfontsize="12" textmarkup="" formattextusedatareplace="" datarefreshrate="200" z="10"><![CDATA[
<color={playerColor(1)}>{playerAge(1)}:{playerScore(1)}/{playerTeamScore(1)}</color>
]]></gadget>
<gadget name="Score" type="formatText" transparent="" background="" textcentervert="" size1024="870 380 1024 395" textfont="NumbersFont" textfontsize="12" textmarkup="" formattextusedatareplace="" datarefreshrate="200" z="10"><![CDATA[
<color={playerColor(1)}>{XPShipmentProgressionString(1)}</color>
]]></gadget>
</gadget>
<gadget name="Score2" type="gadget" hidden="" size1024="870 395 1024 440" z="5" background="" transparent="" textcentervert="" textmarkup="" formattextusedatareplace="" datarefreshrate="200">
<gadget name="Score" type="formatText" transparent="" background="" textcentervert="" size1024="870 395 1024 410" textfont="NumbersFont" textfontsize="12" textmarkup="" formattextusedatareplace="" datarefreshrate="200" z="10"><![CDATA[
<color={playerColor(2)}>Team{playerTeam(2)} {playerCivilization(2)} {playerName(2)}</color>
]]></gadget>
<gadget name="Score" type="formatText" transparent="" background="" textcentervert="" size1024="870 410 1024 425" textfont="NumbersFont" textfontsize="12" textmarkup="" formattextusedatareplace="" datarefreshrate="200" z="10"><![CDATA[
<color={playerColor(2)}>{playerAge(2)}:{playerScore(2)}/{playerTeamScore(2)}</color>
]]></gadget>
<gadget name="Score" type="formatText" transparent="" background="" textcentervert="" size1024="870 425 1024 440" textfont="NumbersFont" textfontsize="12" textmarkup="" formattextusedatareplace="" datarefreshrate="200" z="10"><![CDATA[
<color={playerColor(2)}>{XPShipmentProgressionString(2)}</color>
]]></gadget>
</gadget>
<gadget name="Score3" type="gadget" size1024="870 440 1024 485" z="5" background="" hidden="" transparent="" textcentervert="" textmarkup="" formattextusedatareplace="" datarefreshrate="200">
<gadget name="Score" type="formatText" transparent="" background="" textcentervert="" size1024="870 440 1024 455" textfont="NumbersFont" textfontsize="12" textmarkup="" formattextusedatareplace="" datarefreshrate="200" z="10"><![CDATA[
<color={playerColor(3)}>Team{playerTeam(3)} {playerCivilization(3)} {playerName(3)}</color>
]]></gadget>
<gadget name="Score" type="formatText" transparent="" background="" textcentervert="" size1024="870 455 1024 470" textfont="NumbersFont" textfontsize="12" textmarkup="" formattextusedatareplace="" datarefreshrate="200" z="10"><![CDATA[
<color={playerColor(3)}>{playerAge(3)}:{playerScore(3)}/{playerTeamScore(3)}</color>
]]></gadget>
<gadget name="Score" type="formatText" transparent="" background="" textcentervert="" size1024="870 470 1024 485" textfont="NumbersFont" textfontsize="12" textmarkup="" formattextusedatareplace="" datarefreshrate="200" z="10"><![CDATA[
<color={playerColor(3)}>{XPShipmentProgressionString(3)}</color>
]]></gadget>
</gadget>
<gadget name="Score4" type="gadget" size1024="870 485 1024 530" z="5" background="" hidden="" transparent="" textcentervert="" textmarkup="" formattextusedatareplace="" datarefreshrate="200">
<gadget name="Score" type="formatText" transparent="" background="" textcentervert="" size1024="870 485 1024 500" textfont="NumbersFont" textfontsize="12" textmarkup="" formattextusedatareplace="" datarefreshrate="200" z="10"><![CDATA[
<color={playerColor(4)}>Team{playerTeam(4)} {playerCivilization(4)} {playerName(4)}</color>
]]></gadget>
<gadget name="Score" type="formatText" transparent="" background="" textcentervert="" size1024="870 500 1024 515" textfont="NumbersFont" textfontsize="12" textmarkup="" formattextusedatareplace="" datarefreshrate="200" z="10"><![CDATA[
<color={playerColor(4)}>{playerAge(4)}:{playerScore(4)}/{playerTeamScore(4)}</color>
]]></gadget>
<gadget name="Score" type="formatText" transparent="" background="" textcentervert="" size1024="870 515 1024 530" textfont="NumbersFont" textfontsize="12" textmarkup="" formattextusedatareplace="" datarefreshrate="200" z="10"><![CDATA[
<color={playerColor(4)}>{XPShipmentProgressionString(4)}</color>
]]></gadget>
</gadget>
<gadget name="Score5" type="gadget" size1024="870 530 1024 575" z="5" background="" hidden="" transparent="" textcentervert="" textmarkup="" formattextusedatareplace="" datarefreshrate="200">
<gadget name="Score" type="formatText" transparent="" background="" textcentervert="" size1024="870 530 1024 545" textfont="NumbersFont" textfontsize="12" textmarkup="" formattextusedatareplace="" datarefreshrate="200" z="10"><![CDATA[
<color={playerColor(5)}>Team{playerTeam(5)} {playerCivilization(5)} {playerName(5)}</color>
]]></gadget>
<gadget name="Score" type="formatText" transparent="" background="" textcentervert="" size1024="870 545 1024 560" textfont="NumbersFont" textfontsize="12" textmarkup="" formattextusedatareplace="" datarefreshrate="200" z="10"><![CDATA[
<color={playerColor(5)}>{playerAge(5)}:{playerScore(5)}/{playerTeamScore(5)}</color>
]]></gadget>
<gadget name="Score" type="formatText" transparent="" background="" textcentervert="" size1024="870 560 1024 575" textfont="NumbersFont" textfontsize="12" textmarkup="" formattextusedatareplace="" datarefreshrate="200" z="10"><![CDATA[
<color={playerColor(5)}>{XPShipmentProgressionString(5)}</color>
]]></gadget>
</gadget>
</gadget>
</layout>






表格的代码还可以写在stringtabley.xml与randommapstringsy.xml里面。至于能不能作为单位名称出现,我还没试过。

  randommapstringsy.xml - 记事本 ____ X
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		<String _locID="32714">您目前的人口为 {totalpop} / 可容纳的总人口数为 {popcap}。\n{populationHelp}</String>

如果想让不同国家写上不同颜色,可以使其套上该玩家的颜色,例如下面的截图





写出截图效果的语句如下:


<gadget name="Score1" type="gadget" size1024="870 350 1024 495" z="5" background="" transparent="" textcentervert="" textmarkup="" formattextusedatareplace="" datarefreshrate="200"> <gadget name="Score" type="formatText" transparent="" background="" textcentervert="" size1024="870 350 1024 365" textfont="NumbersFont" textfontsize="12" textmarkup="" formattextusedatareplace="" datarefreshrate="200" z="10"><![CDATA[ <color={playerColor(1)}>Team{playerTeam(1)} {playerCivilization(1)} {playerName(1)}</color> ]]></gadget> <gadget name="Score" type="formatText" transparent="" background="" textcentervert="" size1024="870 365 1024 380" textfont="NumbersFont" textfontsize="12" textmarkup="" formattextusedatareplace="" datarefreshrate="200" z="10"><![CDATA[ <color={playerColor(1)}>{playerAge(1)}:{playerScore(1)}/{playerTeamScore(1)}</color> ]]></gadget> <gadget name="Score" type="formatText" transparent="" background="" textcentervert="" size1024="870 380 1024 395" textfont="NumbersFont" textfontsize="12" textmarkup="" formattextusedatareplace="" datarefreshrate="200" z="10"><![CDATA[ <color={playerColor(1)}>{XPShipmentProgressionString(1)}</color> ]]></gadget> </gadget> <gadget name="Score2" type="gadget" size1024="870 395 1024 440" z="5" background="" transparent="" textcentervert="" textmarkup="" formattextusedatareplace="" datarefreshrate="200"> <gadget name="Score" type="formatText" transparent="" background="" textcentervert="" size1024="870 395 1024 410" textfont="NumbersFont" textfontsize="12" textmarkup="" formattextusedatareplace="" datarefreshrate="200" z="10"><![CDATA[ <color={playerColor(2)}>Team{playerTeam(2)} {playerCivilization(2)} {playerName(2)}</color> ]]></gadget> <gadget name="Score" type="formatText" transparent="" background="" textcentervert="" size1024="870 410 1024 425" textfont="NumbersFont" textfontsize="12" textmarkup="" formattextusedatareplace="" datarefreshrate="200" z="10"><![CDATA[ <color={playerColor(2)}>{playerAge(2)}:{playerScore(2)}/{playerTeamScore(2)}</color> ]]></gadget> <gadget name="Score" type="formatText" transparent="" background="" textcentervert="" size1024="870 425 1024 440" textfont="NumbersFont" textfontsize="12" textmarkup="" formattextusedatareplace="" datarefreshrate="200" z="10"><![CDATA[ <color={playerColor(2)}>{XPShipmentProgressionString(2)}</color> ]]></gadget> </gadget>

红色字就是套用了玩家X的颜色,也可以采用另一种格式(直接使用转义字符表示“<”与“>”),例如:

<gadget name="Score" type="formatText" transparent="" background="" textcentervert="" size1024="870 425 1024 440" textfont="NumbersFont" textfontsize="12" textmarkup="" formattextusedatareplace="" datarefreshrate="200" z="10">&lt;color={playerColor(2)}&gt;{XPShipmentProgressionString(2)}&lt;/color&gt; </gadget>

传送门
  uiunitselectionmin.xml - 记事本 ____ X
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<!-- converted from XMB to XML -->

<layout>

<gadget name="unitselectionpanel" type="unitselectionpanel" size1024="342 629 700 768" z="105">
<gadget name="unitselectionpanel-showCommands" type="button" size1024="674 641 701 696" z="125" foreground="" mouseovertext="$$42185$$Available Commands">
<command>uiShowCommandPanel()</command>
</gadget>
<gadget name="unitselectionpanel-showStats" type="button" size1024="674 702 701 757" z="125" foreground="" mouseovertext="$$42184$$Unit Information">
<command>uiShowStatPanel()</command>
</gadget>
<gadget name="unitselectionpanel-unit" type="gadget" background="ui\ingame\ingame_ui_small_02_ypack" size1024="342 628 700 768" z="105" texturecoords="0 0 0.6875 0.26953125">
<gadget name="unitselectionpanel-unitPortrait" type="button" background="" size1024="345 699 405 759" z="106"/>
<gadget name="unitselectionpanel-unitHealthBarGreen" type="progressBar" size1024="345 759 405 767" z="110" progressbarbackground="ui\ingame\ui_health_bar" progressbarbackgroundsize="104 8" progressbarmask="ui\ingame\ingame_ui_health_green"/>
<gadget name="unitselectionpanel-unitHealthBarYellow" type="progressBar" size1024="345 759 405 767" z="110" progressbarbackground="ui\ingame\ui_health_bar" progressbarbackgroundsize="104 8" progressbarmask="ui\ingame\ingame_ui_health_yellow"/>
<gadget name="unitselectionpanel-unitHealthBarRed" type="progressBar" size1024="345 759 405 767" z="110" progressbarbackground="ui\ingame\ui_health_bar" progressbarbackgroundsize="104 8" progressbarmask="ui\ingame\ingame_ui_health_red"/>
<gadget name="unitselectionpanel-unitTypeName" type="formatText" textwrapon="" textcenterhoriz="" texttruecentervert="" background="" transparent="" textcolor="255 255 255" textfont="SmallIngame" textfontsize="12" size1024="328 650 476 714" z="107"/>
<gadget name="unitselectionpanel-unitPlayerName" type="formatText" textwrapon="" textcenterhoriz="" texttruecentervert="" background="" transparent="" textcolor="255 255 255" textfont="ScoreFont" textfontsize="12" size1024="450 650 620 714" z="107"/>
<gadget name="unitselectionpanel-unitHitPointsLabel" type="formatText" textwrapon="" texttruecentervert="" background="" transparent="" textcolor="255 255 255" textfont="StatText" textfontsize="10" size1024="408 680 408 680" z="107"/>
<gadget name="unitHP2" type="formatText" anchortooltiptopright="" size1024="408 696 444 716" donthighlight="" datarefreshrate="100" textcolor="255 255 0" textfont="StatText" textfontsize="16" textcentervert="" z="10" background="" mouseovertext="HitPoints">$$24320$$HitPoints:</gadget>
<gadget name="unitHP1" type="formatText" anchortooltiptopright="" size1024="445 696 552 716" donthighlight="" datarefreshrate="100" textcolor="0 255 255" textfont="StatText" textfontsize="16" textcentervert="" z="10" background="" mouseovertext="The current unit's HitPoints.">{currentUnitHPFloat}/{currentUnitMaximumHPFloat}</gadget>
<gadget name="unitselectionpanel-unitHitPointsValue" type="formatText" textwrapon="" textcentervert="" background="" transparent="" textcolor="255 255 255" textfont="StatText" textfontsize="10" size1024="460 680 460 680" z="107"/>
<gadget name="unitselectionpanel-unitResistsLabel" type="formatText" texttruecentervert="" textcolor="255 255 255" textfont="StatText" textfontsize="10" size1024="529 700 557 714" z="107"/>
<gadget name="unitselectionpanel-unitResistsValue" type="formatText" textcentervert="" textmarkup="" formattextusedatareplace="" textcolor="255 255 255" textfont="StatText" textfontsize="10" size1024="558 700 592 714" z="107"/>
<gadget name="unitselectionpanel-unitResourceLabel" type="formatText" size1024="408 714 543 734" texttruecentervert="" textmarkup="" formattextusedatareplace="" textwrapon="" textfont="StatText" textfontsize="10" z="107"/>
<gadget name="unitselectionpanel-unitResourceValue" type="formatText" size1024="476 714 575 734" texttruecentervert="" textmarkup="" formattextusedatareplace="" textwrapon="" textfont="StatText" textfontsize="10" z="107"/>
<gadget name="unitselectionpanel-unitResourceRateLabel" type="formatText" size1024="573 714 700 734" texttruecentervert="" textmarkup="" formattextusedatareplace="" textwrapon="" textfont="StatText" textfontsize="10" z="107"/>
<gadget name="unitselectionpanel-unitResourceRateValue" type="formatText" size1024="632 714 722 734" texttruecentervert="" textmarkup="" formattextusedatareplace="" textwrapon="" textfont="StatText" textfontsize="10" z="107"/>
<gadget name="unitselectionpanel-StackLabel0" type="formatText" size1024="408 714 703 733" texttruecentervert="" textmarkup="" formattextusedatareplace="" textwrapon="" textfont="StatText" textfontsize="10" z="107"/>
<gadget name="unitselectionpanel-StackLabel1" type="formatText" size1024="408 731 703 750" texttruecentervert="" textmarkup="" formattextusedatareplace="" textcentervert="" textfont="StatText" textfontsize="10" z="107"/>
<gadget name="unitselectionpanel-StackLabel2" type="formatText" size1024="408 748 703 767" texttruecentervert="" textmarkup="" formattextusedatareplace="" textcentervert="" textfont="StatText" textfontsize="10" z="107"/>
<gadget name="unitselectionpanel-unitPortraitCountBackground" type="gadget" background="ui\ingame\ingame_ui_small_02_ypack" transparent="" size1024="429 727 461 759" z="107" texturecoords="0.861328125 0.62890625 0.923828125 0.69140625"/>
<gadget name="unitselectionpanel-unitPortraitCount" textfont="TimerDisplays" textfontsize="16" type="formatText" formattextbottomfill="" textjustifyright="" transparent="" textcolor="255 255 255" size1024="430 737 460 757" z="108"/>
</gadget>
<gadget name="unitselectionpanel-stackQueue" type="gadget" size1024="361 631 615 665" z="107">
<gadget name="unitselectionpanel-buttonArea" type="gadget" size1024="402 632 640 666" z="107"/>
<gadget name="unitselectionpanel-unitStackButton0" textfont="TimerDisplays" textfontsize="12" type="button" size1024="371 641 395 665" z="108" activateondown=""/>
<gadget name="unitselectionpanel-unitStackButton1" textfont="TimerDisplays" textfontsize="12" type="button" size1024="371 641 395 665" z="108" activateondown=""/>
<gadget name="unitselectionpanel-unitStackButton2" textfont="TimerDisplays" textfontsize="12" type="button" size1024="371 641 395 665" z="108" activateondown=""/>
<gadget name="unitselectionpanel-unitStackButton3" textfont="TimerDisplays" textfontsize="12" type="button" size1024="371 641 395 665" z="108" activateondown=""/>
<gadget name="unitselectionpanel-unitStackButton4" textfont="TimerDisplays" textfontsize="12" type="button" size1024="371 641 395 665" z="108" activateondown=""/>
<gadget name="unitselectionpanel-unitStackButton5" textfont="TimerDisplays" textfontsize="12" type="button" size1024="371 641 395 665" z="108" activateondown=""/>
<gadget name="unitselectionpanel-unitStackButton6" textfont="TimerDisplays" textfontsize="12" type="button" size1024="371 641 395 665" z="108" activateondown=""/>
<gadget name="unitselectionpanel-unitStackButton7" textfont="TimerDisplays" textfontsize="12" type="button" size1024="371 641 395 665" z="108" activateondown=""/>
<gadget name="unitselectionpanel-unitStackButton8" textfont="TimerDisplays" textfontsize="12" type="button" size1024="371 641 395 665" z="108" activateondown=""/>
<gadget name="unitselectionpanel-unitStackButtonBig0" textfont="TimerDisplays" textfontsize="12" type="button" size1024="371 633 403 665" z="108" activateondown=""/>
<gadget name="unitselectionpanel-unitStackButtonBigBackground" type="gadget" size1024="369 631 405 667" z="107" activateondown="" background="ui\ingame\ingame_ui_small_02_ypack" texturecoords="0.857421875 0.72265625 0.927734375 0.79296875"/>
<gadget name="unitid" type="formatText" anchortooltiptopright="" size1024="343 623 450 658" donthighlight="" datarefreshrate="100" textcolor="0 255 255" textfont="StatText" textfontsize="16" textcentervert="" z="2" background="" mouseovertext="The current unit's (in-game) ID number.">GameID:{currentUnitid}</gadget>
<gadget name="Scenarioid" type="formatText" anchortooltiptopright="" size1024="343 640 500 670" donthighlight="" datarefreshrate="100" textcolor="0 255 255" textfont="StatText" textfontsize="16" textcentervert="" z="2" background="" mouseovertext="The current unit's Scenario Name ID number.">ScenarioName:{currentUnitScenarioName}</gadget>
<gadget name="unitspeed" type="formatText" size1024="573 747 604 768" textfont="StatText" textfontsize="16" textcentervert="" z="2" background="" mouseovertext="The current unit's speed (in m/s)." formattextusedatareplace="" textmarkup="" textcolor="255 255 0">$$24323$$Speed:</gadget>
<gadget name="unitspeed2" type="formatText" anchortooltiptopright="" size1024="603 747 630 768" donthighlight="" datarefreshrate="100" textcolor="0 255 255" textfont="StatText" textfontsize="16" textcentervert="" z="2" background="" mouseovertext="The current unit's speed (in m/s).">{currentUnitMaxVelocityFloat}</gadget>
<gadget name="unitHPdel" type="formatText" anchortooltiptopright="" size1024="517 696 572 716" donthighlight="" datarefreshrate="100" hidden="" textcolor="0 255 255" textfont="StatText" textfontsize="16" textcentervert="" z="10" background="" mouseovertext="The current unit's maximum hit points.">HP:{currentUnitHPFloat}</gadget>
<gadget name="unitlos1" type="formatText" anchortooltiptopright="" size1024="585 696 614 716" donthighlight="" datarefreshrate="100" textcolor="255 255 0" textfont="StatText" textfontsize="16" textcentervert="" z="10" background="" mouseovertext="The current unit's Line of Sight.">$$24324$$LOS:</gadget>
<gadget name="unitlos2" type="formatText" anchortooltiptopright="" size1024="603 696 660 716" donthighlight="" datarefreshrate="100" textcolor="0 255 255" textfont="StatText" textfontsize="16" textcentervert="" z="10" background="" mouseovertext="The current unit's Line of Sight.">{currentUnitLOSFloat}</gadget>
<gadget name="unitContain2" type="formatText" anchortooltiptopright="" size1024="625 677 685 697" donthighlight="" datarefreshrate="100" textcolor="255 255 0" textfont="StatText" textfontsize="16" textcentervert="" z="2" background="" mouseovertext="The current unit's capacity details.">$$00016$$Garrison :</gadget>
<gadget name="unitContain21" type="formatText" anchortooltiptopright="" size1024="676 677 715 697" donthighlight="" datarefreshrate="100" textcolor="0 255 255" textfont="StatText" textfontsize="16" textcentervert="" z="2" background="" mouseovertext="The current unit's capacity details.">{currentUnitCapacity}</gadget>
<gadget name="unitTrainPoints1" type="formatText" anchortooltiptopright="" size1024="625 696 685 716" donthighlight="" datarefreshrate="100" textcolor="255 255 0" textfont="StatText" textfontsize="16" textcentervert="" z="2" background="" mouseovertext="The current unit's work rate.">$$00015$$Work Rate:</gadget>
<gadget name="unitTrainPoints2" type="formatText" anchortooltiptopright="" size1024="676 696 800 716" donthighlight="" datarefreshrate="100" textcolor="0 255 255" textfont="StatText" textfontsize="16" textcentervert="" z="2" background="" mouseovertext="The current unit's work rate.">{currentUnitBuildingWorkRateFloat}</gadget>
<gadget name="unitTrainPoints1" type="formatText" anchortooltiptopright="" size1024="625 732 685 748" donthighlight="" datarefreshrate="100" textcolor="255 255 0" textfont="StatText" textfontsize="16" textcentervert="" z="2" background="" mouseovertext="The current unit's train points.">$$00013$$TrainPoints:</gadget>
<gadget name="unitTrainPoints2" type="formatText" anchortooltiptopright="" size1024="676 732 800 748" donthighlight="" datarefreshrate="100" textcolor="0 255 255" textfont="StatText" textfontsize="16" textcentervert="" z="2" background="" mouseovertext="The current unit's train points.">{currentUnitTrainPointsFloat}</gadget>
<gadget name="unitBuildPoints1" type="formatText" anchortooltiptopright="" size1024="625 747 685 767" donthighlight="" datarefreshrate="100" textcolor="255 255 0" textfont="StatText" textfontsize="16" textcentervert="" z="2" background="" mouseovertext="The current building's build points.">$$00014$$BuildPoints:</gadget>
<gadget name="unitBuildPoints2" type="formatText" anchortooltiptopright="" size1024="676 747 800 767" donthighlight="" datarefreshrate="100" textcolor="0 255 255" textfont="StatText" textfontsize="16" textcentervert="" z="2" background="" mouseovertext="The current building's build points.">{currentUnitBuildPointsFloat}</gadget>
</gadget>
<gadget name="Score1" type="gadget" hidden="" size1024="870 350 1024 495" z="5" background="" transparent="" textcentervert="" textmarkup="" formattextusedatareplace="" datarefreshrate="200">
<gadget name="Score" type="formatText" transparent="" background="" textcentervert="" size1024="870 350 1024 365" textfont="NumbersFont" textfontsize="12" textmarkup="" formattextusedatareplace="" datarefreshrate="200" z="10"><![CDATA[
<color={playerColor(1)}>Team{playerTeam(1)} {playerCivilization(1)} {playerName(1)}</color>
]]></gadget>
<gadget name="Score" type="formatText" transparent="" background="" textcentervert="" size1024="870 365 1024 380" textfont="NumbersFont" textfontsize="12" textmarkup="" formattextusedatareplace="" datarefreshrate="200" z="10"><![CDATA[
<color={playerColor(1)}>{playerAge(1)}:{playerScore(1)}/{playerTeamScore(1)}</color>
]]></gadget>
<gadget name="Score" type="formatText" transparent="" background="" textcentervert="" size1024="870 380 1024 395" textfont="NumbersFont" textfontsize="12" textmarkup="" formattextusedatareplace="" datarefreshrate="200" z="10"><![CDATA[
<color={playerColor(1)}>{XPShipmentProgressionString(1)}</color>
]]></gadget>
</gadget>
<gadget name="Score2" type="gadget" hidden="" size1024="870 395 1024 440" z="5" background="" transparent="" textcentervert="" textmarkup="" formattextusedatareplace="" datarefreshrate="200">
<gadget name="Score" type="formatText" transparent="" background="" textcentervert="" size1024="870 395 1024 410" textfont="NumbersFont" textfontsize="12" textmarkup="" formattextusedatareplace="" datarefreshrate="200" z="10"><![CDATA[
<color={playerColor(2)}>Team{playerTeam(2)} {playerCivilization(2)} {playerName(2)}</color>
]]></gadget>
<gadget name="Score" type="formatText" transparent="" background="" textcentervert="" size1024="870 410 1024 425" textfont="NumbersFont" textfontsize="12" textmarkup="" formattextusedatareplace="" datarefreshrate="200" z="10"><![CDATA[
<color={playerColor(2)}>{playerAge(2)}:{playerScore(2)}/{playerTeamScore(2)}</color>
]]></gadget>
<gadget name="Score" type="formatText" transparent="" background="" textcentervert="" size1024="870 425 1024 440" textfont="NumbersFont" textfontsize="12" textmarkup="" formattextusedatareplace="" datarefreshrate="200" z="10"><![CDATA[
<color={playerColor(2)}>{XPShipmentProgressionString(2)}</color>
]]></gadget>
</gadget>
<gadget name="Score3" type="gadget" size1024="870 440 1024 485" z="5" background="" hidden="" transparent="" textcentervert="" textmarkup="" formattextusedatareplace="" datarefreshrate="200">
<gadget name="Score" type="formatText" transparent="" background="" textcentervert="" size1024="870 440 1024 455" textfont="NumbersFont" textfontsize="12" textmarkup="" formattextusedatareplace="" datarefreshrate="200" z="10"><![CDATA[
<color={playerColor(3)}>Team{playerTeam(3)} {playerCivilization(3)} {playerName(3)}</color>
]]></gadget>
<gadget name="Score" type="formatText" transparent="" background="" textcentervert="" size1024="870 455 1024 470" textfont="NumbersFont" textfontsize="12" textmarkup="" formattextusedatareplace="" datarefreshrate="200" z="10"><![CDATA[
<color={playerColor(3)}>{playerAge(3)}:{playerScore(3)}/{playerTeamScore(3)}</color>
]]></gadget>
<gadget name="Score" type="formatText" transparent="" background="" textcentervert="" size1024="870 470 1024 485" textfont="NumbersFont" textfontsize="12" textmarkup="" formattextusedatareplace="" datarefreshrate="200" z="10"><![CDATA[
<color={playerColor(3)}>{XPShipmentProgressionString(3)}</color>
]]></gadget>
</gadget>
<gadget name="Score4" type="gadget" size1024="870 485 1024 530" z="5" background="" hidden="" transparent="" textcentervert="" textmarkup="" formattextusedatareplace="" datarefreshrate="200">
<gadget name="Score" type="formatText" transparent="" background="" textcentervert="" size1024="870 485 1024 500" textfont="NumbersFont" textfontsize="12" textmarkup="" formattextusedatareplace="" datarefreshrate="200" z="10"><![CDATA[
<color={playerColor(4)}>Team{playerTeam(4)} {playerCivilization(4)} {playerName(4)}</color>
]]></gadget>
<gadget name="Score" type="formatText" transparent="" background="" textcentervert="" size1024="870 500 1024 515" textfont="NumbersFont" textfontsize="12" textmarkup="" formattextusedatareplace="" datarefreshrate="200" z="10"><![CDATA[
<color={playerColor(4)}>{playerAge(4)}:{playerScore(4)}/{playerTeamScore(4)}</color>
]]></gadget>
<gadget name="Score" type="formatText" transparent="" background="" textcentervert="" size1024="870 515 1024 530" textfont="NumbersFont" textfontsize="12" textmarkup="" formattextusedatareplace="" datarefreshrate="200" z="10"><![CDATA[
<color={playerColor(4)}>{XPShipmentProgressionString(4)}</color>
]]></gadget>
</gadget>
<gadget name="Score5" type="gadget" size1024="870 530 1024 575" z="5" background="" hidden="" transparent="" textcentervert="" textmarkup="" formattextusedatareplace="" datarefreshrate="200">
<gadget name="Score" type="formatText" transparent="" background="" textcentervert="" size1024="870 530 1024 545" textfont="NumbersFont" textfontsize="12" textmarkup="" formattextusedatareplace="" datarefreshrate="200" z="10"><![CDATA[
<color={playerColor(5)}>Team{playerTeam(5)} {playerCivilization(5)} {playerName(5)}</color>
]]></gadget>
<gadget name="Score" type="formatText" transparent="" background="" textcentervert="" size1024="870 545 1024 560" textfont="NumbersFont" textfontsize="12" textmarkup="" formattextusedatareplace="" datarefreshrate="200" z="10"><![CDATA[
<color={playerColor(5)}>{playerAge(5)}:{playerScore(5)}/{playerTeamScore(5)}</color>
]]></gadget>
<gadget name="Score" type="formatText" transparent="" background="" textcentervert="" size1024="870 560 1024 575" textfont="NumbersFont" textfontsize="12" textmarkup="" formattextusedatareplace="" datarefreshrate="200" z="10"><![CDATA[
<color={playerColor(5)}>{XPShipmentProgressionString(5)}</color>
]]></gadget>
</gadget>

</gadget>
</layout>
我设定了这些变量都镶嵌一个带有hidden=""元素的gadget里面,所以这些变量需要利用gadgetReal(<stringName>) 或gadgetToggle(<stringName>)打开。
    
    

非法使用革命卡片(可联机)



若用这个教程的内容修改卡组后与别人联机,被骂了、被喷了,只能说你自己活该,一切与作者无关,作者一律不负任何责任。





西方八国可以通过通过修改卡组,不革命就能使用革命卡片。

只需要在卡组添加下列语句:
			<card dbid ="3182">HCREVShipColonialMilitia</card>
			<card dbid ="3183">HCREVShipGatlingGuns</card>
			<card dbid ="3184">HCREVShipFortWagon</card>
			<card dbid ="3185">HCREVShipIronclads</card>

这4张卡片分别是16个殖民地民兵、4个格林机枪、1辆堡垒马车与2艘铁甲舰。
  sp_塞维利亚_homecity.xml - 记事本 ____ X
文件(F)  编辑(E)  格式(O)  查看(V)  帮助(H)
<?xml version="1.0" encoding="UTF-16"?>

<savedhomecity version ="2">
<defaultdirectoryid>0</defaultdirectoryid>
<defaultfilename>homecityspanish.xml</defaultfilename>
<civ>Spanish</civ>
<hctype>HC</hctype>
<name>塞维利亚</name>
<heroname>唐弗南德斯</heroname>
<herodogname></herodogname>
<shipname></shipname>
<hcid></hcid>
<respec>1</respec>
<level>3</level>
<xp>14408</xp>
<skillpoints>2</skillpoints>
<xppercentage>0.293867</xppercentage>
<numpropunlocksearned>2</numpropunlocksearned>
<decks>
<deck>
<name>我的卡片组</name>
<gameid>1</gameid>
<default></default>
<cards>

<card dbid ="3183">HCREVShipGatlingGuns</card>
<card dbid ="3184">HCREVShipFortWagon</card>
<card dbid ="3185">HCREVShipIronclads</card>
<card dbid ="3182">HCREVShipColonialMilitia</card>

<card dbid ="2183">HCShipSettlers1</card>
<card dbid ="2572">HCShipFoodCrates1</card>
<card dbid ="2190">HCShipCoveredWagons</card>
<card dbid ="2571">HCFrontierDefenses</card>
<card dbid ="2227">HCShipPikemen1</card>
<card dbid ="2189">HCShipRodeleros1</card>
<card dbid ="2229">HCShipRodeleros2</card>
<card dbid ="2240">HCCheapBarracksTeam</card>
<card dbid ="2191">HCShipLancers1</card>
<card dbid ="2233">HCShipLancers2</card>
<card dbid ="2192">HCShipFalconets1</card>
<card dbid ="2237">HCShipMortars1</card>
<card dbid ="2076">HCAdvancedArtillery</card>
<card dbid ="814">HCUnlockFort</card>
<card dbid ="2101">HCRumDistillery</card>
</cards>
</deck>
</decks>
<activetechs>
<tech dbid ="2183">HCShipSettlers1</tech>
<tech dbid ="2572">HCShipFoodCrates1</tech>
<tech dbid ="2190">HCShipCoveredWagons</tech>
<tech dbid ="2227">HCShipPikemen1</tech>
<tech dbid ="2189">HCShipRodeleros1</tech>
<tech dbid ="2229">HCShipRodeleros2</tech>
<tech dbid ="2191">HCShipLancers1</tech>
<tech dbid ="2233">HCShipLancers2</tech>
<tech dbid ="2192">HCShipFalconets1</tech>
<tech dbid ="2237">HCShipMortars1</tech>
<tech dbid ="2076">HCAdvancedArtillery</tech>
<tech dbid ="2240">HCCheapBarracksTeam</tech>
<tech dbid ="2571">HCFrontierDefenses</tech>
<tech dbid ="814">HCUnlockFort</tech>
<tech dbid ="2101">HCRumDistillery</tech>
</activetechs>
<activeprops>
<prop enabled ="1">Spanish_LightSet1</prop>
<prop enabled ="1">Spanish_NWTCTexture0</prop>
<prop enabled ="1">Spanish_AcademyTexture0</prop>
<prop enabled ="1">Spanish_ManuPlantTexture0</prop>
<prop enabled ="1">Spanish_CathedralTexture0</prop>
<prop enabled ="1">Spanish_DockTexture0</prop>
</activeprops>
</savedhomecity>










中国使用法国卡组(可以联机)


按照这个教程修改,可以让中国使用法国卡组,你也可以仿造,例如让战役美国使用其他国家卡组。

这个方法有个缺点就是,修改好的主城、选择新卡片、设定主城外观、进行一局游戏之后会自动还原,例如中国变回法国。解决办法就是在data创建一个homecity.xml文件,不过联机会导致不同步。
方法:

①在法国选择对中国有用的卡片。
②退出游戏,千万不要还没退出卡组就强制退出(alt+f4)
③打开我的文档/My game/Age of empires III/savegame/sp_你的主城名_homecity
④将French改成Chinese
⑤保存进入游戏。(注意:不要选择新卡片、设定主城外观,直接开局;打完一局后,主城会自动复原。)


  sp_Imperial Capital_French_homecity.xml - 记事本 ____ X
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<?xml version="1.0" encoding="UTF-16"?>

<savedhomecity version ="2">
<defaultdirectoryid>0</defaultdirectoryid>
<defaultfilename>homecityfrench.xml</defaultfilename><!-- 这个是法国的homecity,可以修改成其他主城 -->
<civ>Chinese</civ> <!-- 这里原本是French,改成Chinese就变成中国了 -->
<hctype>HC</hctype>
<name>复制我主城的行为是不存在的</name>
<heroname></heroname>
<herodogname></herodogname>
<shipname></shipname>
<hcid></hcid>
<respec>1</respec>
<level>131</level>
<xp>2147483627</xp>
<skillpoints>2147483627</skillpoints>
<xppercentage>2.363381</xppercentage>
<numpropunlocksearned>2147483627</numpropunlocksearned>
<decks>
<deck>
<name>Default</name>
<gameid>4</gameid>
<cards>
<card dbid ="3444">HCXPThoroughbreds</card>
<card dbid ="3383">HCXPGribeauvalSystem</card>
<card dbid ="3443">HCXPTirailleurs</card>
<card dbid ="625">HCUnlockFactory</card>
<card dbid ="2031">HCRobberBarons</card>
<card dbid ="3504">HCXPFurTrade</card>
<card dbid ="3387">HCXPEconomicTheory</card>
<card dbid ="2545">HCMercsHessians</card>
<card dbid ="2076">HCAdvancedArtillery</card>
<card dbid ="2363">HCEngineeringSchool</card>
</cards>
</deck>
</decks>
<activetechs>
<tech dbid ="2260">HCShipCoureurs1</tech>
<tech dbid ="2572">HCShipFoodCrates1</tech>
<tech dbid ="2190">HCShipCoveredWagons</tech>
<tech dbid ="2261">HCShipCoureurs2</tech>
<tech dbid ="2184">HCShipFoodCrates2</tech>
<tech dbid ="2209">HCShipFoodCrates3</tech>
<tech dbid ="2262">HCShipCoureurs3</tech>
<tech dbid ="2210">HCShipFoodCrates4</tech>
<tech dbid ="3381">HCShipCoureurs4</tech>
<tech dbid ="2573">HCShipWoodCrates1</tech>
<tech dbid ="2574">HCShipCoinCrates1</tech>
<tech dbid ="2214">HCShipCoinCrates2</tech>
<tech dbid ="2211">HCShipWoodCrates2</tech>
<tech dbid ="2212">HCShipWoodCrates3</tech>
<tech dbid ="2215">HCShipCoinCrates3</tech>
<tech dbid ="2216">HCShipCoinCrates4</tech>
<tech dbid ="2213">HCShipWoodCrates4</tech>
<tech dbid ="2263">HCShipWoodCrates5</tech>
</activetechs>
<activeprops>
<prop enabled ="0">French_LightSet1</prop>
<prop enabled ="1">French_AcademyTexture0</prop>
<prop enabled ="1">French_CathedralTexture0</prop>
<prop enabled ="0">French_DockTexture0</prop>
<prop enabled ="0">French_MarketTexture0</prop>
<prop enabled ="0">French_ManuPlantTexture0</prop>
<prop enabled ="1">Spanish_NWTCTexture0</prop>
<prop enabled ="1">Spanish_AcademyTexture0</prop>
<prop enabled ="1">Spanish_ManuPlantTexture0</prop>
<prop enabled ="1">Spanish_CathedralTexture0</prop>
<prop enabled ="1">Spanish_DockTexture0</prop>
<prop enabled ="1">French_MarketProp01</prop>
<prop enabled ="0">French_MarketTexture1</prop>
<prop enabled ="1">French_MarketProp02</prop>
<prop enabled ="1">French_MarketTexture6</prop>
<prop enabled ="0">French_AcademyTexture6</prop>
<prop enabled ="1">French_KingStatueProp</prop>
<prop enabled ="0">Acad_Fountain00</prop>
<prop enabled ="1">French_AcadProp01</prop>
<prop enabled ="1">NobleClassFrenchFemale</prop>
<prop enabled ="1">NobleClassFrenchMale</prop>
<prop enabled ="1">French_LightSet2</prop>
<prop enabled ="1">French_CathProp01</prop>
<prop enabled ="0">French_RiderStatue</prop>
<prop enabled ="1">Cath_Fountain01</prop>
<prop enabled ="0">French_CathedralTexture2</prop>
<prop enabled ="0">French_PlantProp06</prop>
<prop enabled ="0">French_ManuPlantTexture6</prop>
<prop enabled ="1">French_PlantProp05</prop>
<prop enabled ="1">French_PlantProp01</prop>
<prop enabled ="1">French_DockProp01</prop>
<prop enabled ="1">French_DockProp02</prop>
<prop enabled ="0">French_DockTexture6</prop>
<prop enabled ="1">Torchy</prop>
<prop enabled ="1">PeasantVendor</prop>
<prop enabled ="1">UnitChats</prop>
<prop enabled ="0">French_MarketTexture5</prop>
<prop enabled ="0">French_CathedralTexture3</prop>
<prop enabled ="0">French_CathedralTexture1</prop>
<prop enabled ="1">French_ManuPlantTexture7</prop>
<prop enabled ="0">French_ManuPlantTexture4</prop>
<prop enabled ="1">PeasantMime</prop>
<prop enabled ="1">Hunchback</prop>
<prop enabled ="1">MiddleClassMusician</prop>
<prop enabled ="1">MiddleClassPreacher</prop>
<prop enabled ="1">Thug</prop>
<prop enabled ="1">PeasantPainter</prop>
<prop enabled ="0">French_DockTexture7</prop>
<prop enabled ="1">Drunk</prop>
<prop enabled ="1">PeasantFisherman</prop>
<prop enabled ="1">NiceLady</prop>
<prop enabled ="1">Juggler</prop>
<prop enabled ="1">StagecoachRoyal</prop>
<prop enabled ="1">French_DockTexture3</prop>
</activeprops>
</savedhomecity>
















解决自动复原问题。(不可联机)


不采用上面的法国主城是为了让你了解怎样调出战役国家。

我已经将剧情的藏骨集团调出来了:
将<civ>XXXXX</civ>改成<civ>TheCircle</civ>,将<defaultfilename>homecityxxxxxx.xml</defaultfilename>改成<defaultfilename>homecityTheCircle.xml</defaultfilename>。
  sp_TheCircle_homecity.xml - 记事本 ____ X
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<?xml version="1.0" encoding="UTF-16"?>

<savedhomecity version ="2">
<defaultdirectoryid>0</defaultdirectoryid>

<defaultfilename>homecityTheCircle.xml</defaultfilename>
<!-- 等一下在data创建一个藏骨集团的homecity,可以挑一个homecity主城文件作为模板,例如直接复制英国主城。-->

<civ>TheCircle</civ><!-- 藏骨集团 -->
<hctype>HC</hctype>
<name>哈瓦那</name>
<heroname>波曼</heroname>
<herodogname></herodogname>
<shipname></shipname>
<hcid></hcid>
<respec>1</respec>
<level>131</level>
<xp>11654367</xp>
<skillpoints>10009863</skillpoints>
<xppercentage>2.363381</xppercentage>
<numpropunlocksearned>9960</numpropunlocksearned>
<decks>
<deck>
<name>Default</name>
<gameid>4</gameid>
<cards>
</cards>
</deck>
</decks>
<activetechs>
<tech dbid ="2573">HCShipWoodCrates1</tech>
<tech dbid ="2574">HCShipCoinCrates1</tech>
<tech dbid ="2214">HCShipCoinCrates2</tech>
<tech dbid ="2211">HCShipWoodCrates2</tech>
<tech dbid ="2212">HCShipWoodCrates3</tech>
<tech dbid ="2215">HCShipCoinCrates3</tech>
<tech dbid ="2216">HCShipCoinCrates4</tech>
<tech dbid ="2213">HCShipWoodCrates4</tech>
<tech dbid ="2263">HCShipWoodCrates5</tech>
</activetechs>
<activeprops>
<prop enabled ="0">French_LightSet1</prop>
<prop enabled ="1">French_AcademyTexture0</prop>
<prop enabled ="1">French_CathedralTexture0</prop>
<prop enabled ="0">French_DockTexture0</prop>
<prop enabled ="0">French_MarketTexture0</prop>
<prop enabled ="0">French_ManuPlantTexture0</prop>
</activeprops>
</savedhomecity>




方法:
①用AOE3ED在Data3.bar提取英国主城(homecityBritish),然后转换格式,重命名为homecityTheCircle.xml,放到data文件夹里面。
②打开homecityTheCircle.xml
③打开我的文档/My game/Age of empires III/savegame/sp_你的主城名_homecity
④将French改成Chinese
⑤保存进入游戏。

  homecityTheCircle.xml - 记事本 ____ X
文件(F)  编辑(E)  格式(O)  查看(V)  帮助(H)
<!-- converted from XMB to XML -->

<homecity>
<civ>TheCircle</civ><!-- 这里原本是British,修改成TheCircle -->
<name>$$36161$$</name><!-- 36161哈瓦那 -->
<heroname>$$36788$$</heroname><!-- 36788波曼 -->
<gatherpointunit>HomeCityGatherFlag</gatherpointunit>
<visual>british\british_homecity.xml</visual>
<watervisual>british\british_homecity_water.xml</watervisual>
<backgroundvisual>british\british_background.xml</backgroundvisual>
<pathdata>british\pathable_area_object.gr2</pathdata>
<camera>british\british_homecity_camera.cam</camera>
<widescreencamera>british\british_homecity_widescreencamera.cam</widescreencamera>
<transportroundtriptime>1</transportroundtriptime>
<transportactivationtime>0</transportactivationtime>
<level>10</level>
<skillpoints>9</skillpoints>
<lightset>London</lightset>
<watertype>London</watertype>
<numpropunlocksearned>0</numpropunlocksearned>
<ambientsounds>homecity\britishambientsounds.xml</ambientsounds>
<xsai>generic_city</xsai>
<coffers>
<current>
<food>0</food>
<wood>0</wood>
<gold>0</gold>
<fame>0</fame>
<ships>0</ships>
<skillpoints>0</skillpoints>
<xp>0</xp>
</current>
<maximum>
<food>0</food>
<wood>0</wood>
<gold>0</gold>
<fame>0</fame>
<ships>0</ships>
<skillpoints>-1</skillpoints>
<xp>-1</xp>
</maximum>
</coffers>
<cards>
<card>
<name>HCShipSettlers1</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>-1</prereqtech>
<age>0</age>
<displayunitcount>2</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipSettlers2</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>HCShipSettlers1</prereqtech>
<age>1</age>
<displayunitcount>4</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipSettlers3</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCShipSettlers2</prereqtech>
<age>0</age>
<displayunitcount>3</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipSettlers4</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCShipSettlers3</prereqtech>
<age>1</age>
<displayunitcount>5</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipSettlers5</name>
<maxcount>1</maxcount>
<level>25</level>
<prereqtech>HCShipSettlers4</prereqtech>
<age>2</age>
<displayunitcount>8</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipFoodCrates1</name>
<maxcount>-1</maxcount>
<level>0</level>
<prereqtech>-1</prereqtech>
<age>0</age>
<displayunitcount>300</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipFoodCrates2</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>HCShipFoodCrates1</prereqtech>
<age>1</age>
<displayunitcount>600</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipFoodCrates3</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCShipFoodCrates2</prereqtech>
<age>1</age>
<displayunitcount>700</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipFoodCrates4</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCShipFoodCrates3</prereqtech>
<age>2</age>
<displayunitcount>1000</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipWoodCrates1</name>
<maxcount>-1</maxcount>
<level>0</level>
<prereqtech>-1</prereqtech>
<age>0</age>
<displayunitcount>300</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipWoodCrates2</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>HCShipWoodCrates1</prereqtech>
<age>1</age>
<displayunitcount>600</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipWoodCrates3</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCShipwoodCrates2</prereqtech>
<age>1</age>
<displayunitcount>700</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipWoodCrates4</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCShipwoodCrates3</prereqtech>
<age>2</age>
<displayunitcount>1000</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipCoinCrates1</name>
<maxcount>-1</maxcount>
<level>0</level>
<prereqtech>-1</prereqtech>
<age>0</age>
<displayunitcount>300</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipCoinCrates2</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>HCShipCoinCrates1</prereqtech>
<age>1</age>
<displayunitcount>600</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipCoinCrates3</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCShipCoinCrates2</prereqtech>
<age>1</age>
<displayunitcount>700</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipCoinCrates4</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCShipCoinCrates3</prereqtech>
<age>2</age>
<displayunitcount>1000</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipSheep1Team</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>-1</prereqtech>
<age>0</age>
<displayunitcount>4</displayunitcount>
</card>
<card>
<name>HCShipSheep2</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>HCShipSheep1Team</prereqtech>
<age>2</age>
<displayunitcount>15</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCFatterSheepTeam</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCShipSheep2</prereqtech>
<age>0</age>
</card>
<card>
<name>HCShipCows</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>HCShipSheep1Team</prereqtech>
<age>1</age>
<displayunitcount>7</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipCoveredWagons</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>-1</prereqtech>
<age>2</age>
<displayunitcount>1</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipSurgeons</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>-1</prereqtech>
<age>1</age>
<displayunitcount>2</displayunitcount>
</card>
<card>
<name>HCXPShipSurgeons2</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCShipSurgeons</prereqtech>
<age>1</age>
<displayunitcount>4</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCXPFlorenceNightingale</name>
<maxcount>1</maxcount>
<level>40</level>
<prereqtech>HCXPShipSurgeons2</prereqtech>
<age>1</age>
</card>
<card>
<name>HCExplorerBritish</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>-1</prereqtech>
<age>1</age>
</card>
<card>
<name>HCShipBalloons</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>-1</prereqtech>
<age>1</age>
</card>
<card>
<name>HCXPAdvancedBalloon</name>
<maxcount>1</maxcount>
<level>25</level>
<prereqtech>HCShipBalloons</prereqtech>
<age>3</age>
<displayunitcount>1</displayunitcount>
</card>
<card>
<name>HCShipLongbowmen1</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>-1</prereqtech>
<age>1</age>
<displayunitcount>6</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipLongbowmen2</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>HCShipLongbowmen1</prereqtech>
<age>2</age>
<displayunitcount>8</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipLongbowmen3</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCShipLongbowmen2</prereqtech>
<age>3</age>
<displayunitcount>15</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipLongbowmen4</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCShipLongbowmen3</prereqtech>
<age>2</age>
<displayunitcount>10</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipLongbowmen5</name>
<maxcount>1</maxcount>
<level>40</level>
<prereqtech>HCShipLongbowmen4</prereqtech>
<age>3</age>
<displayunitcount>20</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCImprovedLongbows</name>
<maxcount>1</maxcount>
<level>25</level>
<prereqtech>HCShipLongbowmen4</prereqtech>
<age>2</age>
</card>
<card>
<name>HCShipPikemen2</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>-1</prereqtech>
<age>2</age>
<displayunitcount>10</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCMusketeerGrenadierDamageBritish</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCShipMusketeers2</prereqtech>
<age>1</age>
</card>
<card>
<name>HCMusketeerGrenadierHitpointsBritishTeam</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCMusketeerGrenadierDamageBritish</prereqtech>
<age>1</age>
</card>
<card>
<name>HCMusketeerGrenadierCombatBritish</name>
<maxcount>1</maxcount>
<level>25</level>
<prereqtech>HCMusketeerGrenadierHitpointsBritishTeam</prereqtech>
<age>2</age>
</card>
<card>
<name>HCXPImprovedGrenades</name>
<maxcount>1</maxcount>
<level>40</level>
<prereqtech>HCMusketeerGrenadierCombatBritish</prereqtech>
<age>1</age>
</card>
<card>
<name>HCShipMusketeers1</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>-1</prereqtech>
<age>1</age>
<displayunitcount>6</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipMusketeers2</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>HCShipMusketeers1</prereqtech>
<age>2</age>
<displayunitcount>8</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipMusketeers3</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCShipMusketeers2</prereqtech>
<age>3</age>
<displayunitcount>14</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipMusketeers4</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCShipMusketeers3</prereqtech>
<age>2</age>
<displayunitcount>9</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipMusketeers5</name>
<maxcount>1</maxcount>
<level>25</level>
<prereqtech>HCShipMusketeers4</prereqtech>
<age>3</age>
<displayunitcount>16</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipHussars2</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>-1</prereqtech>
<age>2</age>
<displayunitcount>4</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipHussars3</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCShipHussars2</prereqtech>
<age>3</age>
<displayunitcount>7</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipHussars4</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCShipHussars3</prereqtech>
<age>2</age>
<displayunitcount>5</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipHussars5</name>
<maxcount>1</maxcount>
<level>25</level>
<prereqtech>HCShipHussars4</prereqtech>
<age>3</age>
<displayunitcount>8</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCCavalryDamageBritish</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCShipHussars2</prereqtech>
<age>1</age>
</card>
<card>
<name>HCCavalryHitpointsBritish</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCCavalryDamageBritish</prereqtech>
<age>1</age>
</card>
<card>
<name>HCCavalryCombatBritish</name>
<maxcount>1</maxcount>
<level>25</level>
<prereqtech>HCCavalryHitpointsBritish</prereqtech>
<age>2</age>
</card>
<card>
<name>HCShipGrenadiers1</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>-1</prereqtech>
<age>2</age>
<displayunitcount>4</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipGrenadiers2</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>HCShipGrenadiers1</prereqtech>
<age>3</age>
<displayunitcount>7</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipGrenadiers3</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCShipGrenadiers2</prereqtech>
<age>2</age>
<displayunitcount>5</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCXPShipGrenadiersRepeat</name>
<maxcount>-1</maxcount>
<level>10</level>
<prereqtech>HCShipGrenadiers3</prereqtech>
<age>3</age>
<displayunitcount>6</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipFalconets1</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>-1</prereqtech>
<age>2</age>
<displayunitcount>1</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipFalconets2</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>HCShipFalconets1</prereqtech>
<age>3</age>
<displayunitcount>2</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipFalconets3</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCShipFalconets2</prereqtech>
<age>2</age>
<displayunitcount>2</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCAdvancedArtillery</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>-1</prereqtech>
<age>3</age>
</card>
<card>
<name>HCShipMortars1</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>-1</prereqtech>
<age>3</age>
<displayunitcount>2</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipMortars2</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCShipMortars1</prereqtech>
<age>3</age>
<displayunitcount>3</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipRockets1</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>-1</prereqtech>
<age>3</age>
<displayunitcount>2</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipRockets2</name>
<maxcount>1</maxcount>
<level>25</level>
<prereqtech>HCShipRockets1</prereqtech>
<age>3</age>
<displayunitcount>3</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCXPShipRocketsRepeat</name>
<maxcount>-1</maxcount>
<level>40</level>
<prereqtech>HCShipRockets2</prereqtech>
<age>3</age>
<displayunitcount>2</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCXPShipHorseArtillery1</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>-1</prereqtech>
<age>3</age>
<displayunitcount>2</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCXPShipHorseArtillery2</name>
<maxcount>1</maxcount>
<level>40</level>
<prereqtech>HCXPShipHorseArtillery1</prereqtech>
<age>3</age>
<displayunitcount>3</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCFastHousesTeam</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>-1</prereqtech>
<age>0</age>
</card>
<card>
<name>HCCheaperManors</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCFastHousesTeam</prereqtech>
<age>0</age>
</card>
<card>
<name>HCHouseEstates</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCCheaperManors</prereqtech>
<age>3</age>
</card>
<card>
<name>HCNativeLore</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>-1</prereqtech>
<age>1</age>
</card>
<card>
<name>HCNativeTreaties</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>HCNativeLore</prereqtech>
<age>1</age>
</card>
<card>
<name>HCNativeWarriors</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCNativeTreaties</prereqtech>
<age>2</age>
</card>
<card>
<name>HCAdvancedTradingPost</name>
<maxcount>1</maxcount>
<level>25</level>
<prereqtech>HCNativeWarriors</prereqtech>
<age>0</age>
</card>
<card>
<name>HCColonialMilitia</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>HCFrontierDefenses</prereqtech>
<age>0</age>
</card>
<card>
<name>HCPioneers</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>HCFrontierDefenses</prereqtech>
<age>0</age>
</card>
<card>
<name>HCImprovedBuildings</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCExtensiveFortifications</prereqtech>
<age>0</age>
</card>
<card>
<name>HCFrontierDefenses</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>-1</prereqtech>
<age>1</age>
<displayunitcount>2</displayunitcount>
</card>
<card>
<name>HCHeavyFortifications</name>
<maxcount>1</maxcount>
<level>25</level>
<prereqtech>HCImprovedBuildings</prereqtech>
<age>3</age>
</card>
<card>
<name>HCAdvancedArsenal</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCColonialMilitia</prereqtech>
<age>1</age>
</card>
<card>
<name>HCUnlockFort</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>-1</prereqtech>
<age>2</age>
<displayunitcount>1</displayunitcount>
</card>
<card>
<name>HCXPUnlockFort2</name>
<maxcount>1</maxcount>
<level>25</level>
<prereqtech>HCImprovedBuildings</prereqtech>
<age>3</age>
<displayunitcount>1</displayunitcount>
</card>
<card>
<name>HCExtensiveFortifications</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>HCUnlockFort</prereqtech>
<age>1</age>
</card>
<card>
<name>HCFencingSchool</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>-1</prereqtech>
<age>1</age>
</card>
<card>
<name>HCRidingSchool</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>-1</prereqtech>
<age>1</age>
</card>
<card>
<name>HCRoyalDecreeBritish</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>-1</prereqtech>
<age>1</age>
</card>
<card>
<name>HCAdvancedMill</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>-1</prereqtech>
<age>0</age>
</card>
<card>
<name>HCAdvancedMarket</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>-1</prereqtech>
<age>0</age>
</card>
<card>
<name>HCAdvancedPlantations</name>
<maxcount>1</maxcount>
<level>25</level>
<prereqtech>-1</prereqtech>
<age>0</age>
</card>
<card>
<name>HCCheapDocksTeam</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>-1</prereqtech>
<age>0</age>
</card>
<card>
<name>HCAdvancedDock</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCCheapDocksTeam</prereqtech>
<age>0</age>
</card>
<card>
<name>HCUnlockFactory</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>-1</prereqtech>
<age>3</age>
<displayunitcount>1</displayunitcount>
</card>
<card>
<name>HCRobberBarons</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCUnlockFactory</prereqtech>
<age>3</age>
<displayunitcount>1</displayunitcount>
</card>
<card>
<name>HCXPShipSpies1</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>-1</prereqtech>
<age>1</age>
<displayunitcount>5</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCXPShipSpies2</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCXPShipSpies1</prereqtech>
<age>2</age>
<displayunitcount>8</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCXPAgents</name>
<maxcount>1</maxcount>
<level>40</level>
<prereqtech>-1</prereqtech>
<age>1</age>
</card>
<card>
<name>HCXPRanching</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>-1</prereqtech>
<age>0</age>
</card>
<card>
<name>HCFishMarket</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>-1</prereqtech>
<age>0</age>
</card>
<card>
<name>HCRenderingPlant</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCFishMarket</prereqtech>
<age>1</age>
</card>
<card>
<name>HCSchooners</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCFishMarket</prereqtech>
<age>0</age>
</card>
<card>
<name>HCXPWhaleOil</name>
<maxcount>1</maxcount>
<level>40</level>
<prereqtech>HCSchooners</prereqtech>
<age>0</age>
</card>
<card>
<name>HCSawmills</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>-1</prereqtech>
<age>0</age>
</card>
<card>
<name>HCExoticHardwoods</name>
<maxcount>1</maxcount>
<level>25</level>
<prereqtech>HCSawmills</prereqtech>
<age>0</age>
</card>
<card>
<name>HCXPDistributivism</name>
<maxcount>1</maxcount>
<level>25</level>
<prereqtech>HCExoticHardwoods</prereqtech>
<age>0</age>
</card>
<card>
<name>HCIronmonger</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>-1</prereqtech>
<age>0</age>
</card>
<card>
<name>HCSilversmith</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCIronmonger</prereqtech>
<age>1</age>
</card>
<card>
<name>HCRoyalMint</name>
<maxcount>1</maxcount>
<level>25</level>
<prereqtech>HCSilversmith</prereqtech>
<age>2</age>
</card>
<card>
<name>HCSustainableAgriculture</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>-1</prereqtech>
<age>1</age>
</card>
<card>
<name>HCRefrigeration</name>
<maxcount>1</maxcount>
<level>25</level>
<prereqtech>HCSustainableAgriculture</prereqtech>
<age>2</age>
</card>
<card>
<name>HCStockyards</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>-1</prereqtech>
<age>0</age>
</card>
<card>
<name>HCFullingMills</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>HCStockyards</prereqtech>
<age>0</age>
</card>
<card>
<name>HCSpiceTrade</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>-1</prereqtech>
<age>1</age>
</card>
<card>
<name>HCMedicine</name>
<maxcount>1</maxcount>
<level>25</level>
<prereqtech>-1</prereqtech>
<age>1</age>
</card>
<card>
<name>HCRumDistilleryTeam</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>-1</prereqtech>
<age>0</age>
</card>
<card>
<name>HCCigarRoller</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>HCRumDistilleryTeam</prereqtech>
<age>1</age>
</card>
<card>
<name>HCTextileMills</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCCigarRoller</prereqtech>
<age>2</age>
</card>
<card>
<name>HCStonemasons</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>-1</prereqtech>
<age>1</age>
</card>
<card>
<name>HCXPLandGrab</name>
<maxcount>1</maxcount>
<level>25</level>
<prereqtech>HCStonemasons</prereqtech>
<age>0</age>
</card>
<card>
<name>HCXPSouthSeaBubble</name>
<maxcount>1</maxcount>
<level>40</level>
<prereqtech>-1</prereqtech>
<age>0</age>
</card>
<card>
<name>HCShipCaravels1</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>-1</prereqtech>
<age>1</age>
<displayunitcount>1</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipCaravels2</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>HCShipCaravels1</prereqtech>
<age>1</age>
<displayunitcount>2</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipGalleons</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>HCShipCaravels1</prereqtech>
<age>1</age>
<displayunitcount>1</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipFrigates</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCShipGalleons</prereqtech>
<age>2</age>
<displayunitcount>1</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCNavalCombat</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCShipFrigates</prereqtech>
<age>1</age>
</card>
<card>
<name>HCNavalGunners</name>
<maxcount>1</maxcount>
<level>25</level>
<prereqtech>HCAdmirality</prereqtech>
<age>2</age>
</card>
<card>
<name>HCShipMonitors</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCShipFrigates</prereqtech>
<age>3</age>
<displayunitcount>1</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCShipMonitors2</name>
<maxcount>1</maxcount>
<level>25</level>
<prereqtech>HCShipMonitors</prereqtech>
<age>3</age>
<displayunitcount>2</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCXPOffshoreSupport</name>
<maxcount>1</maxcount>
<level>40</level>
<prereqtech>HCShipMonitors2</prereqtech>
<age>1</age>
</card>
<card>
<name>HCMonitorCombatTeam</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCShipFrigates</prereqtech>
<age>3</age>
</card>
<card>
<name>HCAdmirality</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>-1</prereqtech>
<age>1</age>
</card>
<card>
<name>HCMercsHolyRoman</name>
<maxcount>1</maxcount>
<level>6</level>
<prereqtech>-1</prereqtech>
<age>3</age>
<displayunitcount>16</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCMercsHighland</name>
<maxcount>1</maxcount>
<level>25</level>
<prereqtech>HCMercsHighlanders</prereqtech>
<age>3</age>
<displayunitcount>18</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCMercsHighlanders</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>-1</prereqtech>
<age>2</age>
<displayunitcount>9</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCMercsHessians</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>-1</prereqtech>
<age>2</age>
<displayunitcount>10</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCMercsHessians2</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCMercsHessians</prereqtech>
<age>2</age>
<displayunitcount>13</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCMercsCorsairs</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>-1</prereqtech>
<age>2</age>
<displayunitcount>9</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCMercsMediterranean</name>
<maxcount>1</maxcount>
<level>25</level>
<prereqtech>HCMercsCorsairs</prereqtech>
<age>3</age>
<displayunitcount>13</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCMercenaryLoyalty</name>
<maxcount>1</maxcount>
<level>25</level>
<prereqtech>HCMercsHessians2</prereqtech>
<age>2</age>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCXPMercsGreatCannon</name>
<maxcount>1</maxcount>
<level>25</level>
<prereqtech>HCMercenaryLoyalty</prereqtech>
<age>3</age>
<displayunitcount>3</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCPrivateers</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>-1</prereqtech>
<age>1</age>
<displayunitcount>2</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCPrivateers2</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>HCPrivateers</prereqtech>
<age>2</age>
<displayunitcount>4</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCPrivateers3</name>
<maxcount>1</maxcount>
<level>25</level>
<prereqtech>HCPrivateers2</prereqtech>
<age>3</age>
<displayunitcount>5</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCXPDanceHall</name>
<maxcount>1</maxcount>
<level>0</level>
<prereqtech>-1</prereqtech>
<age>1</age>
</card>
<card>
<name>HCXPMercsElmeti</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>-1</prereqtech>
<age>3</age>
<displayunitcount>6</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCXPCherokeeAllies1</name>
<maxcount>1</maxcount>
<level>10</level>
<prereqtech>-1</prereqtech>
<age>1</age>
<displayunitcount>8</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCXPCherokeeAllies2</name>
<maxcount>1</maxcount>
<level>25</level>
<prereqtech>HCXPCherokeeAllies1</prereqtech>
<age>3</age>
<displayunitcount>22</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCXPCherokeeAlliesRepeat</name>
<maxcount>-1</maxcount>
<level>40</level>
<prereqtech>HCXPCherokeeAllies2</prereqtech>
<age>3</age>
<displayunitcount>25</displayunitcount>
<infiniteinlastage>1</infiniteinlastage>
</card>
<card>
<name>HCREVShipGatlingGuns</name>
<maxcount>-1</maxcount>
<level>0</level>
<prereqtech>XPRevolution</prereqtech>
<age>2</age>
<displayunitcount>4</displayunitcount>
<revoltcard/>
</card>
<card>
<name>HCREVShipColonialMilitia</name>
<maxcount>-1</maxcount>
<level>0</level>
<prereqtech>XPRevolution</prereqtech>
<age>2</age>
<displayunitcount>16</displayunitcount>
<revoltcard/>
</card>
<card>
<name>HCREVShipIronclads</name>
<maxcount>-1</maxcount>
<level>0</level>
<prereqtech>XPRevolution</prereqtech>
<age>2</age>
<displayunitcount>2</displayunitcount>
<revoltcard/>
</card>
<card>
<name>HCREVShipFortWagon</name>
<maxcount>-1</maxcount>
<level>0</level>
<prereqtech>XPRevolution</prereqtech>
<age>2</age>
<displayunitcount>1</displayunitcount>
<revoltcard/>
</card>
</cards>
<decks>
<deck>
<name>$$41681$$</name>
<cards>
<card>HCShipSettlers1</card>
<card>HCShipSettlers2</card>
<card>HCShipFoodCrates1</card>
<card>HCShipFoodCrates2</card>
<card>HCShipWoodCrates1</card>
<card>HCFrontierDefenses</card>
<card>HCShipCoveredWagons</card>
<card>HCShipLongbowmen1</card>
<card>HCShipMusketeers1</card>
<card>HCShipMusketeers2</card>
<card>HCFastHousesTeam</card>
<card>HCShipGrenadiers1</card>
<card>HCShipFalconets1</card>
<card>HCAdvancedArtillery</card>
<card>HCUnlockFort</card>
</cards>
</deck>
<deck>
<name>$$41682$$</name>
<default/>
<cards>
<card>HCShipSettlers1</card>
<card>HCShipSettlers2</card>
<card>HCShipFoodCrates1</card>
<card>HCShipFoodCrates2</card>
<card>HCShipWoodCrates1</card>
<card>HCFrontierDefenses</card>
<card>HCShipCoveredWagons</card>
<card>HCShipLongbowmen1</card>
<card>HCShipMusketeers1</card>
<card>HCShipMusketeers2</card>
<card>HCFastHousesTeam</card>
<card>HCShipGrenadiers1</card>
<card>HCShipFalconets1</card>
<card>HCAdvancedArtillery</card>
<card>HCUnlockFort</card>
</cards>
</deck>
<revoltdeck>
<name>$$45518$$</name>
<cards>
<card>HCREVShipGatlingGuns</card>
<card>HCREVShipColonialMilitia</card>
<card>HCREVShipIronclads</card>
<card>HCREVShipFortWagon</card>
</cards>
</revoltdeck>
</decks>
<building>
<name>Mansion</name>
<visual>
<file>british\british estate.xml</file>
<bone>bone_estate</bone>
</visual>
<uix>150</uix>
<uiy>200</uiy>
<camera>british\british_homecity_estate_camera.cam</camera>
<widescreencamera>british\british_homecity_estate_camera.cam</widescreencamera>
<unlocklevel>0</unlocklevel>
<portrait>ui\home_city\tower_of_london_icon</portrait>
<displaynamestringid>28993</displaynamestringid>
<rolloverstringid>28994</rolloverstringid>
<obtainabletechs/>
<activetechs/>
<validunits/>
<units/>
<mercbuilding>1</mercbuilding>
<trainbuilding>1</trainbuilding>
</building>
<building>
<name>Market</name>
<visual>
<file>british\british_nwtc.xml</file>
<bone>bone_market</bone>
</visual>
<uix>250</uix>
<uiy>375</uiy>
<camera>british\british_homecity_market_camera.cam</camera>
<widescreencamera>british\british_homecity_market_widescreencamera.cam</widescreencamera>
<unlocklevel>0</unlocklevel>
<portrait>ui\home_city\nw_trading_company_icon</portrait>
<displaynamestringid>24970</displaynamestringid>
<rolloverstringid>25536</rolloverstringid>
<obtainabletechs>
<tech x="0.9" y="1.0">HCShipSettlers1</tech>
<tech x="0.9" y="2.0">HCShipSettlers2</tech>
<tech x="0.9" y="3.0">HCShipSettlers3</tech>
<tech x="0.9" y="4.0">HCShipSettlers4</tech>
<tech x="0.9" y="5.0">HCShipSettlers5</tech>
<tech x="1.9" y="1.0">HCShipFoodCrates1</tech>
<tech x="2.6" y="1.0">HCShipWoodCrates1</tech>
<tech x="3.3" y="1.0">HCShipCoinCrates1</tech>
<tech x="1.9" y="2.0">HCShipFoodCrates2</tech>
<tech x="2.6" y="2.0">HCShipWoodCrates2</tech>
<tech x="3.3" y="2.0">HCShipCoinCrates2</tech>
<tech x="1.9" y="3.0">HCShipFoodCrates3</tech>
<tech x="2.6" y="3.0">HCShipWoodCrates3</tech>
<tech x="3.3" y="3.0">HCShipCoinCrates3</tech>
<tech x="1.9" y="4.0">HCShipFoodCrates4</tech>
<tech x="2.6" y="4.0">HCShipWoodCrates4</tech>
<tech x="3.3" y="4.0">HCShipCoinCrates4</tech>
<tech x="4.6" y="1.0">HCShipSheep1Team</tech>
<tech x="4.3" y="2.0">HCShipSheep2</tech>
<tech x="5.0" y="2.0">HCShipCows</tech>
<tech x="4.3" y="3.0">HCFatterSheepTeam</tech>
<tech x="6.0" y="1.0">HCShipCoveredWagons</tech>
<tech x="6.0" y="3.0">HCShipSurgeons</tech>
<tech x="6.0" y="4.0">HCXPShipSurgeons2</tech>
<tech x="6.0" y="7.0">HCXPFlorenceNightingale</tech>
<tech x="7.0" y="1.0">HCExplorerBritish</tech>
<tech x="7.0" y="3.0">HCShipBalloons</tech>
<tech x="7.0" y="5.0">HCXPAdvancedBalloon</tech>
</obtainabletechs>
<activetechs>
<tech>HCShipSettlers1</tech>
<tech>HCShipSettlers2</tech>
<tech>HCShipFoodCrates1</tech>
<tech>HCShipFoodCrates2</tech>
<tech>HCShipWoodCrates1</tech>
<tech>HCShipCoveredWagons</tech>
</activetechs>
<validunits/>
<units/>
<trainbuilding>1</trainbuilding>
</building>
<building>
<name>Academy</name>
<visual>
<file>buildings_west\academy.xml</file>
<bone>bone_academy</bone>
</visual>
<uix>460</uix>
<uiy>125</uiy>
<camera>british\british_homecity_academy_camera.cam</camera>
<widescreencamera>british\british_homecity_academy_widescreencamera.cam</widescreencamera>
<unlocklevel>0</unlocklevel>
<portrait>ui\home_city\military_academy_icon</portrait>
<displaynamestringid>24965</displaynamestringid>
<rolloverstringid>25533</rolloverstringid>
<obtainabletechs>
<tech x="0.0" y="2.0">HCShipPikemen2</tech>
<tech x="0.7" y="1.0">HCShipLongbowmen1</tech>
<tech x="0.7" y="2.0">HCShipLongbowmen2</tech>
<tech x="0.7" y="3.0">HCShipLongbowmen3</tech>
<tech x="0.7" y="4.0">HCShipLongbowmen4</tech>
<tech x="0.0" y="5.0">HCImprovedLongbows</tech>
<tech x="1.2" y="7.0">HCShipLongbowmen5</tech>
<tech x="2.0" y="1.0">HCShipMusketeers1</tech>
<tech x="2.0" y="2.0">HCShipMusketeers2</tech>
<tech x="1.7" y="3.0">HCShipMusketeers3</tech>
<tech x="1.7" y="4.0">HCShipMusketeers4</tech>
<tech x="1.7" y="5.0">HCShipMusketeers5</tech>
<tech x="2.4" y="3.0">HCMusketeerGrenadierDamageBritish</tech>
<tech x="2.4" y="4.0">HCMusketeerGrenadierHitpointsBritishTeam</tech>
<tech x="2.4" y="5.0">HCMusketeerGrenadierCombatBritish</tech>
<tech x="2.4" y="7.0">HCXPImprovedGrenades</tech>
<tech x="3.8" y="1.0">HCShipHussars2</tech>
<tech x="3.4" y="3.0">HCShipHussars3</tech>
<tech x="3.4" y="4.0">HCShipHussars4</tech>
<tech x="3.4" y="5.0">HCShipHussars5</tech>
<tech x="4.1" y="3.0">HCCavalryDamageBritish</tech>
<tech x="4.1" y="4.0">HCCavalryHitpointsBritish</tech>
<tech x="4.1" y="5.0">HCCavalryCombatBritish</tech>
<tech x="5.1" y="1.0">HCShipGrenadiers1</tech>
<tech x="5.1" y="2.0">HCShipGrenadiers2</tech>
<tech x="5.1" y="3.0">HCShipGrenadiers3</tech>
<tech x="5.1" y="4.0">HCXPShipGrenadiersRepeat</tech>
<tech x="5.8" y="1.0">HCShipFalconets1</tech>
<tech x="5.8" y="2.0">HCShipFalconets2</tech>
<tech x="5.8" y="3.0">HCShipFalconets3</tech>
<tech x="5.8" y="4.0">HCXPShipHorseArtillery1</tech>
<tech x="5.8" y="7.0">HCXPShipHorseArtillery2</tech>
<tech x="6.5" y="1.0">HCAdvancedArtillery</tech>
<tech x="6.5" y="2.0">HCShipMortars1</tech>
<tech x="6.5" y="3.0">HCShipMortars2</tech>
<tech x="7.2" y="3.0">HCShipRockets1</tech>
<tech x="7.2" y="5.0">HCShipRockets2</tech>
<tech x="7.2" y="7.0">HCXPShipRocketsRepeat</tech>
</obtainabletechs>
<activetechs>
<tech>HCShipLongbowmen1</tech>
<tech>HCShipMusketeers1</tech>
<tech>HCShipMusketeers2</tech>
<tech>HCShipGrenadiers1</tech>
<tech>HCShipFalconets1</tech>
<tech>HCAdvancedArtillery</tech>
</activetechs>
<validunits/>
<units/>
<trainbuilding>1</trainbuilding>
</building>
<building>
<name>Cathedral</name>
<visual>
<file>british\british_cathedral.xml</file>
<bone>bone_cathedral</bone>
</visual>
<uix>80</uix>
<uiy>475</uiy>
<camera>british\british_homecity_cathedral_camera.cam</camera>
<widescreencamera>british\british_homecity_cathedral_widescreencamera.cam</widescreencamera>
<unlocklevel>0</unlocklevel>
<portrait>ui\home_city\cathedral_icon</portrait>
<displaynamestringid>24969</displaynamestringid>
<rolloverstringid>25538</rolloverstringid>
<obtainabletechs>
<tech x="0.0" y="1.0">HCNativeLore</tech>
<tech x="0.0" y="2.0">HCNativeTreaties</tech>
<tech x="0.0" y="3.0">HCNativeWarriors</tech>
<tech x="0.0" y="5.0">HCAdvancedTradingPost</tech>
<tech x="0.7" y="1.0">HCXPRanching</tech>
<tech x="0.7" y="3.0">HCFencingSchool</tech>
<tech x="1.4" y="3.0">HCRidingSchool</tech>
<tech x="2.4" y="2.0">HCColonialMilitia</tech>
<tech x="2.0" y="1.0">HCFrontierDefenses</tech>
<tech x="1.7" y="2.0">HCPioneers</tech>
<tech x="2.4" y="3.0">HCAdvancedArsenal</tech>
<tech x="3.1" y="1.0">HCUnlockFort</tech>
<tech x="3.1" y="2.0">HCExtensiveFortifications</tech>
<tech x="3.1" y="3.0">HCImprovedBuildings</tech>
<tech x="2.4" y="5.0">HCXPUnlockFort2</tech>
<tech x="3.1" y="5.0">HCHeavyFortifications</tech>
<tech x="3.8" y="1.0">HCFastHousesTeam</tech>
<tech x="3.8" y="3.0">HCCheaperManors</tech>
<tech x="3.8" y="4.0">HCHouseEstates</tech>
<tech x="4.6" y="3.0">HCRoyalDecreeBritish</tech>
<tech x="5.3" y="1.0">HCXPShipSpies1</tech>
<tech x="5.3" y="3.0">HCXPShipSpies2</tech>
<tech x="6.0" y="1.0">HCAdvancedMill</tech>
<tech x="5.3" y="7.0">HCXPAgents</tech>
<tech x="6.7" y="1.0">HCAdvancedMarket</tech>
<tech x="6.0" y="5.0">HCAdvancedPlantations</tech>
<tech x="6.7" y="3.0">HCCheapDocksTeam</tech>
<tech x="6.7" y="4.0">HCAdvancedDock</tech>
<tech x="7.4" y="1.0">HCUnlockFactory</tech>
<tech x="7.4" y="3.0">HCRobberBarons</tech>
</obtainabletechs>
<activetechs>
<tech>HCFastHousesTeam</tech>
<tech>HCFrontierDefenses</tech>
<tech>HCUnlockFort</tech>
</activetechs>
<validunits/>
<units/>
<trainbuilding>1</trainbuilding>
</building>
<building>
<name>ManufacturingPlant</name>
<visual>
<file>british\british_manufacturing_plant.xml</file>
<bone>bone_plant</bone>
</visual>
<uix>450</uix>
<uiy>275</uiy>
<camera>british\british_homecity_manufacturing_plant_camera.cam</camera>
<widescreencamera>british\british_homecity_plant_widescreencamera.cam</widescreencamera>
<unlocklevel>0</unlocklevel>
<portrait>ui\home_city\manufacturing_plant_icon</portrait>
<displaynamestringid>24972</displaynamestringid>
<rolloverstringid>25535</rolloverstringid>
<obtainabletechs>
<tech x="0.0" y="3.0">HCStonemasons</tech>
<tech x="0.0" y="5.0">HCXPLandGrab</tech>
<tech x="1.3" y="1.0">HCFishMarket</tech>
<tech x="0.9" y="3.0">HCRenderingPlant</tech>
<tech x="1.6" y="3.0">HCSchooners</tech>
<tech x="1.6" y="7.0">HCXPWhaleOil</tech>
<tech x="3.4" y="7.0">HCXPSouthSeaBubble</tech>
<tech x="2.5" y="3.0">HCSawmills</tech>
<tech x="2.5" y="5.0">HCExoticHardwoods</tech>
<tech x="2.5" y="6.0">HCXPDistributivism</tech>
<tech x="3.4" y="1.0">HCIronmonger</tech>
<tech x="3.4" y="3.0">HCSilversmith</tech>
<tech x="3.4" y="5.0">HCRoyalMint</tech>
<tech x="4.3" y="3.0">HCSustainableAgriculture</tech>
<tech x="4.3" y="5.0">HCRefrigeration</tech>
<tech x="5.2" y="1.0">HCStockyards</tech>
<tech x="5.2" y="2.0">HCFullingMills</tech>
<tech x="6.1" y="3.0">HCSpiceTrade</tech>
<tech x="6.1" y="5.0">HCMedicine</tech>
<tech x="7.0" y="1.0">HCRumDistilleryTeam</tech>
<tech x="7.0" y="2.0">HCCigarRoller</tech>
<tech x="7.0" y="3.0">HCTextileMills</tech>
</obtainabletechs>
<activetechs/>
<validunits/>
<trainbuilding>1</trainbuilding>
</building>
<building>
<name>Dock</name>
<visual>
<file>british\british_dock.xml</file>
<bone>bone_dock</bone>
</visual>
<uix>200</uix>
<uiy>250</uiy>
<camera>british\british_homecity_dock_camera.cam</camera>
<widescreencamera>british\british_homecity_dock_widescreencamera.cam</widescreencamera>
<unlocklevel>0</unlocklevel>
<portrait>ui\home_city\harbor_icon</portrait>
<displaynamestringid>35745</displaynamestringid>
<rolloverstringid>35746</rolloverstringid>
<obtainabletechs>
<tech x="1.3" y="1.0">HCShipCaravels1</tech>
<tech x="1.0" y="2.0">HCShipCaravels2</tech>
<tech x="1.7" y="2.0">HCShipGalleons</tech>
<tech x="1.7" y="3.0">HCShipFrigates</tech>
<tech x="1.0" y="4.0">HCNavalCombat</tech>
<tech x="1.7" y="4.0">HCShipMonitors</tech>
<tech x="1.7" y="5.0">HCShipMonitors2</tech>
<tech x="1.7" y="7.0">HCXPOffshoreSupport</tech>
<tech x="2.4" y="4.0">HCMonitorCombatTeam</tech>
<tech x="3.1" y="1.0">HCAdmirality</tech>
<tech x="3.1" y="5.0">HCNavalGunners</tech>
<tech x="4.1" y="3.0">HCXPMercsElmeti</tech>
<tech x="4.1" y="4.0">HCMercsHighlanders</tech>
<tech x="5.5" y="3.0">HCMercsHessians</tech>
<tech x="5.5" y="4.0">HCMercsHessians2</tech>
<tech x="4.8" y="3.0">HCMercsCorsairs</tech>
<tech x="4.1" y="5.0">HCMercsHighland</tech>
<tech x="4.8" y="5.0">HCMercsMediterranean</tech>
<tech x="5.5" y="5.0">HCMercenaryLoyalty</tech>
<tech x="5.5" y="6.0">HCXPMercsGreatCannon</tech>
<tech x="6.3" y="1.0">HCXPDanceHall</tech>
<tech x="6.3" y="3.0">HCXPCherokeeAllies1</tech>
<tech x="6.3" y="5.0">HCXPCherokeeAllies2</tech>
<tech x="6.3" y="7.0">HCXPCherokeeAlliesRepeat</tech>
<tech x="7.0" y="1.0">HCPrivateers</tech>
<tech x="7.0" y="3.0">HCPrivateers2</tech>
<tech x="7.0" y="5.0">HCPrivateers3</tech>
</obtainabletechs>
<activetechs/>
<validunits/>
<units/>
<trainbuilding>1</trainbuilding>
</building>
<building>
<name>Customization</name>
<camera>british\british_homecity_camera.cam</camera>
<widescreencamera>british\british_homecity_widescreencamera.cam</widescreencamera>
<unlocklevel>0</unlocklevel>
<portrait>homecity\buildings_west\dock_icon</portrait>
<displaynamestringid>24966</displaynamestringid>
<rolloverstringid>25540</rolloverstringid>
<customizationbuilding>1</customizationbuilding>
</building>
<waypoints>
<waypoint>
<bone>bone_pathnode_01</bone>
<exit>1</exit>
<vendorentry>1</vendorentry>
</waypoint>
<waypoint>
<bone>bone_pathnode_02</bone>
</waypoint>
<waypoint>
<bone>bone_pathnode_03</bone>
<performancearea>1</performancearea>
</waypoint>
<waypoint>
<bone>bone_pathnode_04</bone>
</waypoint>
<waypoint>
<bone>bone_pathnode_05</bone>
<performancearea>1</performancearea>
</waypoint>
<waypoint>
<bone>bone_pathnode_06</bone>
</waypoint>
<waypoint>
<bone>bone_pathnode_07</bone>
</waypoint>
<waypoint>
<bone>bone_pathnode_08</bone>
<exit>1</exit>
<vendorentry>1</vendorentry>
</waypoint>
<waypoint>
<bone>bone_pathnode_09</bone>
<exit>1</exit>
<vendorentry>1</vendorentry>
</waypoint>
<waypoint>
<bone>bone_pathnode_10</bone>
</waypoint>
<waypoint>
<bone>bone_pathnode_11</bone>
</waypoint>
<waypoint>
<bone>bone_pathnode_12</bone>
<exit>1</exit>
<vendorentry>1</vendorentry>
</waypoint>
<waypoint>
<bone>bone_pathnode_13</bone>
<performancearea>1</performancearea>
</waypoint>
<waypoint>
<bone>bone_pathnode_14</bone>
<dock>1</dock>
</waypoint>
<waypoint>
<bone>bone_pathnode_15</bone>
</waypoint>
<waypoint>
<bone>bone_pathnode_16</bone>
</waypoint>
<waypoint>
<bone>bone_pathnode_17</bone>
</waypoint>
<waypoint>
<bone>bone_pathnode_18</bone>
<performancearea>1</performancearea>
</waypoint>
<waypoint>
<bone>bone_pathnode_19</bone>
</waypoint>
<waypoint>
<bone>bone_pathnode_20</bone>
</waypoint>
<waypoint>
<bone>bone_pathnode_21</bone>
</waypoint>
<waypoint>
<bone>bone_GuardArea01</bone>
<guardarea>1</guardarea>
</waypoint>
<waypoint>
<bone>bone_GuardArea02</bone>
<guardarea>1</guardarea>
</waypoint>
<waypoint>
<bone>bone_GuardArea03</bone>
<guardarea>1</guardarea>
</waypoint>
<waypoint>
<bone>bone_fishing</bone>
<fishingarea>1</fishingarea>
</waypoint>
<waypoint>
<bone>bone_shipment_start</bone>
<shipmentstart>1</shipmentstart>
</waypoint>
<waypoint>
<bone>bone_shipment_end</bone>
<shipmentend>1</shipmentend>
</waypoint>
<waypoint>
<bone>bone_dregs01</bone>
<illreputearea>1</illreputearea>
</waypoint>
<waypoint>
<bone>bone_dregs02</bone>
<illreputearea>1</illreputearea>
</waypoint>
<waypoint>
<bone>bone_dregs03</bone>
<illreputearea>1</illreputearea>
</waypoint>
<waypoint>
<bone>bone_dregs04</bone>
<illreputearea>1</illreputearea>
</waypoint>
<waypoint>
<bone>bone_dregs05</bone>
<illreputearea>1</illreputearea>
</waypoint>
<waypoint>
<bone>bone_dregs06</bone>
<illreputearea>1</illreputearea>
</waypoint>
<waypoint>
<bone>bone_vendor01</bone>
<vendorarea><![CDATA[
1>
]]></vendorarea>
</waypoint>
<waypoint>
<bone>bone_vendor02</bone>
<vendorarea><![CDATA[
1>
]]></vendorarea>
</waypoint>
<waypoint>
<bone>bone_vendor03</bone>
<vendorarea><![CDATA[
1>
]]></vendorarea>
</waypoint>
<waypoint>
<bone>bone_vendor04</bone>
<vendorarea><![CDATA[
1>
]]></vendorarea>
</waypoint>
<waypoint>
<bone>bone_vendor05</bone>
<vendorarea><![CDATA[
1>
]]></vendorarea>
</waypoint>
<waypoint>
<bone>bone_vendor06</bone>
<vendorarea><![CDATA[
1>
]]></vendorarea>
</waypoint>
<waypoint>
<bone>bone_vendor07</bone>
<vendorarea><![CDATA[
1>
]]></vendorarea>
</waypoint>
<waypoint>
<bone>bone_vendor08</bone>
<vendorarea><![CDATA[
1>
]]></vendorarea>
</waypoint>
<waypoint>
<bone>bone_firework01</bone>
<fireworks>1</fireworks>
</waypoint>
<waypoint>
<bone>bone_firework02</bone>
<fireworks>1</fireworks>
</waypoint>
<waypoint>
<bone>bone_firework03</bone>
<fireworks>1</fireworks>
</waypoint>
<waypoint>
<bone>bone_firework04</bone>
<fireworks>1</fireworks>
</waypoint>
<waypoint>
<bone>bone_firework05</bone>
<fireworks>1</fireworks>
</waypoint>
<waypoint>
<bone>bone_firework06</bone>
<fireworks>1</fireworks>
</waypoint>
</waypoints>
<obtainableprops>
<prop>MiddleClassBeefeater</prop>
<prop>JackTheRipper</prop>
<prop>StageCoachRoyal</prop>
<prop>Torchy</prop>
<prop>Juggler</prop>
<prop>PeasantVendor</prop>
<prop>MiddleClassMusician</prop>
<prop>MiddleClassPreacher</prop>
<prop>PeasantPainter</prop>
<prop>Drunk</prop>
<prop>NiceLady</prop>
<prop>PeasantFisherman</prop>
<prop>Thug</prop>
<prop>UnitChats</prop>
<prop active="1">British_LightSet1</prop>
<prop>British_LightSet2</prop>
<prop>British_AcadProp01</prop>
<prop>British_AcadProp02</prop>
<prop>British_AcadProp03</prop>
<prop>British_AcadProp04</prop>
<prop>British_NWTCProp01</prop>
<prop>British_NWTCProp02</prop>
<prop>British_NWTCProp03</prop>
<prop>British_NWTCProp04</prop>
<prop>British_NWTCProp05</prop>
<prop>British_NWTCProp06</prop>
<prop>British_CathProp01</prop>
<prop>British_CathProp02</prop>
<prop>British_CathProp03</prop>
<prop>British_PlantProp01</prop>
<prop>British_PlantProp02</prop>
<prop>British_PlantProp03</prop>
<prop>British_PlantProp04</prop>
<prop>British_PlantProp05</prop>
<prop>British_PlantProp06</prop>
<prop>British_PlantProp07</prop>
<prop>British_PlantProp08</prop>
<prop>British_DockProp01</prop>
<prop>British_DockProp02</prop>
<prop>British_DockProp03</prop>
<prop>British_DockProp04</prop>
<prop active="1">British_AcademyTexture0</prop>
<prop>British_AcademyTexture1</prop>
<prop>British_AcademyTexture2</prop>
<prop>British_AcademyTexture3</prop>
<prop active="1">British_CathedralTexture0</prop>
<prop>British_CathedralTexture1</prop>
<prop>British_CathedralTexture2</prop>
<prop>British_CathedralTexture3</prop>
<prop active="1">British_DockTexture0</prop>
<prop>British_DockTexture1</prop>
<prop>British_DockTexture2</prop>
<prop>British_DockTexture3</prop>
<prop>British_DockTexture4</prop>
<prop>British_DockTexture5</prop>
<prop>British_DockTexture6</prop>
<prop>British_DockTexture7</prop>
<prop active="1">British_NWTCTexture0</prop>
<prop>British_NWTCTexture1</prop>
<prop>British_NWTCTexture2</prop>
<prop>British_NWTCTexture3</prop>
<prop>British_NWTCTexture4</prop>
<prop>British_NWTCTexture5</prop>
<prop>British_NWTCTexture6</prop>
<prop>British_NWTCTexture7</prop>
<prop active="1">British_ManuPlantTexture0</prop>
<prop>British_ManuPlantTexture1</prop>
<prop>British_ManuPlantTexture2</prop>
<prop>British_ManuPlantTexture3</prop>
<prop>British_ManuPlantTexture4</prop>
<prop>British_ManuPlantTexture5</prop>
<prop>British_ManuPlantTexture6</prop>
<prop>British_ManuPlantTexture7</prop>
</obtainableprops>
</homecity>










如果改得彻底一点可以把civs的homecity文件定义也改了。


  civs.xml - 记事本 ____ X
文件(F)  编辑(E)  格式(O)  查看(V)  帮助(H)

<civ>
<name>TheCircle</name>
<main>1</main>
<portrait>objects\flags\thecircle</portrait>
<culture>EasternEurope</culture>
<displaynameid>35794</displaynameid>
<rollovernameid>35794</rollovernameid>
<alliedid>26446</alliedid>
<alliedotherid>26445</alliedotherid>
<unalliedid>26444</unalliedid>
<agetech>
<age>Age0</age>
<tech>Age0TheCircle</tech>
</agetech>
<agetech>
<age>Age1</age>
<tech>ColonializeTheCircle</tech><!-- 注:这里的科技都被我修改了 -->
</agetech>
<agetech>
<age>Age2</age>
<tech>FortressizeTheCircle</tech>
</agetech>
<agetech>
<age>Age3</age>
<tech>IndustrializeTheCircle</tech>
</agetech>
<agetech>
<age>Age4</age>
<tech>ImperializeTheCircle</tech>
</agetech>
<buildingefficiency>0.3</buildingefficiency>
<gold>0</gold>
<food>0</food>
<wood>0</wood>
<startingunit>Explorer</startingunit>
<townstartingunit>Settler</townstartingunit>
<townstartingunit>Settler</townstartingunit>
<townstartingunit>Settler</townstartingunit>
<townstartingunit>Settler</townstartingunit>
<townstartingunit>Settler</townstartingunit>
<townstartingunit>Settler</townstartingunit>
<homecityfilename>homecityTheCircle.xml</homecityfilename>
<homecityflagtexture>objects\flags\thecircle</homecityflagtexture>
<homecityflagbuttonset>boneFlagBtn</homecityflagbuttonset>
<homecityflagbuttonsetlarge>spanishFlagBtnLarge</homecityflagbuttonsetlarge>
<unitregen>
<unittype>SPCAlain2</unittype>
<rate>0.75</rate>
<idletimeout>3.5</idletimeout>
</unitregen>
<unitregen>
<unittype>SPCBeaumont</unittype>
<rate>0.65</rate>
<idletimeout>3.5</idletimeout>
</unitregen>
<unitregen>
<unittype>Minuteman</unittype>
<rate>-2.0</rate>
</unitregen>
<visible>0</visible>
<visibleineditor>1</visibleineditor>
</civ>

找不到页面,请检查你的地址是否正确。
帝国时代3修改教程:http://www.aoebbs.net/Tutorial.php

抱歉,您没有权限浏览,如需浏览请前往http://www.aoebbs.net/forum-40-1.html发帖申请,或者联系QQ927067964通过审核进入内部群下载完整教程。




附上考核内容:一份简单到闭着眼睛都能通过的MOD考核试卷.docx









请下载上面的docx文件,因为word自动生成的网页太坑,我暂时也没有空去手工编写这个网页....


试卷总分为100分,60分及格,不及格的话可以选择做这个试卷无数次,及格者可以进入内部群。

选择题

判断题

填空题

简答题

综合题

总分

 

 

 

 

一、       选择题(每题1分)

1

2

3

4

5

6

7

8

9

10

 

 

 

 

11

12

13

14

15

16

17

18

19

20

分数

 

 

 

 

 

 

 

1.(      )<MaxHitpoints>255.000000</MaxHitpoints>代表什么意思?

          A.单位或建筑在未经科技改良或光环影响情况下最大生命为255

          B.单位或建筑在未经科技改良或光环影响情况下最小生命为255

          C.刚生产出来的单位生命值为255

          D.单位或建筑无论受不受科技或光环影响生命值都为255

2.(      )下列哪个语句在Protoy.xml中是给单位或建筑添加建造上限的?

          A. <BuildLimit>X</BuildLimit>                 B. <BuilderLimit>X</BuilderLimit>

C. <GathererLimit>X</GathererLimit>       D. <CreateLimit>X</CreateLimit>

3.(      )<maxcount>X</maxcount>定义卡片运送次数, 若需要无限次运送X的数值应为什么?

          A.1     B. 0     C.-1    D.

4.(      )<Effect all ='true' type ='SharedLOS'></Effect>是哪个科技的语句?

          A.禁运          B.间谍          C.革命系列科技        D.以上都不是

5.(      )在哪个xml文件能定义游戏初始资源?

          A.proto.xml      B.techtree.xml      C.civs.xml      D.techtree.xmlcivs.xml都可以

6.(      )以下选项中哪一个在protoy.xml是修改移动速度的语句?

          A.<Speed>X</Speed>

          B.<MaxSpeed>X</MaxSpeed>

          C.<MaxVelocity>X</MaxVelocity>

          D.<MovementType>X</MovementType>

7.(      )下列哪一个xml文件是编写游戏快捷键的?

A. DefaultKeyMapY.xml   B.Hotkey.xml    C.User.xml    D.User.con

8.(      )设单位A的训练时间为30,玩家一通过运送卡片使单位A的训练时间减去20%,然后又通过改良科技使单位A的训练时间再减去50%,请问现时单位A训练时间是多少?(使用relativity ='BasePercent'

          A.9      B.12    C.15    D.21

9.(      )如果要给玩家的单位添加不能受到任何伤害的功能应该在protoy中给该单位添加哪个语句?

          A. <Flag>Invulnerable</Flag>                           B. <Flag>Unattackable</Flag>

C. <Unittype>Unattackable</Unittype>               D.<Unittype>UnattackableIfGaia</Unittype>

10.(     ) <Effect type ='Data' amount ='2.00' subtype ='________' relativity ='BasePercent'>

                        <Target type ='ProtoUnit'>AbstractVillager</Target></Effect>

               上述语句中subtype填什么可以使村民生命值增加100%?

          A. Armor       B. Enable       C. Hitpoints    D. MaximumRange

11.(    ) 某单位的占用人口数为2,建造成本为100食物与100黄金,训练时间为30,建造经验为20,当给该单位添加一次训练3个的捆绑训练后,捆绑训练该单位时,人口数为6,建造成本为300食物与300黄金,训练时间为多少?

A. 30    B. 60    C.90   D. 180

12.(      )<Effect type ='Data' amount ='0.75' subtype ='TrainPoints' relativity ='BasePercent'>

<Target type ='ProtoUnit'>Train</Target></Effect>的作用是什么?

          A. Train的建造/训练时间变成0.75   B. Train的建造/训练时间减少25%

          C.火车的移动速度减少25%           D.开启火车贸易路线

13.(    )下列哪个语句在protoy.xml中定义在单位的占用人口数量?

A. <PopulationCount>X</PopulationCount>                   B. <Contain>XXX</Contain>

C. <PopulationCapAddition>X</PopulationCapAddition>   D. <MaxContained>X</MaxContained>

14.(    )如果想要给大自然的单位添加只要你探索了地图,即使不在你的视野内也能看见该单位的功能,应该在protoy中给单位添加哪个语句?

A. <Flag>InvulnerableIfGaia</Flag>

B. <Flag>NotPlayerPlaceable</Flag>

C. <Flag>VisibleUnderFogIfGaia</Flag>

D. <Flag>DoNotValidateResourceInventory</Flag>

15.(      )帝国时代3里面的-1可代表什么?

A.无限    B.当前单位   C.此值归零   D.所有玩家

16.(      )在哪个文件可以查到单位的tactics文件的名称?

A. protoy.xml    B. techtreey.xml     C. tactics.xml     D. civs.xml

17.(      )下列科技语句中,哪一个是启用单位的语句?

A. <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>

                <Target type ='ProtoUnit'>A</Target></Effect>

B. <Effect type ='Data' amount ='1.00' subtype ='UnitRegenRate' unittype ='A' relativity ='Assign'>

                <Target type ='Player'></Target></Effect>

C. <Effect type ='Data' action ='B' amount ='1.00' subtype ='ActionEnable' relativity ='Absolute'>

                <Target type ='ProtoUnit'>A</Target></Effect>

D. <Effect type ='Data' amount ='1.0' subtype ='AddTrain' unittype ='A' relativity ='Absolute'>

                <Target type ='ProtoUnit'>B</Target></Effect>

18.(      ) 下列科技语句中,哪一个是启用科技的语句?

A. <Effect type ='SetTech'>A</Effect>`

B. <Effect type ='TechObtainable'>A</Effect>

C. <Effect type ='TechStatus' status ='obtainable'>A</Effect>

D. <Effect type ='TechStatus' status ='unobtainable'>A</Effect>

19.(      ) 下列选项中,哪一个选项是没有出现语法错误的?

A. <Unit id ='100' name ='Protoname'><ProtoAction></ProtoAction></unit>

B. <Unit id ='200' name ='Protoname'><ProtoAction></ProtoAction></Unit>

C. </Unit><Unit id ='999' name ='Protoname'><ProtoAction></ProtoAction>

D. </tech><Tech name ='Techname' type ='Normal'><Effects></Effects>

               <Target type ='techWithFlag'>A</Target></Effect>

20.(      ) 下列选项中,哪一个是添加建造单位按钮的?

A. <Tech row ='0' page ='0' column ='1'>Protoname</Tech>

B. <Train row ='0' page ='0' column ='2'>Protoname</Train>

C. <Button row ='0' page ='0' column ='3'>Protoname</Button>

D. <Command row ='0' page ='0' column ='4'>Protoname</Command>

二、       判断题(请在答题区填写TF,正确的填T,错误的填F,每题2分)

21

22

23

24

25

26

27

28

29

30

分数

 

 

 

 

 

 

21. 船运点数ships可以用来训练单位.    

22. <PopulationCapAddition>10</PopulationCapAddition>意思是占用10人口。(    

23. <AllowedAge>4</AllowedAge>意思是到达工业时代才能建造。(    

24. 科技研究时间为0秒会自动改良。(   

25. 卡片运送时间为0秒会自动运送。(    

26.打开游戏时会读取 DataPY.bar的与Data3.bar,优先读取的是Data3.bar。(    

27. artdatasound文件夹的文件可以打包在DataPY.bar里面。(   

28. Civs.xml可以定义旗军的训练单位及数量。(    

29. 单位战术文件格式是tactics。(   

30. 帝国时代3不能设定命中率从而使单位的攻击射偏。(    

 

三、填空题(每空2分)

分数

31. 若要给TownCenter一次性捆绑训练5 Settler,下述语句的X应该填______

          <blocktrain>

                   <building>TownCenter</building>

                   <unit>Settler</unit>

                   <count>X.00</count>

          </blocktrain>

32.可以提取bar格式文件里面的文件的软件是__________

33. proto.xml<MovementType>land</MovementType>单位移动类型除了land还有water______

34. ________________.xml可以修改宝藏设定。

35. ________________.xml可以修改单位战术。

 

四、简答题(每题6分)

分数

 

36. 游戏中可以使用的资源调用名有哪些?

 

 

 

 

37. 简述Techtreey.xml<Flag>CheckLandHCGatherPoint</Flag><Flag>CheckWaterHCGatherPoint</Flag><Flag>OrPrereqs</Flag>YPCheckPopCap</Flag><Flag>YPInfiniteTech</Flag><Flag>YPNeverObtainableAfterUse</Flag>6个属性的特殊作用。

<Flag>CheckLandHCGatherPoint</Flag>的作用为:
<Flag>CheckWaterHCGatherPoint</Flag>的作用为:
<Flag>OrPrereqs</Flag>的作用为:
<Flag>YPCheckPopCap</Flag>的作用为:
<Flag>YPInfiniteTech</Flag>的作用为:
<Flag>YPNeverObtainableAfterUse</Flag>的作用为:



 

 

 

 

 

 

 

 

 


38. 为什么修改官方版本的初始科技一般在techtreey搜索Age0+国家名?

 

 

 

 

 

 

39. replacetexture语句有什么用,应该怎样使用?

 

 

 

 

 

 

 

 

 

40. 简述提取火枪手的tactics文件步骤。

 

 

 

 

 

 

 

 

 

 

 

五、综合题(20分)

分数

 

41.根据题目要求修改下列语句:①将该建筑名称的StringID改为00001,②删除科技ImperialGuerreiros 的按钮,③将该建筑所有生命值改成5000,④将该建筑的视野改成30,⑤将该建筑建造成本改为150+50黄金,⑥给该建筑添加建造上限为5,⑦将该建筑改为发现时代即可建造, ⑧将该建筑的建造时间改成60,⑨将该建筑的建造经验改成200⑩将该建筑的摧毁经验改为300

	<Unit id ='1024' name ='Barrack'>
		<DBID>18</DBID>
		<DisplayNameID>22847</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\barracks\barracks.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\barracks\barracks_icon</Icon>
		<PortraitIcon>buildings\barracks\barracks_portraits</PortraitIcon>
		<RolloverTextID>22846</RolloverTextID>
		<ShortRolloverTextID>25610</ShortRolloverTextID>
		<InitialHitpoints>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype ='Food'>0.0000</Cost>
		<Cost resourcetype ='Wood'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<BuilderLimit>8</BuilderLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractBarracks2</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Train row ='0' page ='0' column ='2'>Boneguard</Train>
		<Tech row ='0' page ='1' column ='4'>ImperialGuerreiros</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
		<Command page ='10' column ='1'>Delete</Command>
		<Tactics>barracks.tactics</Tactics>
	</Unit>

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