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showConsole m o v e P o i n t e r Y m o v e P o i n t e r X < C o m m a n d " % S " n o t f o u n d > %s(%d) : XS: %s Token Error 0001: unexpected character '%c'.>building_cannon_shot UI_HCShipReady >
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)? *? *? ??
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t e x t u r e f l o a t intrinsic param linearcolor r? X X ` ,`X `X \ vQX f)` d
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 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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 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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 HCRoyalDecreeSPC UniqueSPCGrandEncampment UniqueSPCPatriots HCGuildArtisans HCShipCoveredWagons3 HCNativeChampionsDutchTeam HCShipEnvoyTeam HCMercenaryLoyaltyGerman HCAdmiralityGerman HCShipMonitorsGerman HCNavalCombatGerman HCShipFrigatesGerman HCShipGalleonsGerman HCShipCaravels2German HCShipCaravels1German HCStonemasonsGerman HCTextileMillsGerman HCCigarRollerGerman HCRumDistilleryGerman HCMedicineGerman HCSpiceTradeGerman HCFurrierGerman HCRefrigerationGerman HCSustainableAgricultureGerman HCRoyalMintGerman HCSilversmithGerman HCArchaicTrainingTeam HCExplorerCombatTeam HCExoticHardwoodsGerman HCSawmillsGerman HCRenderingPlantGerman HCFishMarketGerman HCHeroesAct3 HCHeroesCooper HCHeroesAct2 HCUnlockFactoryGerman HCAdvancedDockGerman HCAdvancedPlantationsGerman HCAdvancedMarketGerman HCAdvancedMillGerman HCRoyalDecreeGerman HCRidingSchoolGerman HCFencingSchoolGerman HCUnlockFortGerman HCAdvancedArsenalGerman HCImprovedBuildingsGerman HCNativeWarriorsGerman HCNativeTreatiesGerman HCNativeLoreGerman HCShipCannons1German HCShipMortars2German HCShipMortars1German HCShipCulverins1German HCShipFalconets2German HCShipFalconets1German HCShipSkirmishers3German HCShipSkirmishers2German HCShipSkirmishers1German HCShipCrossbowmen3German HCShipCrossbowmen2German HCShipCoveredWagonsGerman HCShipCowsGerman HCShipSheep2German HCShipSheep1German HCShipWoodCrates4German HCShipWoodCrates3German HCShipCoinCrates4German HCShipCoinCrates3German HCShipFoodCrates4German HCShipFoodCrates3German HCShipSettlerWagons4 HCShipSettlerWagons3 HCShipSettlerWagons2 HCTeamCoinCrates1 HCTeamTeutonTownCenter HCConestogaWagonsTeam HCShipSheep1Team HCRumDistilleryTeam HCCheapChurchTeam HCEarlySkirmishersTeam HCColdWaterPortTeam HCDuelingSchoolTeam HCCheapHealersTeam HCCheapDocksTeam HCEarlyDragoonsTeam HCCheapMarketsTeam HCShipFluyts2 HCShipFluyts1 HCSpiceTradeTeam HCBanks2 HCBanks1 HCMortarsDamageDutchTeam HCCavalryCombatDutch HCShipRuyters4 HCShipRuyters3 HCShipRuyters2 HCShipRuyters1 HCInfantryCombatDutch HCInfantryHitpointsDutchTeam HCInfantryDamageDutch HCShipHalberdiers4 HCShipHalberdiers3 HCExplorerDutch ChurchMassCavalry HCMercsLandsknecht1German HCShipFireships HCCheapOutpostsTeam HCShipOrganGuns2 HCShipOrganGuns1 HCShipCaravels3 HCImprovedWallsTeam HCNavigationSchool HCArtilleryHitpointsPortugueseTeam HCAdvancedArtilleryPortuguese HCDragoonCombatPortuguese HCShipDragoons4 HCShipDragoons3 HCRangedInfantryCombatPortuguese HCRangedInfantryDamagePortuguese HCRangedInfantryHitpointsPortugueseTeam HCShipCacadores4 HCShipCacadores3 HCShipCacadores2 HCShipCacadores1 HCShipHoopThrowers2 HCShipHoopThrowers1 HCFishMarketTeam HCShipCoveredWagons2 HCEngineeringSchool HCShipGalleys2 HCShipGalleys1 HCCheapTradingPostTeam HCShipGreatBombards2 HCShipGreatBombards1 HCArtilleryDamageOttoman HCArtilleryHitpointsOttomanTeam HCLightArtilleryHitpointsOttoman HCShipAbusGuns2 HCShipAbusGuns1 HCShipSpahis3 HCShipSpahis2 HCShipSpahis1 HCCavalryHitpointsOttomanTeam HCJanissaryCombatOttoman HCShipJanissaries4 HCShipJanissaries3 HCShipJanissaries2 HCShipJanissaries1 HCExplorerOttoman HCSilkRoadTeam HCNavalGunners HCSawmillsTeam HCFastHousesTeam HCShipRockets2 HCShipRockets1 HCShipHussars4 HCShipHussars3 HCMusketeerGrenadierHitpointsBritishTeam HCMusketeerGrenadierDamageBritish HCShipMusketeers4 HCShipMusketeers3 HCShipLongbowmen3 HCShipLongbowmen2 HCShipLongbowmen1 HCShipDopplesoldners4 HCBarracksHPTeam HCCavalryLOSTeam HCShipGrenadiers1 HCShipGrenadiers4 HCShipCavArchers3 HCShipCavArchers2 HCShipCavArchers1 HCShipOprichniks3 HCShipOprichniks2 HCShipOprichniks1 HCShipCossacks4 HCShipCossacks3 HCShipCossacks2 HCShipCossacks1 HCShipHalberdiers2 HCShipHalberdiers1 HCStreletsCombatRussian HCShipStrelets4 HCShipStrelets3 HCShipStrelets2 HCShipStrelets1 HCFurrierTeam HCFoodSilosTeam HCShipCulverins1 HCShipWarWagons2 HCShipWarWagons1 HCCavalryHitpointsGerman HCCavalryDamageGermanTeam HCShipUhlans4 HCShipUhlans3 HCShipUhlans2 HCShipUhlans1 HCShipDopplesoldners3 HCShipDopplesoldners2 HCShipDopplesoldners1 HCHandInfantryCombatGerman HCHandInfantryHitpointsGerman HCHandInfantryDamageGerman HCCheapStablesTeam HCShipFoodCrates5 HCShipSettlerWagons1 HCShipWoodCrates5 HCShipCoureurs3 HCShipCoureurs2 HCShipCoureurs1 HCNativeCombatTeam HCShipDragoons2 HCShipDragoons1 HCHandCavalryHitpointsFrench HCHandCavalryDamageFrenchTeam HCShipCuirassiers3 HCShipCuirassiers2 HCShipCuirassiers1 HCShipSkirmishers4 HCShipSkirmishers3 HCShipSkirmishers2 HCShipSkirmishers1 HCShipMusketeers2 HCRangedInfantryDamageFrenchTeam HCRangedInfantryHitpointsFrench HCShipCrossbowmen2 HCShipPikemen3 HCShipSurgeons HCCheapBarracksTeam HCShipCannons1 HCShipMortars2 HCShipMortars1 HCShipFalconets3 HCShipFalconets2 HCShipLancers3 HCShipLancers2 HCShipHussars2 HCShipRodeleros4 HCShipRodeleros3 HCShipRodeleros2 HCShipPikemen2 HCShipPikemen1 HCShipCrossbowmen1 HCNavalCombat HCShipMonitors HCShipFrigates HCShipGalleons HCShipCaravels2 HCShipCows HCShipSheep2 HCShipSheep1 HCXPCoinCratesAztec5 HCShipCoinCrates4 HCShipCoinCrates3 HCShipCoinCrates2 HCShipWoodCrates4 HCShipWoodCrates3 HCShipWoodCrates2 HCShipFoodCrates4 HCShipFoodCrates3 HCShipSettlers4 HCShipSettlers3 HCShipSettlers2 PoliticianSergeantDutch PoliticianViceroyDutch PoliticianGeneralOttoman PoliticianGeneralBritish PoliticianMusketeerDutch PoliticianMarksmanOttoman PoliticianCavalierOttoman PoliticianCavalierDutch HCShipFalconets1 HCShipLancers1 HCShipCoveredWagons HCShipRodeleros1 HCShipHussars1 HCShipMusketeers1 HCShipCaravels1 HCShipFoodCrates2 HCShipSettlers1 PoliticianMusketeerPortuguese PoliticianViceroyPortuguese PoliticianEngineerPortuguese PoliticianMarksmanPortuguese HCAdvancedArtillerySPC1 HCHandInfantryHitpointsSpanish HCUniqueCombatRussian HCExplorerRussian HCCavalryCombatRussian HCCavalryCombatGerman HCExplorerGerman PoliticianViceroyGerman PoliticianCavalierGerman PoliticianPhilosopherPrince PoliticianSergeantGerman PoliticianMusketeerRussian PoliticianCavalierRussian PoliticianWarMinisterRussian PoliticianAdventurerRussian PoliticianScoutRussian PoliticianMusketeerFrench PoliticianCavalierFrench PoliticianScout PoliticianMusketeerBritish PoliticianViceroyBritish PoliticianAdventurerBritish SPCExtraTCAge2 PoliticianAdmiralOttoman HCExplorerPortuguese HCAdvancedMarket ImperialEspada HCTextileMills HCRumDistillery HCAdvancedDock HCRenderingPlant HCSpiceTrade HCAdvancedMill HCSustainableAgriculture HCFoodSilos HCRoyalMint HCExoticHardwoods HCSawmills HCExplorerBritish HCCavalryCombatBritish HCCavalryDamageBritish HCCavalryHitpointsBritish HCMusketeerGrenadierCombatBritish HCImprovedLongbows HCAdvancedArtillery HCCheaperManors HCNorthwestPassage HCArtilleryCombatFrench HCCavalryCombatFrench HCNativeCombat HCExplorerFrench ImperialGarrochistas ImperialTercio RGEspadachins HCHandCavalryCombatSpanish HCSilversmith HCLumberyards HCRefrigeration HCRidingSchool HCFencingSchool HCStonemasons HCMedicine HCIronmongerTeam HCGrainMarket HCFurrier HCRobberBarons HCExtensiveFortifications HCHandCavalryDamageSpanish HCHandInfantryCombatSpanish HCHandCavalryHitpointsSpanish TradeMonopoly HCPioneers HCColonialMilitia SPCOutpostRange HCMortarsCombatGerman SPCBombardRange SPCNerfedBombards HCAdvancedArsenal ImperialCannon UniqueSPCCustomizedMercWeapons UniqueSPCIndianFriendship UniqueSPCTaxBurden UniqueSPCCorsolet UniqueSPCHighCrusade HCIronmonger HCBalloonsSPC2 PoliticianMarksman FortressizeSPCAct3 FortressizeSPCAct2 FortressizeSPCAct1 FortressizeRussian FortressizePortuguese FortressizeOttoman FortressizeGerman FortressizeFrench FortressizeDutch FortressizeBritish Fortressize FortressizeSpanish SPCUberBeaumont IndustrializeSPCAct3 ImperializeSPCAct3 ColonializeSPCAct3 PoliticianExiledPrince PoliticianAdmiral HCMercenaryCombatGerman HCHandInfantryDamageSpanishTeam HCExplorerSpanish HCInquisition HCNativeWarriors NatAztecInitiation NatBlowgunnerAmbush NatLoyalClubman HCImprovedBuildings TreasureShipTrickle HCDutchEastIndiaCompany ImperializeSPCAct1 IndustrializeSPCAct1 ColonializeSPCAct1 HCMosqueConstruction HCArmada HCFatterSheepTeam WarriorSocietyTupi WarriorSocietySeminoles WarriorSocietyNootka WarriorSocietyMaya WarriorSocietyLakota WarriorSocietyIroquois WarriorSocietyInca WarriorSocietyCree WarriorSocietyComanche WarriorSocietyCherokee WarriorSocietyCaribs WarriorSocietyAztecs HCAdvancedTradingPost TradeRouteUpgrade2 TradeRouteUpgrade1 PoliticianWarMinisterSpanish NatDogSoldier PoliticianGrandVizier PoliticianCavalierSpanish PoliticianAdventurerSpanish PoliticianBishop PoliticianPirate PoliticianMusketeerSpanish PoliticianMohawk PoliticianNaturalist SPCNoSettlerShipment ChurchWildGeeseSpanish ChurchBlackWatch ChurchRogersRangers ImperializeSPCAct2 IndustrializeSPCAct2 ColonializeSPCAct2 SPCKillXPTrickle PoliticianTycoon PoliticianEngineer PoliticianGeneral PoliticianPresidente PoliticianSergeantSpanish PoliticianQuartermaster PoliticianGovernor HCHeavyFortifications ImpExcessiveTaxation ImpDeforestation ChurchTopkapi ChurchAbbassidMarket ChurchTowerAndSword ImperialAbusGun VeteranAbusGuns ChampionNootka HCMercsAsian HCMercsMediterranean HCMercsHighland ImpLegendaryNatives ImpArtilleryRegiments ImpPeerage ImpLargeScaleAgriculture ImpImmigrants ImpKnighthood NatForestBurning NatTradeLanguage NatSequoyahSyllabary NatCeremonialFeast NatGarlandWars NatChocolateRecipes Rabauld ImperialStrelets ImperialMonitors ImperialRocket ImperializeSpanish ImperializeRussian ImperializePortuguese ImperializeOttoman ImperializeGerman ImperializeFrench ImperializeDutch ImperializeBritish ImperialManOWar Imperialize ImperialRabaulds ImperialBombard ImperialHowitzer ImperialCulverin ImperialFieldGun ImperialCavalryArchers ImperialWarWagons ImperialOprichniks ImperialCossack ImperialDopplesoldner ImperialLongbowmen ImperialCacadores ImperialJanissaries ImperialPavlovs ImperialGuerreiros ImperialLifeGuard ImperialSkirmishers ImperialCzapkaUhlans ImperialMusketeers ImperialHussars ImperialHalberdiers ImperialGrenadiers ImperialDragoons ImperialVoltigeur ImperialTartarLoyalist ImperialGendarme ImperialRedcoat ImperialNassauers ImperialJinetes ImperialGardener ImperialCarabineer ImperialBaratcu HCBlockade CircularSaw SteelTraps OreRefining NatKasiriBeer Spies FrontierBlockhouse FortifiedBlockhouse IndustrializeOttoman IndustrializePortuguese IndustrializeGerman ColonializeGerman IndustrializeSpanish ColonializePortuguese ColonializeSpanish ChurchGardeImperial3 ChurchGardeImperial2 IndustrializeDutch IndustrializeBritish IndustrializeFrench ColonializeBritish IndustrializeRussian FortifiedOutpost FrontierOutpost GuardStrelets VeteranStrelets ColonializeFrench ColonializeOttoman ColonializeDutch ColonializeRussian Colonialize HCAdmirality Industrialize FactorySteamPower FactoryWaterPower FactoryCannery Pillage NatHorseTrading RGGuerreiros ChurchWaardgelders NatCalendar PlacerMines Amalgamation ChurchTillysDiscipline VeteranGrenadiers Revetment HCNativeTreaties GuardLongbowmen GuardPikemen HCUnlockFort RGCzapkaUhlans ShipHowitzers ArmorPlating PercussionLocks Carronade HCRoyalDecreeSpanish GuardRodeleros GuardDopplesoldners VeteranDopplesoldners NatPotlatch NatHuntingGrounds RGTercio ChurchMercantilism ChurchEconmediaManor HCUnlockFactory NatMetalworking NatChasquisMessengers StarFort NatBasketweaving NatAnimalLore Blunderbuss HCShipBalloons HCCigarRoller HCAdvancedPlantations HCFishMarket HCPrivateers HCMercenaryLoyalty HCMercsHolyRoman LongLines GillNets NatPoisonArrowFrogs NatBarkClothing NatCottonArmor NatTanning NatRoadbuilding NatKinship NatBowyery NatWarDance NatGarifunaDrums ChampionTupi ChampionLakota ChampionMaya ChampionInca ChampionCree ChampionCherokee ChampionCaribs RGPavlovGrenadiers RGTartarLoyalists GuardLancers GuardOprichniks ChurchStandingArmy ChurchStadholders ChurchWallensteinsContracts ChurchMilletSystem RGGardener ChurchBestieros RGJinetes GuardCacadores RGCarabineer ChurchCoffeeTrade ChurchGasLighting RGNassausLinearTactics GuardRuyters VeteranRodeleros ChurchQuatrefage RGGarrochista ChurchCorsolet ChurchZweihander RGLifeGuardHussars RGPrussianNeedleGun RGBaratcuCorps ChurchTopcuCorps ChurchTufanciCorps GuardJanissaries VeteranJanissaries ChurchThinRedLine RGRedcoats ChurchPetrineReforms ChurchWesternization ChurchBashkirPonies ChurchKalmucks VeteranCossacks GuardCossacks ChampionIroquois ChampionSeminoles NatMorningWars NatIroquoisLeague NatLacrosse NatGuerillaWars NatTextileCraftsmanship ChampionComanche ChampionAztecs NatChinampa NatHorseBreeding NatMustangs ChurchCodeNapoleon ChurchGardeImperial1 RGGendarmes RGVoltigeur Bastion GreatCoat Homesteading Bookkeeping ArtificialFertilizer SeedDrill SelectiveBreeding HuntingDogs ChurchTownWatch Howitzer FieldGun GrapeShot HeatedShot GunnersQuadrant Rifling Bayonet Flintlock MilitaryDrummers ProfessionalGunners Trunion CavalryCuirass PaperCartridge InfantryBreastplate VeteranCrossbowmen GuardCuirassiers GuardDragoons GuardWarWagons GuardSkirmishers GuardGrenadiers GuardCavalryArchers GuardHussars VeteranHussars GuardHalberdiers GuardUhlans VeteranUhlans VeteranLongbowmen LogFlume GuardMusketeers VeteranPikemen VeteranMusketeers Gangsaw ypImpLegendaryNatives ypNativeSaltpeter ypAAAsianStandardTechsPI ypPostImperialIndian ypPostImperialJapanese ypPostImperialChinese ypPostIndustrialIndian ypPostIndustrialJapanese ypPostIndustrialChinese ypNativeEmbassyEnableShadow ypNativeEmbassyEnabler YPSPCBarracksTrainIndianMercs YPSPCBarracksTrainArsonists ypAge0IndiansSPCConsulate YPAge0IndiansSPC ypAge0IndiansMonks ypAge0IndiansConsulate ypAge0IndiansBuildings ypAge0IndiansWonders ypAge0IndiansSpecialTechs ypAge0IndiansUnits ypAge0IndiansTechs ypMapFarEast 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YPAge0Japanese AAStandardNativeTechsPI AANativeStartingTechsPI XPSPCScenario13 AAXPSPCStartingTechs XPSPCUnlock4 XPSPCUnlock3 XPSPCUnlock2 XPSPCUnlock1 XPSPCAct2Age0 XPSPCAct1Age0 NativeMapuche NativeApache NativeNavajo NativeKlamath NativeTreatyCheyenne NativeTreatyMapuche NativeTreatyNavajo NativeTreatyKlamath NativeTreatyHuron NativeTreatyZapotec NativeTreatyApache Age0XPSPC AANativeStartingTechs PostImperialXPSioux PostImperialXPAztec PostIndustrialXPAztec PostIndustrialXPSioux Age0XPSioux Age0XPAztec PostImperialXPIroquois PostIndustrialXPIroquois Age0XPIroquois NativeHuron NativeCheyenne NativeZapotec NativeTreatyIroquois NativeTreatyCree NativeTreatyNootka NativeTreatySeminole NativeTreatyLakota NativeTreatyInca NativeTreatyCherokee NativeTreatyComanche NativeTreatyCaribs NativeTreatyTupi NativeTreatyMaya NativeTreatyAztec SPCKanyenkeCold SPCBarracksTrainBuccaneers UnlockPoliticianPhilosopherPrinceSpanish SPCMantletRange SPCTutorialAgeUp SPCMedicineMan SPCEnableFireship 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UnlockPoliticianGovernorFrench Age0SPCAct3 Age0SPCAct1 UnlockPoliticianQuartermasterPortuguese UnlockPoliticianBishopPortuguese UnlockPoliticianTycoonPortuguese UnlockPoliticianGentlemanPirateRussian UnlockPoliticianCavalierRussian UnlockPoliticianPhilosopherPrinceRussian UnlockPoliticianNaturalistSpanish UnlockPoliticianEngineerSpanish UnlockPoliticianScoutSpanish UnlockPoliticianWarMinisterSpanish UnlockPoliticianScoutOttoman UnlockPoliticianPhilosopherPrinceOttoman UnlockPoliticianExiledPrinceOttoman UnlockPoliticianGrandVizierOttoman UnlockPoliticianTycoonOttoman UnlockPoliticianEngineerGerman UnlockPoliticianViceroyGerman UnlockPoliticianExiledPrinceGerman UnlockPoliticianNaturalistGerman UnlockPoliticianViceroyDutch UnlockPoliticianAdmiralDutch UnlockPoliticianGentlemanPirateDutch UnlockPoliticianCavalierDutch UnlockPoliticianGovernorDutch UnlockPoliticianPhilosopherPrinceBritish UnlockPoliticianScoutFrench UnlockPoliticianPhilosopherPrinceFrench UnlockPoliticianExiledPrinceFrench UnlockPoliticianGentlemanPirateBritish UnlockPoliticianBishopBritish Age0SPCAct2 DisableOutpost NativeTupi NativeMaya AAStandardStartingTechs NativeCree NativeNootka NativeLakota NativeCarib NativeInca NativeCherokee Age0Spanish Age0Ottoman Age0Portuguese Age0German Age0Dutch Age0British Age0Russian NativeIroquois NativeSeminole NativeComanche NativeAztec Age0French proto subtype newName tech allactions techWithFlag techAll deactivate status obtainable unobtainable Shadow HideFromDetailHelp AgeUpgrade DynamicCost AlwaysShowButton Volatile assign tactic operator wC? HomeCity CheckLandHCGatherPoint YPInfiniteTech RevoltTech NativeDance DoNotQueue UniqueTech OrPrereqs TeamTech ForceLastInLine UpgradeTech UniqueProtoUnitInstance all YPUseBigHugeButton YPAlwaysDisableButtonInGrid YPUseBigButton3 YPUseBigButton2 YPCheckPopCap YPLandTPOnly YPNauticalTPOnly YPNeverLastInLine CheckWaterHCGatherPoint YPNativeImprovement ypConsulateImprovementImperial YPConsulateImprovement YPSequesterTech YPGridShiftRowRightOne YPCapturableTradeRouteUpgradeTech YPMonasteryTech YPNeverObtainableAfterUse YPForceUnapply YPConsulateTech slot YPBlockade YPWondersImperial YPWondersIndustrial YPWondersFortress YPWondersColonial component SellFactor BuyFactor Effect Effects Prereqs ResearchLimit Status LongRolloverTextID YPIgnorePopCostBuildLimitFreeHCUnitIfTechObtainable YPNoTextMessage civ toprotoid fromprotoid multiplier toresource fromresource unittype2 amount2 YPRecalcHCTrainQueuePointsWhenShipped hitpercenttype C r i t i c a l D i s c i p l e D i s c i p l e m i x persistence octaves freq t u r b u l e n c e m o d e l posOffset emptyweight o b j e c t s p a i n t f r a c t a l S u m *.xml P l a n a r F o g C o l o r P l a n a r F o g D e n s i t y T e r r a i n S p e c u l a r I n t e n s i t y T e r r a i n S p e c u l a r P o w e r T e r r a i n B u m p S c a l e F o g C o l o r F o g S t a r t F o g D e n s i t y B u m p S c a l e T e r r a i n M e t a l n e s s S c e n e M e t a l n e s s S c e n e S p e c u l a r I n t e n s i t y S c e n e S p e c u l a r P o w e r H e m i I n t e n s i t y H e m i A x i s H e m i B o t t o m C o l o r H e m i T o p C o l o r .lgt l g t <P l a n a r F o g D i s t a n c e B l o o m F e e d b a c k L a s t F r a m e C o n t r i b u t i o n B l o o m F e e d b a c k C u r r e n t F r a m e C o n t r i b u t i o n B l o o m S t r e a k T h r e s h o l d 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. Ignoring. '%S (%S) has an invalid "protoName" tag. 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. Ignoring. '%S has an invalid "historyText" tag. Ignoring. '%S has an invalid "name" tag. 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)
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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
^k ^k ===============================================================
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
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?< @? 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 //=============================================================================
//
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// %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
State: %s
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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( % S , L i n e = % d ) .
% S , ? ? ? ? . EXTERN $TEMPVAR Unknown variable type. [%03d]: VEC, v=(%f, %f, %f) (%s)
[%03d]: STR, v=%s (%s)
[%03d]: BOO, v=%d (%s)
[%03d]: FLT, v=%f (%s)
[%03d]: INT, v=%d (%s)
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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 >
< F i l e > % s < / F i l e >
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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
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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 >
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< 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 >
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< / G r o u p >
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< E v e n t > % s < / E v e n t >
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< G r o u p N a m e = " % s " >
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< ? 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? ?? ?? ?? ??
;? ;? ;=? |=? ?? 1#QNAN 1#INF 1#IND 1#SNAN ? KB? ? iC? ? HG? ? ,K? ? T ? ? h eso.com ? `j? ? ? ? U n k n o w n E r r o r E m p t y M e s s a g e
? * . 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
? >?5?? ? ' N H w ] ( N M Z S _ M U Z S _ E U Z S _ T N Z S _ H C Z S _ H u m a n Z S _ A I Z S _ K i n g O f T h e H i l l Z S _ T r e a t y Z S _ S u p r e m a c y Z S _ U N S U P P O R T E D Z S _ C u s t o m Z S _ D e a t h m a t c h % i ( , ) % . * g Z S _ R T Z S _ N P Z S _ N L Z S _ W 1 0 Z S _ X P T Z S _ X P N Z S _ X P C Z S _ T S Z S _ T R Z S _ S K Z S _ S H Z S _ E W Z S _ E R T Z S _ E G T Z S _ E G Z S _ E F Z S _ E C " / > v = " ? 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 ? ? R ( ? ? c o n f i g UserEvents u i \ e s o \ i c o n s \ s t a n d i n g _ a r m y I P A d d y f o n t C o l o r m s g I D m s g I m a g e m s g D u r a t i o n m s g E x p i r e f o n t N a m e f o n t S i z e m s g user a q h ? R ? 1 B ? ?? L ] ?? m l o g i n r e g n p h i n t r e s e t l o g o u t ? ? ' ? ' ? P ? ?? ?? ?? ' ? ' ? ?? ' ? ' ? ' ? ' ? ' ? ' ? ' ? ' ? ' ? P ? P ? P ? m o d f ? R l+? ,? ?? d-? ?? ?? ?? ?? 0? ?? 32? ?? ?? .4? ?? 5? )6? ?? {7? !8? ?? ?? u c y j o i n l e a v e s u b l i s t u n s u b l i s t c l a n c h a t a d d p w r e m p w k i c k b a n u n b a n a d d o p r e m o p a d d m o d r e m m o d m o d c h u n m o d c h u s r l s t c h a d d i n v i t e c h r e m o v e stream c d N O c l i e n t t e r m i n a t i n g s t r e a m n a c k wo? ? ? ?? ? ?? ? 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 ? R K # s t o r e friends w h i s p e r a u t h t i c k s b l o c k e d ? R ? ? ? ? ?? /
? V ? ?? clans ? ? V(? (? (? (? (? V(? V(? V(? V(? ?? (? V(? ?? V(? ?? (? o c h m o r m n v d b s r c o ? R S4? ?? ?? ?? "5? U5? ?? ?? ?? -6? f6? ?? ?? 6? 57? n7? 54? d e s t r o y r o s t e r g e t m o t d s e t m o t d c h o w n r e m u s e r s e t r a n k u s e r i n f o i n v i t e r e s g e t r a n k s a d d m s g e d i t m s g g e t m s g s m d c s m s g u p d a t e r e m u s r a d d u s r matchmaking4 ? ? ? ? ? D? b? ? R *E? ? ? ? p a r a m s p n E S O Q u i c k M a t c h b e g i n c a n c e l c o m p l e t e d n d r o p p e d c R e s e t c J o i n c H o s t u t rockettest ? ? ib? ? R ? Zj? m a c w a t e r m a r k u s e r n a m e d o m a i n n a m e a u t h e n t i c a t e ladder4 ? ? ?r? hr? m r t e t b d c s o t i m e c l a n n a m e ? 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.
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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 ]
% s
[ 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
Direct3DCreate9 GetAdaptersAddresses ?GetTimeFormatA ?GetDateFormatA
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
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<Publisher URI="http://www.microsoft.com/games">Microsoft Games Studios</Publisher>
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</GameDefinitionFile> ( A s s e r t i o n E r r o r M S S a n s S e r i f & D e b u g & A b o r t P ? ? 2 & I g n o r e I g n o r e A & l l C a l l s t a c k : M e s s a g e : P "? E ? & S e n d E r r o r R e p o r t ? A n a p p l i c a t i o n e r r o r h a s o c c u r r e d . P V ?? F i l e : P ( T ?? L i n e : ?? F a i l e d e x p r e s s i o n : l? C o n s o l e M S S a n s S e r i f ? ^ ? Z D i a l o g A r i a l U n i c o d e M S H ? E 2 O K H E 2 C a n c e l P ? L ? S t a t i c PA? N? U s e r E r r o r D e s c r i p t i o n M S S a n s S e r i f P 2 O K P ? + ? P l e a s e e n t e r a d e s c r i p t i o n o f w h a t w a s h a p p e n i n g w h e n t h e c r a s h o c c u r r e d .
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O r i g i n a l F i l e n a m e a g e 3 y . e x e ^ ¬ P r o d u c t N a m e A g e o f E m p i r e s I I I E x p a n s i o n 2 F P r o d u c t V e r s i o n 6 . 0 1 0 8 . 0 3 2 1 . 0 1 3 7 D V a r F i l e I n f o $ T r a n s l a t i o n ?<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
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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
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
文件(F) 编辑(E) 格式(O) 查看(V) 帮助(H)
<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"><color={playerColor(2)}>{XPShipmentProgressionString(2)}</color>
</gadget>
传送门
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
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<?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
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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
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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
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<!-- 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>
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帝国时代3修改教程:http://www.aoebbs.net/Tutorial.php
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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.xml与civs.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T或F,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. art、data、sound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)
31. 若要给TownCenter一次性捆绑训练5 个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中<MovementType>land</MovementType>单位移动类型除了land还有water与______。
34. 在________________.xml可以修改宝藏设定。
35. 在________________.xml可以修改单位战术。
四、简答题(每题6分)
36. 游戏中可以使用的资源调用名有哪些?
37. 简述Techtreey.xml中<Flag>CheckLandHCGatherPoint</Flag>、<Flag>CheckWaterHCGatherPoint</Flag>、<Flag>OrPrereqs</Flag>、YPCheckPopCap</Flag>、<Flag>YPInfiniteTech</Flag>、<Flag>YPNeverObtainableAfterUse</Flag>这6个属性的特殊作用。
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)
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木+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200,⑩将该建筑的摧毁经验改为300。
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