Lost Eden development thread

that many!?!
Yeah! After the first few I was going alphabetically.

Could I see the ones I haven't seen?
Sure I'll list the seabases of the first few that we looked at that I fixed up:

Cyndatech:
Code:
CyndaTech Waterbase
CyndaTech Naval
CyndaTech Dock
CyndaTech Platform
CyndaTech Marine
CyndaTech Waterways
CyndaTech Fisheries
CyndaTech Island
CyndaTech Seagate
CyndaTech Port
CyndaTech Aquaduct
Adventurers:
Code:
Discovery Bay
Treasure Trove
Shark Bay
Traveller's Refuge
Adventure Cove
Lost Island
Adventurer's Voyage
Exciting Ocean
High Seas
Lifeguard Point
Secret Cove
Fogbound Lake
Oblivion:
Code:
Deepest Lust
Sweet Nectar
Sea of Desolation
Depths of Despair
Wet Nightmare
Drop of Destruction
Graceful End
Lake of Temptation
Sunken Den
Shackles of the Sea
Sinking Down
Great Abyss
Seafoam:
Code:
New Seafoam Island
Turtleshell Cove
Water Home
Rocky Abodes
Fantail Island
Water's Edge
Sea Dwellings
Whirlpool Island
Seafoam Seabase
Squirtle Point
Seafoam Cove
Seafoam Resupply
Light:
Code:
Sea Cradle
Lighthouse of Truth
Liquid Love
Beckoning Light
Rise of the Free
Free Wharf
Watery Redemption
Island of Love
Sea Altar
Depths of Love
Fishers of Souls
Island of Peace

feminist, that --> like
What do you mean there?

He had to run it by others.
Oh sure, I'm not complaining. :)
 
What do you mean there?

Code:
binding us in her [b]feminist[/b] nightmare of a society
binding us in your [b]feminist[/b] nightmare of a society
continue to act [b]like[/b] females are a superior sex to males
sterilising all the boys she can lay her hands on and leaving them outside to die
sterilising all the boys you can lay your hands on and leaving them outside to die
treating boys unfairly
unfair treatment, M1
female rulers, M2
[b]feminist[/b] nightmare, M1
 
Blurbs will probably take me a little while to get going properly (planned for beta anyhow). Here's the list of the text files I have changed:
  • All faction files, including the SMAC/X ones so that they don't crash the game
  • alphax.txt
  • basename.txt
  • blurbsx.txt
  • conceptsx.txt
  • helpx.txt
  • jackal.txt
  • labels.txt
  • menu.txt
  • monument.txt
  • script.txt
  • system.txt
  • techshorts.txt
  • tutor.txt
  • xscript.txt
 
Could you quickly (a sentence or so) describe what were the changes in these files?

Going to bed.
Sure! Very briefly they are changing SMAC terms for Lost Eden ones (most of them). In the case of the factions, I have to change the starting tech to avoid the game crashing when Lost Eden is first installed over SMAX. There's also just diplomacy texts changing and so on. That sort of thing! :)
 
Okay here you are! :D

Code:
#GENERIC
Victory Road
Final Honour
Advancing Collective
A Place to Remember
Destiny's Will
Promise of Victory
The Redoubt
Seize The Moment
Command and Control
Province Encampment
The Fortress
Forward March
Area of Restoration
Circle of Victory
Will to Power
Sinners and Saints
Fields of Flowers
The Path
Future Visions
Call to Destiny
Ivory Towers
The Citadel
Bell's Toll
The Miracle
Leader's Call
March Towards Victory
Astride As A Colossus
Place of Wisdom
Showing Respect
Hand of Fate
Moving Ahead
Forward Command
The Last Stand
Manifest Destiny
Charge of the Chosen
Rampage of the Silent
Paradise Towers
Wheel of Fate
#END

Edit: I have a friend over tomorrow, so I'll be most likely unable to reply to anything other than in the morning before I leave. :) But we'll be finishing our old game that's been going for a while so that'll be good. :D
 
Hey (about to get ready so I can't post the next thing sorry; I'll do it tonight) just letting you know that I got a reply from Petek and about 75% of the graphics pass muster. The assassin boy, citizens and units are the odd ones out. I've replied with a few clarification questions to sort things out. :)
 
Hey (about to get ready so I can't post the next thing sorry; I'll do it tonight)

Not a problem. I am just trying to keep an adequate share of your mind on this project. :D

just letting you know that I got a reply from Petek and about 75% of the graphics pass muster.

That's good.

The assassin boy, citizens and units are the odd ones out. I've replied with a few clarification questions to sort things out. :)

By the time you get a version of those graphics that passed muster, maybe we will have 500 posts.
 
Not a problem. I am just trying to keep an adequate share of your mind on this project. :D
Hahaha you don't have to worry about me losing interest. :lol: I really want to get this project done. :)

By the time you get a version of those graphics that passed muster, maybe we will have 500 posts.
That seems likely. :p

As for doing the graphics, I'll wait for an answer to the questions I posed to Petek first, and then get into editting those images. I've managed to update the map file now as well. And as for posting text files, the blurbs have not been added to the text file as they are still under development. Any others you would like to see?
 
When I was on vacation and shortly after I returned, things seemed slow. :)
Fair enough! There was a lot of waiting for the friend to deliever, but things are moving forwards now.

Speaking of, from what I gathered from Petek's PM, it's just the assassin/spy that needs fixing. What I'll do is fix 'em now and then send a revised package to Petek which should hopefully be the last one necessary. :D

All of them. Let's start with just one and make it a short one.
Here's the next shortest, monument.txt. Some of the entries do not need updating, e.g. transcendence, as it is not possible to transcend.

Code:
#FOUNDCOLONY1ST
Turn $NUM0: $TITLE0 $NAME1 founds the first base since arrival--$BASENAME2!

#FOUNDCOLONY2ND
Turn $NUM0: $TITLE0 $NAME1 founds $BASENAME2, 
the first $<M1:$FACTIONADJ3> base since arrival. 
($TITLE4 $NAME5 of the $FACTIONNAME6 founded the 
first base on turn $NUM1.)

#TECHDISCOVER1ST
Turn $NUM0: $<M1:$FACTIONADJ0> scientists discover 
$TECH1--the first research breakthrough ever! 

#TECHDISCOVER2ND
Turn $NUM0: $<M1:$FACTIONADJ0> scientists discover 
$TECH1--their first research breakthrough ever. 
(The $FACTIONNAME2 made the first breakthrough 
on turn $NUM1.)

#SECRETS1STA
Turn $NUM0: $<M1:$FACTIONADJ0> researchers discover "Secrets 
of the Purpose!"

#SECRETS1STB
Turn $NUM0: $<M1:$FACTIONADJ0> researchers discover "Secrets
of Purpose!"  Other Secrets were uncovered on turn $NUM1. 

#SECRETS1STC
Turn $NUM0: $<M1:$FACTIONADJ0> researchers discover "Secrets 
of Purpose!"  Other Secrets were uncovered on turn $NUM1 
and turn $NUM2. 

#SECRETS2NDA
Turn $NUM0: $<M1:$FACTIONADJ0> researchers discover "Secrets 
of Purpose." (The $FACTIONNAME1 uncovered these 
Secrets first on turn $NUM1.)

#SECRETS2NDB
Turn $NUM0: $<M1:$FACTIONADJ0> researchers discover "Secrets 
of Purpose." (The $FACTIONNAME1 uncovered these 
Secrets first on turn $NUM1.) $<M1:$FACTIONADJ2> researchers 
uncovered other Secrets on turn $NUM2.

#SECRETS2NDC
Turn $NUM0: $<M1:$FACTIONADJ0> researchers discover "Secrets 
of Purpose." (The $FACTIONNAME1 uncovered these 
Secrets first on turn $NUM1.) $<M1:$FACTIONADJ2> researchers 
uncovered other Secrets on turn $NUM2 and turn $NUM3.

#PROTO1ST
Turn $NUM0: $TITLE0 $NAME1's $<M1:$FACTIONADJ2> engineers 
construct the first vehicle prototype!

#PROTO2ND
Turn $NUM0: $<M1:$FACTIONADJ0> engineers construct their first 
vehicle prototype. (Engineers working under $TITLE1 $NAME2 of 
the $FACTIONNAME3 already constructed the first prototype on turn $NUM1.)

#FACILITY1ST
Turn $NUM0: $<M1:$FACTIONADJ0> workers under $TITLE1 $NAME2 
build the first base facility in this world at $BASENAME3!

#FACILITY2ND
Turn $NUM0: $<M1:$FACTIONADJ0> workers build their first base 
facility. ($TITLE1 $NAME2's $<M1:$FACTIONADJ3> workers already 
built the first base facility in this world on turn $NUM1.)

#PROJECT1ST
Turn $NUM0: $TITLE0 $NAME1's engineers complete Planet's first 
Secret Project: $PROJECT2!

#PROJECT2ND
Turn $NUM0: $<M1:$FACTIONADJ0> engineers complete their first 
Secret Project: $PROJECT1. (Engineers working under $TITLE2 
$NAME3 of the $FACTIONNAME4 already completed Planet's first 
Secret Project on turn $NUM1.)

#BATTLEWIN1ST
Turn $NUM0: $TITLE0 $NAME1 wins the first Planetary battle 
against $TITLE2 $NAME3 of the $FACTIONNAME4!

#BATTLEWIN2ND
Turn $NUM0: $TITLE0 $NAME1 wins the first $<M1:$FACTIONADJ2> 
battle victory. ($TITLE3 $NAME4 of the $FACTIONNAME5 already 
won the first Planetary battle on turn $NUM1.)

#BASECAP1ST
Turn $NUM0: $TITLE0 $NAME1 of the $FACTIONNAME2 captures 
$BASENAME3 to achieve the first base conquest!

#BASECAP2ND
Turn $NUM0: $TITLE0 $NAME1 captures $BASENAME2 to achieve the 
first $<M1:$FACTIONADJ3> conquest. ($TITLE4 $NAME5 of the 
$FACTIONNAME6 already achieved the first base conquest 
on turn $NUM1.)

#NAVY1ST
Turn $NUM0: $TITLE0 $NAME1, founder of the $FACTIONNAME2 
Naval Corps, christens the first combat ship!

#NAVY2ND
Turn $NUM0: $<M1:$FACTIONADJ0> engineers build their first 
naval vessel. ($TITLE1 $NAME2 of the $FACTIONNAME3 already 
founded the first Naval Corps on turn $NUM1.)

#AIR1ST
Turn $NUM0: $TITLE0 $NAME1, $<1:father:mother::> of the 
$FACTIONNAME2 Amphibious Corps, unveils the first amphibious unit!

#AIR2ND
Turn $NUM0: $<M1:$FACTIONADJ0> leaders train their first amphibious unit. 
($TITLE1 $NAME2 of the $FACTIONNAME3 already founded the first 
Amphibious Corps on turn $NUM1.)

#NATIVE1ST
Turn $NUM0: $TITLE0 $NAME1 inaugurates the $<M1:$FACTIONADJ2> 
Native Corps with the first successful training of 
native units!

#NATIVE2ND
Turn $NUM0: $<M1:$FACTIONADJ0> represenatives train their first 
native life forms. ($TITLE1 $NAME2 of the $FACTIONNAME3 already 
trained the first native life forms on turn $NUM1.)

#SPACE1ST
Turn $NUM0: The $FACTIONNAME0 under $TITLE1 $NAME2 $<0:launch:launches>
a spacecraft! They become the first faction in space since Planetfall!

#SPACE2ND
Turn $NUM0: $TITLE0 $NAME1 orders the launch of the first $<M1:$FACTIONADJ2> 
spacecraft. (The $FACTIONNAME3 under $TITLE4 $NAME5 became the first faction 
in space since Planetfall on turn $NUM1.)

#PRESERVE1ST
Turn $NUM0: $TITLE0 $NAME1 of the $FACTIONNAME2 sets aside the first Vine 
Preserve!

#PRESERVE2ND
Turn $NUM0: $TITLE0 $NAME1 sets aside the first $<M1:$FACTIONADJ2> Vine 
Preserve. ($TITLE3 $NAME4 constructed the first Vine Preserve on 
turn $NUM1.)

#WINUNIFY
Turn $NUM0: $TITLE0 $NAME1 unifies all of this world under the $<M1:$FACTIONADJ2> 
banner!

#WINCO-OPUNIFY
Turn $NUM0: $TITLE0 $NAME1 of the $FACTION2 has unified this world under $<1:his:her::> banner! 
Our pact with the $FACTION3 allows us to share in the victory!

#WINTRANSCEND
Turn $NUM0: $TITLE0 $NAME1 of the $FACTIONNAME2 leads humanity in the Ascent 
to Transcendence-the next step in human evolution!

#WINCO-OPASCENT
Turn $NUM0: $TITLE0 $NAME1 of the $FACTION2 has completed the Ascent to Transcendence! 
Our pact with the $FACTION3 allows us to join in the Ascent!

#KILLFACTION
Turn $NUM0: The $FACTION0 $<1:has:have> eradicated the $FACTION1! $TITLE2 $NAME3 has been
captured and interrogated.



# ; This line must remain at end of file
 
Well I'll be honest... they really start to swell in size. :p That one was 6KB, the next smallest is 18KB. :p Ah well let's do it anyway, here's labels.txt.

Code:
#LABELS
1131
Turn
Funds
Moving
Viewing
Map
Veteran
Elite
Moves
at
Road
Tube
Elev
Depth
m
Climate
Frigid
Cool
Mild
Hot
Scorched
Arid
Moist
Rainy
No
Vegetation
NONE
Turn Complete
Press ENTER to continue
LOST EDEN
Mission Map
Planetary Scan
Data Readout
Temperature
Rainfall
Physical
Mission Status
Gold
Yield
Existing
Exit
Production
Food
Production
Hurry
Zoom to Base Control
Proceed
builds
Growth
turn
turns
stagnant
Hunger
Surplus
Support
Shortage
Corrupt.
Corruption
GOLD RESERVES
Luxuries
Econ
Labs
Econ
near
GARRISON
Forces Supported
Shows Next Base (in alphabetical order)
Shows Previous Base (in alphabetical order)
No Production
Base Facilities
Society
Socio/Economic Model
Orders
Chassis Types
Weapons
Defences
Abilities
Technologies
Hybrids
Design Stats
Reactor
Chassis
Size/Trade
Armament
Projectile
Trade Rating
Defence
Remaining
Cost to build
Cost
Flat
Rolling
Rocky
Food
Production
Trade
bonus
coverage
Max
Chassis Type
Weapon Type
Defence Type
OK
Cancel
Help
Income Allocation
Life Support
Research
Limit
Energy-
Proj-
Empty Slot
unit
units
Novice
Expert
seize
liberate
seizure
liberation
Design New Unit
Rating
Health
Min Cost
...
Attack
Rename
Shielding
Cost Factor
Equipment
Weapon
Proj.
Ener.
Low
Moderate
High
Vines
No special ability
Empty
Special Ability
Requires
Relocate
Reactors
Monolith
Settlement
Mine
Polymer
Scout
Max Setting
Battle Report
RESEARCHING
Breakthroughs
Total
Net Gold
per turn
Hybrid
Facility
Unit Abil
Tech
Income
Maint
Net
Payload
Air
Sea
Ability
Carry
One Free Pick
Society Type
Luxuries
Econ
Labs
Industry
Farm
No Vegetation
Name:
Formal:
Noun:
Adjective:
Citizen
Project
of the
Interest Rate
Recon
Attack
Defence
Prototype
Major
Minor
Outpost
Base
BASE
Prototype Cost
Unexplored
Ocean
Independent
Fuel
Psi
Unit
Unit Types
him
her
Pact Brother
Pact Sister
Pact Brothers
Pact Sisters
Pact of Brotherhood
Pact of Sisterhood
his
her
he
she
PACT
TREATY
TRUCE
VENDETTA
Data Links
Cargo
Unarmed
Obs.
Close
Political
Prod
Integrity
Might
with farm
with mine
with solar
with kelp
with platform
with tidal
Sea Vines
Soil Enricher
Has Artefact
Prototype Complete
River
End Tour
Continue
Kelp Farm
Mining Platform
Tidal Harness
Mag Tube
Air Base
Polymer Adhesives
All of the above
Native
Natives
DISCOVERED
Available
Distant
Production
Distance
Cancel Destination
Multiplayer Setup
READY
NOT READY
Waiting For Others
Battle Map
Surveillance Map
Network Datalinks
Turn Clock
Upkeep
Players
WHO'S WHO
Tech
Mil
Pop
Overall
Upkeep
Ready
Moving
Done
of
Chat
PAUSED
Pause
Unpause
a
an
3+ Food per Square
3+ Production per Square
3+ Trade per Square
Can Build Magtubes
sec/turn
sec/base
sec/unit
No time controls
Punish
+1 Food in HOT
+1 Food in RAINY
+1 Food in MODERATE
+1 Food in ARID
Forest
Forestation
BATTLE PROFILE
-- DESTROYED --
-- EXTERMINATED --
-- CAPTURED --
Loan Payment
Loan Income
Balance
Commerce Rate
Commerce Income
Gross Income
Maintenance Costs
/turn
Unlinked Node
World Map
Citizens
Citizen
Radius
Not Available
FREE
Combat
Commerce
Ecology
Moderate
Wealth
Reset
Luxuries
Resource
Support
Rename
Unmodified
Luxuries
Facilities
Police
Pacifism
Secret Projects
Strength
Hatred
Downhill
Terrain
Base
Proj/Energy
Bombard
In Port
Jammer
Tracking
Vines
Hasty
Surprise
Nerve Gas
Revenge
Dream Twist
Neural Amp
Ocean Shelf
Ocean Trench
Enricher
Colony
Upheaval Cost
Upheaval Refund
Credits
(Next Turn)
Heavy
Walls
Battery
AAA
Adv. Walls
Bunker
Subject Profile
Personality
Aggressive
Erratic
Pacifist
Interests
Knowledge
Economy
Colonization
Agenda
Headquarters
on
with
INFORMAL
TECHNOLOGY
BASES
Laboratories Status
TECH COST
TECH ACCUMULATED
TECH PER TURN
/turn
GOLD VAULTS
TOTAL INCOME
TOTAL MAINTENANCE
TOTAL LOAN
MAINTENANCE
Suspended
Psych Profile
Base Operations
Security Nexus
Active
Prod
Lost
with road
Proposed New Unit
Damaged
Automatic
Automatic Roads
Automatic Tubes
Autoimprove Base
Farm+Solar+Road
Mine+Solar+Road
Automatic Vines
Automatic Outposts
North
East
South
West
Patrol
to
then
Patrol to
Move to
Dist
Save Files
Map Files
Save & Map Files
Load Map File
Brush Size
Cross
Elevations
Rocky
Rivers
Resources
Beacons
Cover
Editing
File
MAP EDITOR
Base vs. Blink
Bombardment
Artillery Duel
Under Construction
Lost Eden Score
Group Move To
from
Land Based Guns
Counterbattery Fire
Air Drop
Orbital Insertion
Non Combat
Faction Dominance
Uphill
Anathema to Faction! (+1 UNHAPPY)
Don't Show As Popup
Bomb $BASENAME0
On Alert
Air-to-Air Duel
Surface-to-Air Duel
Ground Strike
Air-to-Air
Sanctions
Sort: Name
Sort: Size
Sort: Dist
Zoom
TURNS TO GO
Auto
Governor
Delete
Insert
Empty Slot
- No Offers -
- Offers -
Negotiating
ACCEPT
DECLINE
Communications Link
Accept Offer
Decline Offer
End Transmission
Speak Pact
Make Treaty
Pledge Truce
Give Gold
Share Tech
End Pact
Demand Withdrawal
Profile
Clear Offers
Queue
DEAL COMPLETE
NO TRUCE
Status
Title
Description
Sex
Producing
Contact Details
Submissive
COMPLETE
Have Governor Manage Citizens
Have Rioters Tortured (Atrocity)
Create
Planetary Council
GOVERNOR
YEA
NAY
ABSTAIN
PROPOSAL
CANDIDATE
VETO
EXPELLED
ELIMINATED
MEASURE PASSES
MEASURE FAILS
EXECUTIVE VETO
Council
VOTE
Council Proposals
ELECTED
Communications and Protocol
ENDANGERED
RETAINED
ELECTION DEADLOCKED
VOTE
VOTES
Battle Plan
CHANGE
ALLOCATION
PRODUCTION
FOOD
EXPLORE
DISCOVER
BUILD
CONQUER
Open Ground
EXIT
CONTACT
Belief
:):):):):):):):):):):):)
(Receive only)
Volcano
RUTHLESS
IDEALISTIC
FACTION
SOCIAL ENGINEERING
Accept
Auto Off
Destination Map
DATALINKS
RESEARCH BREAKTHROUGH
OUR RESEARCHERS HAVE MADE A BREAKTHROUGH!
WE HAVE ACQUIRED TECHNOLOGY!
Artillery
Battery
Space Operations
Satellite Attack
Infantry vs. Base
Rough vs. Mobile
Zoom to BASE
Change production
Hurry
Set to EXPLORE
Set to DISCOVER
Set to BUILD
Set to CONQUER
Set delivery route
Move unit to here
Patrol to here
Bombing run to here
Airdrop here
Orbital Insertion here
Long Range Fire here
Action...
Terraform...
Move cursor to here|Shift+Right
Center on active unit|C
Find a unit to move|V
Activate unit here|A
Activate units here|A
End the turn|Ctrl+ENTER
Rename landmark
Erase landmark
Name landmark
Info on this square|Shift+Right
Help
Altitude
Rare Life Forms
Abundant Life Forms
Size
Recenter map window here
Recenter this window here
Open new map window
PHYSICAL scan
CLIMATE scan
RAINFALL scan
POLITICAL scan
Main scan
Economy scan
Enemy faction profile
Diplomatic scan
Base scan
Unit scan
Terrain scan
Faction dominance graph
Faction dominance chart
Who's who
Map editor scan
Activate unit
"Forget it!"
"Almost..."
Threaten
THREATENS!
Offer all tech
Vendetta
Joint Vendetta
Road Attack
Territory
You attack
Template
Clock
Mobile in open
Mobile vs. Base
Outpost
Marines
Invaders
Free
Defend
Attack my enemy
Redesign
New Design
Workshop
Ignore Armor
Ignore Weapon
MENU
Planet
Scenario Files
AI
NO CONTACTS
E
D
B
C
ALREADY MOVED
Show Info on Base
Show Info on Unit
Contact
Faction Profile
Summon Planetary Council
Toggle Chat Flag
Send Chat Message
No Time Control
Clock
Truce
Treaty
Pact
Vendetta
V'dtta
They get
Gov
Explore
Discover
Build
Conquer
Allocation
Intake
Consumption
Production Accumulated
Ecological Damage
Income Allocation
Resource Expenses
Advanced Governor Settings
Torture
The Great Crater
Back
CLOSE
Module
Level
Vehicle Presets
Faction Editor
Special Rules
Social Rules
Text Fills
Load
Save
AI Editor
UNTITLED
Lost Eden Autosave
BUDGET
TOTAL COST
Show Society
Show Detail
BEST BASES
LAB OUTPUT
LUXURY OUTPUT
POPULATION
INFRASTRUCTURE
INFO
MESSAGES
LABORATORY SUMMARY
INCOME ALLOCATION
BASE OPERATIONS
SECRET PROJECT REPORTS
SATELLITE SURVEY
SECURITY NEXUS
LOST EDEN SCORE
INTELLIGENCE FILES
SHORTFALL
MAXIMIZE
SOCIAL ENGINEERING
SOCIETY OVERVIEW
ON
OFF
ADVANCED
TECH PROGRESS
CIVIL DISORDER
TORTURED
Add to beginning of build queue.
Add to end of build queue.
Speed
Go to nearest airbase.
Cycle
BASIC CONCEPTS
ADVANCED CONCEPTS
ALL CATEGORIES
BASIC UNIT TYPES
CRASH TO DESKTOP
CRASH TO DESKTOP
CRASH TO DESKTOP
CRASH TO DESKTOP
CRASH TO DESKTOP
TERRAFORMING
BASE FACILITIES
CRASH TO DESKTOP
SOCIETY MODELS
SOCIETY EFFECTS
TECH ADVANCES
FACTION PROFILES
BACK
CLOSE
TURN
Cancel Orders
Sleep / Board Transport
Hold
Disband
Support From Here
Zoom To Home Base
Order Unit To Come Home
Male
Female
SOCIAL EFFECTS
FACTION POWER
EXPENDITURES
SUMMARY
PRODUCTION
CITIZENS
SELECT ALL
SET TO
ADVANCED SETTINGS
TURN GOVERNOR OFF
Preferences
Adv. Preferences
Warning Preferences
Automation Preferences
Audio/Visual Preferences
ADD
OBSOLETE
UPGRADE
+1/sq
-1/sq
FOOD: Bumper Crops
FOOD: Crop Failure
PRODUCTION: Industrial Boom
PRODUCTION: Industrial Bust
TRADE: Economic Boom
TRADE: Economic Recession
TRADE: Dust Clouds
Governor Off
Switch to Detail Map
Switch to World Map
Activates the Governor^EXPLORE: Colony Pods, Transports, Natives
Activates the Governor^DISCOVER: Spies and Libraries
Activates the Governor^BUILD: Workers and Facilities
Activates the Governor^CONQUER: Military Units, Barracks, etc.
Turns the Governor on or off
Shows the resources being produced by this base
Shows where the units supported by this base are
Shows the happiness of the citizens at this base
Changes this base's production orders
Hurries this base's production
BUILD QUEUE:^Sets a series of production orders
DESIGNING NEW UNIT
MODIFYING PREVIOUS DESIGN
Activate the Main Game Menu
Communicate with other Faction Leaders
Show events which have occurred this turn
Show general useful information
Go onto the next turn
Accept this unit design
Rename this unit type
Mark this unit design as obsolete:^It will no longer show up on lists.
Upgrade all units of this type to^another unit design you have created.
Cancel unit design
Stop showing me new unit designs
Zoom in
Zoom out
Standard zoom
COMMERCE: With other factions at TREATY or PACT.
FACILITIES: Shows Facilities at this base;^Click to scrap and recycle.
FOOD: Dark green shows food needed for growth;^Bright shows food accumulated.
TRADE supports economy and research.
PRODUCTION supports production and units.
FOOD supports population and growth.
INCOME for LUXURIES increases happiness.
INCOME for LABS supports research.
INCOME for ECONOMY creates wealth.
RESOURCES: Shows food/production/trade produced in^each square. Click to change. Click square center to optimize.
SUPPORTED: Shows units supported by this base^(not necessarily present AT this base).
GARRISON: Shows units present at this base.
CITIZENS: Shows the population of this base.^Also the # of Citizens and Specialists.
PROJECT DESCRIPTION
Select a Secret Project for more information.
SATELLITE SUMMARY
ORBITAL ATTACK VIEW
ATTACK!
Your attack was successful!
No other faction has any satellites.
[Orbital Spaceflight] not yet achieved.
You must have an undeployed [Orbital Defense Pod] to attack.
Your attack failed.  Orbital Defense Pod destroyed.
PRODUCTION: What this base is making.^Dark shows Production needed to complete, bright shows progress.
CHASSIS: Determines how fast your unit moves,^and whether land, sea, or air.
WEAPON: Allows your unit to attack (or)^EQUIPMENT: Allows non-combat functions.
ARMOR: Helps your unit defend against enemy attacks.
REACTOR: Increases power and reduces cost.
ABILITY: Adds a specialty function to the unit.
Select a design to examine or modify^or select an empty slot to design a new unit.
PRESETS: Click these buttons for advice on^how to design a particular type of unit.
Use these buttons to engineer your society.^You can earn new buttons through research.^See DATALINKS for more information.
ECONOMY: + increases your trade production
ORDER: + reduces trade lost to corruption
SUPPORT: + reduces production cost to support units
MORALE: + increases military unit morale
POLICE: + allows use of police to prevent drone riots
GROWTH: + reduces food required for population growth
PLANET: + reduces ecological damage and helps psi & mind worm capture
PROBE: + reduces vulnerability to subversion and mind control
INDUSTRY: + reduces production required to produce things
RESEARCH: + speeds technological research
EFFECTS: Shows the effects of your social choices and faction power.
FACTION: Shows the special strengths and weaknesses of your faction.
ECON: Use to increase/decrease the^% of your income used for wealth creation.
LABS: Use to increase/decrease the^% of your income used for research.
LUXURIES: Use to increase/decrease the^% of your income used for quality of life.
LOCK: Locks/unlocks this allocation bar^(makes changing the other two more convenient).
Reverts to the state at which you arrived on this screen.
EDIT BASE
EDIT: edit this base when creating a scenario
Increase base population|+
Decrease base population|-
Edit base facilities
Edit secret projects
PRESENT
Destroyed
Copy base facilities (from another base)
Clear all facilities
Add all available facilities
Reset to unbuilt
Set to destroyed
Monsoon
Dune
Uranium
Geothermal
Map Size
Flat
Round
Diplomacy for
Clear
I have infiltrator
I want to talk
I want revenge
I have surrendered
I shall betray
I am atrocity victim
Fight to the death
Contact
Atrocity
Atrocities committed
Major atrocities committed
TOOLBAR
TOOLBAR: Tool bar for map and scenario editor
CLEAR MESSAGE
SEND MESSAGE
ACCEPT OFFER
DECLINE OFFER
END TRANSMISSION
SHARE TECH
GIVE GOLD
OFFER ALL TECH
ATTACK MY ENEMY
PLEDGE TRUCE
MAKE TREATY
SPEAK PACT
END PACT
Fix current status as permanent
Edit Unit
Mark base as OBJECTIVE
Clear OBJECTIVE flag
Objective
Objectives
Victory
Defeat
Delete Base
Disband/Destruct|Shift+D
Renounce Pact
Demand Withdrawal
UNIT TYPES
Land Units
Naval Units
Air Units
Non-Combat Units
All Units
Obsolete
EXAMINING BASIC UNIT
Slot
DESIGN WORKSHOP
EXAMINING PREVIOUS DESIGN
NEW DESIGN BASED ON OLD
APPLY
Mk
Copy base facilities (to another base)
ALL BASES THIS FACTION
ALL BASES
3/4 NEEDED
Diplomatic Victory
RETIRE
RETIRE: retire this unit; disband all units of this type.
APPLY: apply changes but do not exit screen.
active
in production
Economic Victory
BIOSCAN
REPUTATION
MOOD
DIPLOMATIC STATUS
INFILTRATION
INACTIVE
NO HEADQUARTERS
DATALINKS
HQINFO
TECHS
BASES
TREATIES
Elevations
Rockiness
Rivers
Resources
Villages
Cover Map
Brush: One Square
Brush: X-Cross
Brush: 3x3 Diamond
Brush: Base Radius
Brush: 5x5 Diamond
Brush: 7x7 Diamond
AUTOMATE UNITS
UNIT ADVANCES
MISCELLANEOUS
Eco-Damage
NET INCOME
Planetary Council Votes
has sufficient resources to conduct a leveraged buyout of all remaining bases!  The deal will be finalized in
MAINTENANCE COSTS
BASE LOCATOR
SCORE ANALYSIS
PLAYER DIARY
SELECT FACTION TARGET
SELECT SATELLITE TARGET
Detail Map
PREREQUISITE
Captured Base
Stapled Base
Unlimited
* Reactor
HIGHEST SCORE
HIGHEST TECH LEVEL SCORE
HIGHEST GOLD RESERVES SCORE
HIGHEST POPULATION SCORE
FASTEST CONQUEST SCORE
FASTEST TRANSCENDENCE SCORE
PAINT mode (Scroll Lock)
PLAY mode (No Scroll Lock)
Edit Production
Edit Food
30-50% of surface
50-70% of surface
70-90% of surface
Strong (Rolling and flat terrain)
Average (Hilly terrain)
Weak (Rough, mountainous terrain)
100 million miles (cool planet)
90 million miles (average planet)
80 million miles (warm planet)
Sparse (light rainfall)
Average
Dense (heavy rainfall)
Rare
Average
Abundant
CUSTOM GAME OPTIONS
Max Players
Global Difficulty Level
Prepared Map
Planet Size
Ocean Coverage
Erosive Forces
Native Life Forms
Cloud Cover
Toggle
With Farm
With Mine
With Solar
TOUR
No Effects
Load Map
Load Scenario
Load Game
Random
Replace
Feature Mode
Resource Mode
Consult Datalinks
Scenario Goals
Scenario End Date
MAP DEFINED
Bonuses
RightClick/Ctrl-RightClick to modify satellites
Time Controls
Planet Buster Silos
SCENARIO
SAVE
wins
EDITOR Mode
PROTO
PROTO: Scenario Editor function; toggles "prototype complete" flag.
Draw
Allied Objectives
RETIRE ALL
RETIRE ALL: Scenario Editor fuction; clears all player prototypes.
Change owner
Change former owner
Iron Boy
Desig. Defender
Delete Unit
MAKE READY
MAKE NOT READY
LAUNCH GAME
CHEAT
CHEATED
CHEATING
Iron Boy Bonus
Cheating Penalty
Scenario Editor
USED EDITOR
Type of Game
New Game w/ Random Map
New Game w/ Loaded Map
Saved Game
Lock Difficulty
Rating
Lost Eden Rating
OR
Destroy Enhancement|D
TOP 5 SCORES
DIFFICULTY
Simultaneous Moves
Sequential Turns
Your Turn
Phasing Player
Phasing
Moving
Double Resource Production
Double Unit Movement
Humans In Contact At Start
DEMO Score
Eliminated Factions
Surrendered Factions
Map Preferences
Gamma Correction
Restore Defaults
Main Off
Main On
Voice Off
Voice On
SFX Off
SFX On
Music Off
Music On
More
Custom Size
Horizontal
Vertical
(may vary with terrain)
Hotseat
Enter Password
Password
Next Player
Current Player
Hotseat/Play-by-Email
Select unit
Zoom to message
Erase message
Zoom and Erase
Passwords Unsatisfied
Cancel all obsolete
Add to queue
Set production
ENERGY GRID
Righteousness
Experience
Resonance Attack
Resonance Def.
Pulse Defense
Flechette
CHOOSE YOUR FACTIONS
The First 7 Factions
The Second 7 Factions
Mix Old and New Factions
CHANGE NAME
QUOTE
PLAY RANDOM FACTION
PLAY SELECTED FACTION
RANDOM
GSP
ENERGY GRID: Resonance among base structures
SHUTDOWN
Progenitor Victory
Caretakers
Usurpers
guarantee that the Manifold Experiment remains pristine
exploit the power of the Manifold experiment

# ; This line must remain at end of file
 
Well I'll be honest... they really start to swell in size. :p That one was 6KB, the next smallest is 18KB. :p Ah well let's do it anyway, here's labels.txt.

Wow. It might be better to see if any alpha play testers spot a strange message.

Instead of looking at any more text files, let's do two things:

(1) When you have revised the assassin/spy, could you email the image to me (and note that you have done so here).

(2) Could you list which factions need blurbs?
 
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