//put these at the bottom because whilst they did already exist, theyve been edited
QUIT_MISSION_TXT, //+ "Quit Mission"
RESTART_MISSION_TXT, //+ "Restart Mission"
RESUME_MISSION_TXT, //+ "Resume Mission"
RGBA_STRING_R_TXT, //+ "R"
RGBA_STRING_G_TXT, //+ "G"
RGBA_STRING_B_TXT, //+ "B"
RGBA_STRING_A_TXT, //+ "A"
HT_COMMAND_CENTRE1, //+ "The Command Centre is your headquarters and functions as a communications hub, holding the core AI that handles all Battlefield control, and acts as your initial credit storage facility."
HT_COMMAND_CENTRE2, //+ "+(Without any form of credit store you will not be able to manufacture any units from your factories.) "
HT_COMMAND_CENTRE3, //+ "Construction Robots can only be manufactured in a Command Centre and you cannot build another should it be destroyed, so it's vital you look after ones that you take command of, or acquire one very quickly with a technician."
HT_COMMAND_CENTRE4, //+ "You cannot add armament to a Command Centre."
HT_RADAR_STATION1, //+ "A single Radar Station will provide full GPS and communications for a Command Centre, revealing all ally and detected enemy units and structures within its range (providing they aren't cloaked). "
HT_RADAR_STATION2, //+ "Selecting an existing radar will display its current range on the minimap. You may need to build additional Radar Stations to extend your radar coverage across an entire map."
HT_RESEARCH_FACILITY1, //+ "A Research Facility allows 3 possible levels of upgrade for each of the four items that can be enhanced: unit armour, unit weapon damage, unit speed and building armour. "
HT_RESEARCH_FACILITY2, //+ "The current upgrade level for each item is displayed on the ORDER-MENU."
HT_TELEPORT1, //+ "A Teleport can instantly transport up to four ground based units anywhere on the map that within a friendly units' LOS or Radar Range. "
HT_ROBOT_FACTORY1, //+ "Manufactures all robot ground troops excluding the Construction Robot, which can only be built at a Command Centre. When available, a Robot Factory also allows any Explosives Experts in the area to restock themselves with Detonation Packs and Mines."
HT_VEHICLE_FACTORY1, //+ "Manufactures all ground vehicles dependent on your current tech level."
HT_AIR_HANGAR1, //+ "Manufactures all air units dependant on your tech level. An Air Hangar also rearms and repairs any aircraft that have landed within its immediate vicinity. When available, Stealth and Fighter Bombers can be 'ordered' from Air Hangars' BUILD-MENU."
HT_SHIPYARD1, //+ "Manufactures all sea units dependant on your current tech level. A Shipyard can repair all sea units and is capable of rearming the Cruiser."
HT_SHIPYARD2, //+ "A Shipyard can only be built at predefined locations adjacent to a shoreline. These areas are shown as the foundations of a Shipyard."
HT_SHIPYARD3, //+ "Select a Construction Robot and then target the Shipyard foundation. The Repair cursor will appear. Click once and the Construction Robot will build the shipyard."
HT_STORE1, //+ "Increases your credit storage capacity and your upper credit limit by 1000 credits for each one built, to a maximum of 6."
HT_REFINERY1, //+ "Increases the overall credit input from all flag-mines by 20 percent. It also increases the your maximum credit storage capacity by 5000."
HT_SHIELD_GENERATOR1, //+ "A powerful energy manipulator that projects a force field around itself, protecting and cloaking any units or structures within its umbrella. A shield can only be operated for a limited duration before it will need to recharge itself."
HT_ENVIRONMENT_CONTROL1, //+ "Provides control over the forces of nature, allowing you to call down three natural strikes onto the enemy when fully charged. The Environment Control station charges automatically and when charged will display the strike option. "
HT_ENVIRONMENT_CONTROL2, //+ "To target, click on the desired weapon and then designate a target, the Environment Control will fire and then recharge. "
HT_ENVIRONMENT_CONTROL3, //+ "These strikes are:"
HT_ENVIRONMENT_CONTROL4, //+ "Chain Lightning; Lightning strikes your target and spreads to all enemy units within range damaging them."
HT_ENVIRONMENT_CONTROL5, //+ "Meteorite Shower; Targets meteorites at enemy units over a wide area causing damage."
HT_ENVIRONMENT_CONTROL6, //+ "Sonic Shock; Initiates a sub-sonic blast wave that immobilises ALL units in range and may even damage friendly as well as enemy units within its blast-range."
HT_BUNKER1, //+ "An armoured defence post that allows Robot Units within, to fire at nearby enemy targets. Units cannot be harmed whilst they are inside the bunker, though they will be destroyed if the bunker is destroyed. A bunker can house up to six robots."
HT_BUNKER2, //+ "A Bunker's content is viewable from the BUILD-MENU."
HT_DEFENCE_TOWER1, //+ "Identical to the bunker in almost every respect, except they have heavier armour and an improved Line of Sight to targets."
HT_GUN_PLATFORM1, //+ "An elevated, armoured gun position with a large Line of Sight. A superb direct-fire weapon ideal for base defence."
HT_TECH_CENTRE1, //+ "Seventy three quid for a haircut - they shoudlve just snicked his head off he obviously mad."
HT_ANTI_TANK_GUN1, //+ "An armoured gun position that is equipped with a rotating gun turret that has two barrels that fire alternately. "
HT_ANTI_AIR_SITE1, //+ "Fires salvos of explosive shells at any enemy air units that come within range."
HT_HEAVY_GUN1, //+ "Employs a powerful weapon that can target both ground and sea units at extreme range, utilising large, powerful explosive shells."
HT_ANTI_MISSILE_STATION1, //+ "Automatically intercepts incoming ordnance and aircraft via a rapidly rotating central lens that directs its energy weapon at incoming hostiles."
HT_PSYCHO1, //+ "Fast, yet poorly armoured, a Psycho is your basic ground assault unit. Armed with a heavy machine gun, a Psycho can inflict low damage to any unit. "
HT_PYRO1, //+ "A slow, medium armoured unit, a Pyro carries a heavy, but clumsy flamethrower that jets out a napalm spray that is deadly to any units, structures or objects in its proximity with deadly effect. Be careful though, because as powerful as Pyros are, they can inadvertently set fire to any combustible objects within close proximity which may cause the fire to spread to more dangerous objects, causing them to explode!"
HT_TOUGH1, //+ "A slow, but heavily armoured unit, a Tough sports the most powerful of the robot units' weapons; a shoulder mounted rocket launcher that fires homing rockets, devastating to anything they come into contact with."
HT_SNIPER1, //+ "Very fast and poorly armoured unit, a Sniper carries a high-powered rifle that allows him to pick off the drivers of enemy vehicles. "
HT_SNIPER2, //+ "If the Sniper successfully targets an enemy unit, then that vehicle stops functioning and a robot from either team can take possession of the newly vacated piece of hardware. Any ground vehicle (except the APC) and grounded air-units can be sniped."
HT_LASER1, //+ "A fairly fast and medium armoured unit, the Laser carries a heavy energy weapon that fires high-powered energy blasts, which heavily damage almost anything within its range. A Lasers' shot can also penetrate sequential targets; the damage inflicted to each target will be diminished as each subsequent target is penetrated."
HT_CONSTRUCTION_ROBOT1, //+ "A resonably armoured unit with no offensive capability, a Construction Robot facilitates the construction of all structures and repairing all robots, ground vehicles, grounded air units, structures and bridges in the field."
HT_TECHNICIAN1, //+ "A Technician can hack into the command protocols or primary processor core of almost any enemy building or unit and convert them to the players' control."
HT_TECHNICIAN2, //+ "When ordered, a Technician will move into close proximity to the structure and begin to convert it. After a time the structure will be converted to your allegiance and come under your control. Some structures are heavily shielded against Technicians."
HT_EXPLOSIVES_EXPERT1, //+ "A master of demolition, his low armour and a slow movement speed mirror the weight that he carries."
HT_EXPLOSIVES_EXPERT2, //+ "An Explosives Expert carries an unlimited amount of grenades, which are used as the default weapon."
HT_EXPLOSIVES_EXPERT3, //+ "The Explosives Expert can carry six Mines at a time and place them anywhere that he can reach."
HT_EXPLOSIVES_EXPERT4, //+ "Mines cannot be set-off by your own units and only an Explosive Expert has the ability to detect and disarm enemy Mines. An Explosives Expert needs to be ordered back to a robot factory in order to replenish Mines and Det Packs."
HT_SPY1, //+ "Armed with a powerful but slow charging pistol, a Spy is a formidable unit with a huge vision range and advanced stealth technology that makes it hard for Radars to detect. Only another Spy or Mobile Radar Jammer can detect an enemy spy."
HT_SPY2, //+ "The Spy also has the ability to subvert enemy computer systems by depositing a virus into the processor cores of Enemy Structures. Viral infections last for about 10 seconds and cannot be 'removed'."
HT_SPY3, //+ "The Viral Effects."
HT_SPY4, //+ "Gun Emplacements - All Gun Emplacements will fire sporadically, no target designations will be possible and the gun may accidentally hit friendly units whilst under viral effect."
HT_SPY5, //+ "Command Centre - Cancels all construction tasks, halts all command communications and cancels any upgrade that is in effect."
HT_SPY6, //+ "Radar - Disables ALL Radar stations for viral duration."
HT_SPY7, //+ "Factory Structures - Halts production, cancels current production run and leaves the factory with no build orders."
HT_SPY8, //+ "Research Facility - Halts research, cancels current research run and leaves the facility with no research orders."
HT_SPY9, //+ "Refinery - Prevents the refinery from functioning for duration."
HT_SPY10, //+ "Gates - Will sporadically open and shut."
HT_JEEP1, //+ "Lightly armoured fast reconnaissance vehicle."
HT_LIGHT_TANK1, //+ "Lightweight and manoeuvrable tracked vehicle, armed with twin 30mm cannons that are effective against infantry, ground and airborne targets."
HT_MEDIUM_TANK1, //+ "The main battle tank that can move at a reasonable pace with it's single barrel packing a fair punch by firing explosive armour piercing shells. It is a core anti-vehicle unit but is vulnerable to air and infantry units, as its gun barrel has limited elevation."
HT_HEAVY_TANK1, //+ "A slow and costly, but heavily armoured tank, capable of destroying both ground and sea units at a long range with its devastating shells. Due to the limited elevation of its gun turret, there maybe some targets a Heavy Tank cannot fire upon."
HT_MORTAR_TANK1, //+ "Similar in size and weight to the Medium Tank and armed with a Plasma Mortar that detonates on impact with a lethal blast radius. Useful when used in conjunction with another unit as a 'spotter' so the Mortar Tank can stay hidden when launching it's ordinance."
HT_MOBILE_MISSILE_LAUNCHER1,//+ "Its rockets are devastating to all ground targets and can be fired over hills and other steep elevations, however it must be in a static position, making it vulnerable to attacks from close range and the air. "
HT_A_P_C1, //+ "The Armoured Personnel Carrier has no offensive capability itself but is highly armoured and can transport up to four robots at a time over land and sea. Offensive robots will fire from within an APC when traversing land but cannot fire when the APC is traversing water. An APC is the only ground unit that can traverse water."
HT_MOBILE_RADAR_JAMMER1, //+ "A medium armoured but fairly slow vehicle, a Mobile Radar Jammer reveals enemy and their positions, disrupts enemy communications and prevents enemy Radar Stations detecting your units. A Mobile Radar Jammer works in a similar way to ground Radar and has a limited radius indicated by a vision radius on the minimap. "
HT_MOBILE_RADAR_JAMMER2, //+ "In certain circumstances it can be used to flush out enemy Spy units."
HT_DISRUPTER1, //+ "There is little data on the Disruptor and Shockwave units though their weapons are known to harness pure energy, with what effect still remains a mystery."
HT_SHOCKWAVE1, //+ "There is little data on the Shockwave units though their weapons are known to harness pure energy, with what affect still remains a mystery."
HT_SCOUT_HELICOPTER1, //+ "A fast, highly manoeuvrable air reconnaissance unit with effective anti-infantry capability and low armour strength. A 'Pyscho in the sky'."
HT_SCOUT_HELICOPTER2, //+ "A Scout Helicopter must be order to land from the ORDER-MENU before any Construction Robot in the vicinity can repair it."
HT_ATTACK_HELICOPTER1, //+ "Although lacking manoeuvrability, an Attack Helicopter seeks and destroys ground targets with its guided rockets. Attack Helicopters fire a salvo of guided rockets before returning to the nearest Air Hangar for re-arming/repair. "
HT_ATTACK_HELICOPTER2, //+ "An Attack Helicopter must be ordered to land from the ORDER-MENU before any Construction Robot in the vicinity can repair it."
HT_TRANSPORT_HELICOPTER1, //+ "A heavily armoured unit with no offensive capability, the Transport Helicopter can carry either a maximum of eight robot infantry units, two light vehicles (Jeeps, APCs and Light Tanks), one light vehicle and two robot infantry units or one medium vehicle (Medium Tank, Mortar Tank and Mobile Radar Jammer)."
HT_TRANSPORT_HELICOPTER2, //+ "You can view the contents of a Transport Helicopter's from the BUILD-MENU."
HT_TRANSPORT_HELICOPTER3, //+ "A Transport Helicopter must be ordered to land from the ORDER-MENU before any Construction Robot in the vicinity can repair it."
HT_WASP1, //+ "Although heavily armoured, the Wasp is a fast and highly manoeuvrable vertical take off and land aircraft (VTOL) predominantly used in an anti tank and anti air role, armed with a powerful rotary laser cannon. "
HT_WASP2, //+ "A Wasp must be ordered to land from the ORDER-MENU before any Construction Robot in the vicinity can repair it."
HT_STEALTH_BOMBER1, //+ "A high-powered, single strike attack aircraft that performs a low-level bombing run releasing a payload of ten 'high impact' bombs creating massive localised damage to its designated target before returning to its base."
HT_STEALTH_BOMBER2, //+ "The Stealth Bomber cannot be tracked by radar although it can be seen and fired upon by other enemy units."
HT_STEALTH_BOMBER3, //+ " "
HT_STEALTH_BOMBER4, //+ "A Stealth Bomber can only be 'ordered' from an air hanger, and not manufactured due to its very high cost. If the Stealth Bomber survives its attack it will return 'home' and you can order it again after a period of time. If the Stealth Bomber is destroyed, it will no longer be available on that mission, so you'll need to make sure there are no anti-aircraft defences near the target!"
HT_FIGHTER_BOMBER1, //+ "A proficient air superiority fighter capable of launching a salvo of high-speed homing missiles at air targets as it approaches its bomb target. The bomb that it carries comprises of hundreds of microscopic 'bugs' that are released as the bomb explodes. These bugs penetrate all enemy structures within the blast radius and infect them with a virus whose effect is instantaneous but only last 10 seconds."
HT_FIGHTER_BOMBER2, //+ "A Fighter Bomber can only be 'ordered' from an air hanger, and not manufactured due to its very high cost."
HT_GUNBOAT1, //+ "Fast assault / scout unit with a limited anti-air and anti-ship capability via its cannons. Like all of the offensive sea units it can attack ground units if they stray to close to the shore."
HT_DESTROYER1, //+ "Heavily armoured and armed with medium range, high-powered gun turrets, a Destroyer can fire over hills to bombard ground targets within its own or a shared LOS. "
HT_CRUISER1, //+ "This multi-purpose defence craft can navigate well, is reasonably armoured and has the primary function of providing anti-aircraft support to the fleet."
HT_CRUISER2, //+ ""
HT_CRUISER3, //+ "Laden with 10 sea mines and the added advantage of a built in medium-range radar, the Cruiser can detect cloaked units and mines when they are within radar range."
HT_CRUISER4, //+ "Once a player has laid sea mines they will be visible only to them and not other players, unless they are detected by using certain units. Your units do not set off your own mines. "
HT_CRUISER5, //+ "If the Cruiser detects enemy mines in its immediate vicinity it will attempt to retrieve and disarm them, which replenishes its internal stock."
HT_MISSILE_BOAT1, //+ "A heavy, poorly armoured and unwieldy unit. The Missile Boat is a very powerful attack craft that launches ballistic missiles at distant sea or ground targets. Each missile will launch and fly up and towards its target before detonating in mid-air, subsequently scattering cluster munitions over the target area. "
HT_MISSILE_BOAT2, //+ "The Missile Boat fires a salvo of four missiles each time it fires and takes a long time to rearm itself."
HT_BATTLE_CRUISER1, //+ "A floating fortress. Heavily armoured but extremely slow, its four guns can shell inland at extreme range with devastating consequences. However its guns take time to track targets and is ineffectual in close proximity"
MP_SCORE_TXT, //+ "Score"
MP_UNITS_TXT, //+ "Units"
MP_KILLED_TXT, //+ "Killed"
MP_LOST_TXT, //+ "Lost"
MP_RESOURCES_TXT, //+ "Resources"
MP_COLLECTED_TXT, //+ "Collected"
MP_SPENT_TXT, //+ "Spent"
MP_WINNER_TXT, //+ "WINNER"
MP_LASTED_TXT, //+ "Lasted %d:%02d"
MP_RESIGN_TXT, //+ "Resign"
MP_QUIT_TXT, //+ "Quit"
PARTICLE_TXT, //+ "Particle FX"
FORCEFX_TXT, //+ "Force FX"
ANTIALIAS_TXT, //+ "Antialiasing"
MIPMAP_TXT, //+ "Mip Mapping"
VSYNC_TXT, //+ "V Syncing"
LOADING_TXT, //+ "Loading"
YOUWIN_TXT, //+ "you win"
EAT_COUNTDOWN_TXT, //+ "ETA Countdown"
MAX_UNITSLIMIT_TXT, //+ "Max unit limit reached"
USEROBOTS_TXT, //+ "Use robots to grab flags for credits"
MISSIONBROK_TXT, //+ "Mission uncompleteable"
USE_EXPLO_TXT, //+ "Use an Explosives Expert to rescue Horowitz"
NOCAPCAB_TXT, //+ "Capture capability lost"
DETO_COUNT_TXT, //+ "Detonation Countdown"
TANS_COUNT_TXT, //+ "Transmission Countdown"
OMEGA_V_TXT, //+ "Omega Virus Launch Countdown"
HELPETA_TXT, //+ "Reinforcements ETA Countdown"
HINT_TXTA1, //+ "Capturing territories increases the number of credits you earn per minute and gives you extra build space"
HINT_TXTA2, //+ "Use robots to grab territory flags, changing them to your team colour and capturing unowned buildings"
HINT_TXTA3, //+ "Select units and buildings with the right mouse button to access order and build commands"
HINT_TXTB1, //+ "Use Construction robots to create new structures and also repair damaged units, buildings and bridges"
HINT_TXTB2, //+ "Experiment with the mouse buttons to pan, tilt, rotate and zoom the camera"
HINT_TXTB3, //+ "Clicking on the minimap, messages and leadercam allows you to snap to key events"
HINT_TXTC1, //+ "Robots can carry 'gadgets' by grabbing them as you would a flag"
HINT_TXTC2, //+ "Bunkers allow you to place up to 6 robots inside without losing their ability to attack"
HINT_TXTC3, //+ "Use Technicians to convert enemy buildings and units for your use"
HINT_TXTD1, //+ "You can take control of unmanned vehicles using infantry robots"
HINT_TXTD2, //+ "When building units, choose a delivery location using 'set Rally Point' from the BUILD-MENU."
HINT_TXTD3, //+ "Take special care of Hero units"
HINT_TXTE1, //+ "Group units to a key by selecting them, holding Control and pressing a number from 1 to 9 "
HINT_TXTE2, //+ "Control maps by strategically repairing and destroying bridges"
HINT_TXTE3, //+ "You can increase your maximum credit limit by building stores"