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Game materials.

Posted: Thu Apr 19, 2012 1:13 pm
by andrejshapal
When I looked game materials, I have not found 2 type of text:
http://i5.pixs.ru:/storage/5/1/1/140420 ... 548511.png
http://i5.pixs.ru:/storage/5/1/2/140420 ... 548512.png
(Weather text's, some panel text's, and name of operation in main menu).
Help please. Where is this english text's? :|
Thanx for help.

Re: Game materials.

Posted: Thu Apr 19, 2012 1:48 pm
by El_Condoro
If I understand what you're asking, those strings are found in a text file called strings.pzdat found in the data folder. You can open and edit it using a text editor (e.g. Notepad++). Is that what you mean?

Re: Game materials.

Posted: Thu Apr 19, 2012 2:15 pm
by andrejshapal
El_Condoro wrote:If I understand what you're asking, those strings are found in a text file called strings.pzdat found in the data folder. You can open and edit it using a text editor (e.g. Notepad++). Is that what you mean?
No.
Look. It is Strings.pzdat text:

Code: Select all

IDS_INFY_CLASS_DESCRIPTION	<h1>Infantry</h1><p>The infantry forms the backbone of any army during WWII. Infantry are the king of close terrain, like cities, forests and mountains. In such terrain infantry are able to effectively exploit the weak spots of enemy units, by shooting against the opponent's close defence rating. This makes them deadly against even the most well protected heavy tanks. In its close fighting role infantry is indispensable on both the defensive and offensive. But in the open it becomes more vulnerable to enemy armour attacks. Infantry units move slowly on foot, but can be equipped with transports to increase their mobility.</p>
IDS_TANK_CLASS_DESCRIPTION	<h1>Tank</h1><p>Tanks are armoured tracked fighting vehicles equipped with a rotary turret. In Panzer Corps the tank is one of the most useful and versatile units - powerful, well protected and mobile. They can strike deep into enemy territory, outflanking and bypassing fortified spots, destroying vulnerable support units (like artillery and anti-air guns) and preventing an organized defence and disrupting an enemy build up behind the main front line. They are also useful for protecting more vulnerable offensive units, like artillery and infantry, from enemy counter attacks. However, attacking entrenched infantry in close terrain with tanks is usually not a good idea - even the strongest tanks may take heavy casualties in these combat.</p>
IDS_RECON_CLASS_DESCRIPTION	"<h1>Recon</h1><p>Recon units have good mobility, superior spotting range and a special recon movement"" ability which make them ideal for scouting the map and uncovering enemy units in the path of any offensive. Very often the success of your operation will depend on proper reconnaissance, so it is usually a good idea to have a few recon units in your army. Recon units can also be used in combat, especially for mop up tasks or to damage vulnerable supporting units.</p>"""
IDS_AT_CLASS_DESCRIPTION	<h1>Anti-Tank</h1><p>AT Weapons are designed and used primary against enemy armour. Even self-propelled anti-tank units are less flexible and versatile than tanks, because they are less effective against soft targets. Also, most of them are equipped with a fixed turret, which makes them less suited for the offensive (attacking a tank with a fixed turret AT results in an initiative penalty to AT unit). But they excel in a defensive role, effectively protecting choke points from an enemy armour breakthrough. They are also much cheaper to produce, and so can be valuable assets in case resources are scarce.</p>
IDS_ARTY_CLASS_DESCRIPTION	<h1>Artillery</h1><p>Artillery fire is not very accurate and so rarely results in direct damage. But artillery is extremely useful as a support unit, both on offense and on defence. On the offense, artillery units can fire at enemy from a safe distance, causing heavy suppression and making the enemy an easy target for assault troops. On the defence, artillery units provides defensive fire to any friendly ground units positioned next to it. If one of these units is attacked by an enemy unit, the artillery will fire at it first. Any strength suppressed or killed by the defensive fire will not participate in the attack. Towed artillery units are extremely slow and so moving them between distant locations is only feasible if they are equipped with a transport. However, self-propelled artillery units can travel with good speed on their own.</p>
IDS_AA_CLASS_DESCRIPTION	<h1>Anti-Air</h1><p>AA units are used to protect land and naval targets from air attacks. Because of their relatively poor mobility, AA units are hard to use to gain air superiority, but they are valuable on the defence, providing protection against air attacks to all adjacent ground units. Some AA units were successfully used in an anti-tank role (the most famous example being the German 88mm Flak gun), so in Panzer Corps you can switch such units to AT mode. However, while in AT mode, they can no longer provide AA protection to friendly units.</p>
IDS_FIGHTER_CLASS_DESCRIPTION	<h1>Fighter</h1><p>Fighters are your ultimate weapon when struggling for air superiority. They can oppose enemy fighters and are usually devastating against enemy bombers and air transports. Also, fighters are useful in a defensive role: when placed next to a friendly bomber, they protect it from attacks by enemy fighters. Fighters can be used for attacking ground targets, but are much less effective in this role.</p>
IDS_TBOMBER_CLASS_DESCRIPTION	<h1>Tactical Bomber</h1><p>Tactical bombers deliver precise blows at enemy units from the air. They are especially effective against vehicles with poor protection, like trucks and guns, but also useful against armoured vehicles like tanks and recon units. However, they are much less effective against infantry. Tactical bombers can be very valuable assets in an offensive, but they are very vulnerable to both enemy aircraft and ground anti-air systems (especially when attacking), and so must be used with great care.</p>
IDS_SBOMBER_CLASS_DESCRIPTION	<h1>Strategic Bomber</h1><p>Strategic bombers perform bombing raids from great heights and so are much less precise than tactical bombers. Their attacks rarely result in direct kills of enemy strength, but give a lot of other benefits: they cause heavy suppression of enemy troops and destroy their fuel and ammo reserves, thus making them easy targets for other units. Strategic bombers are useful against any ground targets and are usually much less vulnerable to ground anti-air systems (although they still must fear enemy fighters). They are also effective against enemy ships. When used against enemy cities or airfields, strategic bombers can destroy their capacity to supply enemy units and produce new ones.</p>
IDS_STRUCTURE_CLASS_DESCRIPTION	<h1>Structure</h1><p>Many different structures were used in WWII, and some of them are represented in Panzer Corps. The most important structures are forts and bunkers which are often quite hard and time-consuming to subdue. The best tactics against a fortified structure is to use a combined attack of aircraft, artillery and ground assault troops. Another structure type you will encounter is radar. Radar is good at observing territory around them, but also they provide support to all friendly air units within their spotting range by giving them an initiative bonus in combat. So, by destroying enemy radar you can make the air war easier for your fighters.</p>
IDS_SUBMARINE_CLASS_DESCRIPTION	<h1>Submarine</h1><p>Submarines are naval vessels capable of moving and attacking while being submerged. They can be used against enemy transport ships and war ships with deadly efficiency. The only units which can harm a submarine are destroyers and tactical bombers, but even when attacked by these units, a submarine has a good chance to evade the attack and completely avoid any damage.</p>
IDS_CAPITAL_SHIP_CLASS_DESCRIPTION	<h1>Capital Ship</h1><p>These large ships have extremely long ranges and can attack naval and ground targets from great distance. When used for ground bombardment, much like artillery, they rarely cause direct damage - instead they cause long-term suppression which can be exploited by a well-timed ground attack. Capital ships cannot attack submarines, and so rely on destroyer escort to deal with this threat. Due to their big size, they are also vulnerable to heavy bombers.</p>
IDS_DESTROYER_CLASS_DESCRIPTION	<h1>Destroyer</h1><p>Destroyers are your primary anti-submarine weapons. Thanks to their good spotting range and mobility they excel in their escort role, but are vulnerable to capital ships and can only attack ground targets on adjacent hexes.</p>
IDS_CARRIER_CLASS_DESCRIPTION	<h1>Carrier</h1><p>Carriers serve as mobile airfields that can resupply fighters and tactical bombers. This makes them useful for naval invasions where land-based airfields are not available or are too far away from the action. Note however that a plane needs to be directly above the carrier to be supplied so only one unit a turn can be supplied, and strategic bombers cannot be resupplied by carriers. Carriers have no combat stats themselves and need escorts to protect them from enemy attacks.</p>
IDS_LAND_TRANSPORT_CLASS_DESCRIPTION	<h1>Land Transport</h1><p>These transports can be assigned to infantry and towed guns in order to increase their mobility. Transports enable these slower units to advance on par with tanks and self-propelled guns. However, increased mobility comes at a price. When a unit uses its assigned land transport to move, it stays in the transport for the duration of the opponent’s turn. This makes the unit more vulnerable to ground and air attacks.</p>
IDS_SEA_TRANSPORT_CLASS_DESCRIPTION	<h1>Sea Transport</h1><p>These units are used to move ground units the sea and are essential in operations involving any naval invasion.</p>
IDS_AIR_TRANSPORT_CLASS_DESCRIPTION	<h1>Air Transport</h1><p>These units are used to transport infantry units from airfield to airfield at great speed. They can also carry paratroopers to their drop zones.</p>
IDS_RAIL_TRANSPORT_CLASS_DESCRIPTION	<h1>Rail Transport</h1><p>These units are used to move other ground units at great speed using railroad network.</p>
IDS_ARMOURED_TRAIN_CLASS_DESCRIPTION	<h1>Armoured Train</h1><p>These trains carry a lot of firepower, but they are restricted to following the railroad network.</p>
IDS_RIVER_BOAT_CLASS_DESCRIPTION	<h1>River Boat</h1><p>These small boats have a unique ability to travel both in sea and along the rivers, but their firepower is weaker than the larger ships.</p>
IDS_FIRST_MISSION	<p>Welcome to your first Panzer Corps mission! Here are a few notes that will help you to enjoy the game. Read the instructions and then close the message box to try them out.</p>
IDS_FIRST_MISSION1	<h3>Tactical map</h3><p>All the action takes place on the tactical map which covers the majority of the screen. This is where units move and attack. You are a German officer in command of Axis forces. Axis units have gray strength plates, allied units green. In most scenarios your goal is to capture or hold victory hexes. These hexes are marked with golden border. Every unit may make one move and one attack per turn. A unit’s remaining actions are indicated by small icons above the unit’s strength plate.</p>
IDS_FIRST_MISSION2	<h3>Scrolling the map</h3><p>Move the cursor to the edge of the screen, and the map will automatically scroll in that direction. You can also drag the map by pressing and holding the left mouse button or use arrow keys. Click the minimap to quickly jump to any location.</p>
IDS_FIRST_MISSION3	<h3>Zooming the map</h3><p>You can zoom the map in and out using mouse wheel or the keyboard shortcuts (+ or PgDown to zoom in, - or PgUp to zoom out). You can also press the Strategic Map button to get an overview of the entire map, which is useful when planning your strategy.</p>
IDS_FIRST_MISSION4	<h3>Giving orders</h3><p>Select your units by left clicking. To move or attack, left-click one of the highlighted destination hexes or target units. To deselect the unit, right-click any vacant hex on the map.</p>
IDS_FIRST_DEPLOYMENT	<h3>Deployment phase</h3><p>Welcome to your first deployment phase! In a campaign game core units travel with you from battle to battle and auxiliary units may come temporarily under your control. At the deployment phase you are free to manage your core army – give the units green or use prestige to buy elite replacements, over-strengthen and upgrade them – all without using a turn. To do this, select a unit in the list and click the appropriate button in the UI sidebar. You can also purchase additional units by clicking Purchase button. Prestige is the games currency – you earn it by capturing cities and are allocated some at the start of each mission. You use it to repair and upgrade your units and recruit new units.</p>
IDS_FIRST_DEPLOYMENT1	<h3>Replacements</h3><p>Please note that your losses from previous missions are not replaced automatically. You need to do this manually for every damaged unit if you want it to fight at full strength in the upcoming battle. At the deployment phase green replacements are free, so you can always bring your core units to full strength, but they will lose some experience in the process. By giving your units Elite replacements you preserve their hard earned experience, but this costs prestige. </p>
IDS_FIRST_DEPLOYMENT2	<h3>Deployment</h3><p>When you have finished allocating replacements and upgrades, deploy your core units on the map within the highlighted deployment zone. To deploy a unit, select it in the list and then select the deployment hex where you want to place it.</p><p>Hint: use the strategic map to quickly find all potential deployment locations.</p>
IDS_TUTORIAL_UNDO	<h3>Undo</h3><p>After a unit has moved, you can undo its move and choose a different destination as long as the unit did not discover an enemy unit. To do this, use Undo Move button on the UI sidebar.</p>
IDS_TUTORIAL_SUPPLY_AMMO	<h3>Supply</h3><p>This unit has fought in several battles, and is running out of ammo as indicated by the yellow “low ammo” icon next to it’s strength plate. When the ammo drops to zero, the ammo icon will turn red, and the unit will lose its ability to attack or defend. To replenish a unit’s ammo reserves, press the Supply button on the UI sidebar. This command takes an entire turn and can only be done if it has not moved or fought. Note that enemy units standing next to your unit or bad weather can reduce the amount of supply received.</p>
IDS_TUTORIAL_SUPPLY_FUEL	<h3>Supply</h3><p>This unit has advanced a lot and is running out of fuel as indicated by the yellow “low fuel” icon next to it’s strength plate. When the fuel reaches zero, the fuel icon will turn red and the unit will not be able to move and becomes much more vulnerable to attack. To replenish a unit’s fuel reserves, press the Supply button on the UI sidebar. This command takes an entire turn and can only be done if it has not moved or fought. Note that enemy units standing next to your unit or bad weather can reduce the amount of supply received.</p>
IDS_TUTORIAL_SLEEP	<h3>Sleep</h3><p>It looks like you don’t have any specific orders for this unit. It might be convenient to exclude it from Next unit sequence until the end of the turn, so that it is not selected when you press the Next Unit button. To do this, press the Sleep button on the UI sidebar. You can also Shift+click the Sleep button to exclude the unit until the end of the scenario. This is useful for garrison units. After you apply the Sleep command, you can still select the unit manually at any time by selecting it.</p>
IDS_TUTORIAL_REPLACEMENTS	<h3>Replacements</h3><p>This unit was damaged in the last combat, and its strength is currently below maximum. This makes it less effective in combat and more vulnerable to enemy attacks. In order to replace the losses, use the Replacements or Elite Replacements buttons. This command takes an entire turn and costs some prestige (the exact amount is indicated on the tooltip when over button). Elite Replacements are more expensive, but the experience of the unit is preserved. Note that adjacent enemy units can reduce the number of replacements you receive.</p>
IDS_TUTORIAL_OVERSTRENGTH	<h3>Over-strength</h3><p>This unit has earned some experience stars from previous battles, and is now able to over-strengthen, i.e. increase its strength beyond the normal limit. A unit earns star for each 100 points of experience, and for each star it can be over-strengthened by one point. In order to over-strengthen a unit, just select the Elite Replacements button. Only one point of strength is added each turn. Note that over-strength points cost more than ordinary replacements, but every point of over-strength makes your elite units even stronger and resilient.</p>
IDS_TUTORIAL_UPGRADE	<h3>Upgrade</h3><p>This unit is standing on a supply hex (city or port for ground units, airfield for air units), and can be upgraded to a different unit with different equipment, but it must remain within its unit class – i.e. a tank cannot be upgraded to artillery. To do this press the Upgrade button. This command takes an entire turn.</p>
IDS_TUTORIAL_EMBARK_NAVAL	<h3>Embark on sea transport</h3><p>This ground unit is standing on a port hex and can be embarked on a naval transport. Using naval transports your units can travel across sea hexes, and then disembark on any vacant land hex. To load the unit on a naval transport, use the Embark button. The number of naval transports available to you is limited and is shown in the tooltip when over the Embark button.</p>
IDS_TUTORIAL_EMBARK_AIR	<h3>Embark on air transport</h3><p>This ground unit is standing on an airfield hex and can be embarked on an air transport. Using air transports your units can travel across land and sea hexes at great speed, and then land on any vacant airfield. Exceptions to this rule are paratroopers, who can jump from air transports on any land hex. To load the unit on an air transport, use the Embark button. The number of air transports available to you is limited and is shown in the tooltip when over the Embark button. Note that only infantry units without land transports can be loaded on an air transport – other units are too big and heavy for this.</p>
IDS_TUTORIAL_EMBARK_RAIL	<h3>Embark on rail transport</h3><p>This ground unit is standing on a city hex connected to railroad network and can be embarked on a rail transport. Using rail transports your units can travel across land hexes with a rail network at great speed and unload in any vacant city hex. To load the unit on to a rail transport, use the Embark button. The number of rail transports available to you is limited and is shown in the tooltip when over the Embark button.</p>
IDS_TUTORIAL_MOUNT	<h3>Mount/Dismount</h3><p>In most cases units mount automatically when you move them further than they can walk, and they dismount automatically at the beginning of their turn. However, you can also mount and dismounts units manually using the Mount/Dismount button. This can be useful if you want to attack from your transport, or leave the unit loaded for the duration of the enemy’s turn.</p>
IDS_TUTORIAL_SWITCH	<h3>Switch</h3><p>This unit belongs to a rare type of multipurpose units, which can change roles and switch between unit classes by using the Switch button. Note that after moving or attacking the unit cannot switch its role until its next turn.</p>
IDS_TUTORIAL_STRATEGIC_MAP	<h3>Strategic map</h3><p>The strategic map is used to get a quick overview of the battle by fitting the entire map on the screen. Important hexes controlled by the Axis are gray and Allied controlled hexes are green. Victory hexes have a golden border.</p>
IDS_TUTORIAL_STRATEGIC_MAP1	<p>All units are marked with their unit class icons. Axis units are gray, allied units are green. The strategic map can show ground or air units, but not both at the same time. Use the Toggle Ground/Air button to switch between showing ground and air units.</p>
IDS_TUTORIAL_STRATEGIC_MAP2	<p>As on the tactical map, you can mouse over any unit to get additional information about it. Select a hex to close the strategic map and centre the tactical map on that location. You can also toggle off the strategic map by clicking the Strategy Map button.</p>
IDS_TUTORIAL_GROUND_AIR_MODE	<h3>Ground/Air Mode</h3><p>This is your first scenario with both ground and air units. Each hex can contain a ground and an air unit at the same time. If a hex contains both ground and air units one or the other will be drawn small, depending on the setting of the Ground/Air Mode toggle. Select the toggle to change which is drawn full size and which is small. When a unit is selected, the view is automatically toggled so that selected unit is shown at full size.</p>
IDS_TUTORIAL_PURCHASE	<h3>Purchase screen</h3><p>This is the first time you have viewed the Purchase screen. It is useful for recruiting additional units, but also to review all the unit types available to you in this scenario, and check out their stats. On the left you can see two important parameters effecting your ability to purchase new units: prestige and unit slots. Every unit type has an associated cost, and you need to have enough prestige to recruit it. Unit slots show the number of additional units you can have in any given scenario. As you recruit units the slots disappear and until you lose units you cannot recruit. On the left you can also select a national flag to see troops available to other nations. </p>
IDS_TUTORIAL_PURCHASE1	<h3>Purchase list</h3><p>All units in the list are marked with a green or red background. Red means that the unit cannot be recruited because you cannot afford it or have no slots, but you still can select it and review its stats. If the selected unit can be equipped with a transport, the available transport options are shown underneath. After reviewing the stats, press the Purchase button to recruit the selected unit, or Cancel to exit. </p>
IDS_TUTORIAL_BAD_WEATHER	<h3>Bad weather</h3><p>This is the first time you encounter bad weather in the game. Weather icons are shown at the top-right of the screen, next to the End Turn button. The left icon shows the current weather and the right icon the forecast for next turn. The forecast is about 80% accurate, so gives an approximation but no guarantee of next turns weather. </p><p>Bad weather can have dramatic effects on combat. In rain and snow air units cannot attack or be attacked, and their spotting drops to zero.</p>
IDS_TUTORIAL_BAD_GROUND	<h3>Bad ground condition</h3><p>This is the first time you encounter bad ground conditions. The ground becomes muddy after several turns of rain, and frozen after persistent snow. Both conditions have dramatic effects on a unit’s movement. Usually units move more slowly, consume more fuel and crossing rivers becomes impossible in mud. However in some cases the weather can help - frozen rivers are not a barrier and can be crossed without penalty making offensives easier. </p>
IDS_TUTORIAL_BAD_GROUND1	<p>The ground state is shown by the colour of the terrain tiles. Brown tiles are muddy and white tiles are snowy, but you can also see current ground state, as well as predicted state for the next turn, on the weather icons. Keep in mind that forecasts are only about 80% accurate. </p>
IDS_TUTORIAL_DEFENSIVE_FIRE	<h3>Defensive fire</h3><p>Your attacking unit has just been subject to enemy defensive fire. Certain units have the ability to protect adjacent friendly units from attack by firing on them before the combat is resolved. Any attacking strength killed or suppressed by defensive fire does not participate in the main attack.</p>
IDS_TUTORIAL_DEFENSIVE_FIRE1	<p>The following unit classes can provide defensive fire:</p><ul><li>Artillery. Assists ground units when attacked by other non-ranged ground units.</li><li>Anti-air. Assists ground and naval units when attacked by air units.</li><li>Fighters. Assists any units (except other fighters) when attacked by air units.</li></ul><p>Artillery and anti-air units can provide defensive fire multiple times per turn (as long as they have ammo), but a fighter can only fire defensively once per turn.</p>
IDS_TUTORIAL_AMBUSH	<h3>Ambush</h3><p>Your unit has been ambushed by the enemy. Ambushes are triggered when you move a unit into territory covered by the Fog of War and it meets a previously hidden enemy unit. Ambushed units often take heavy casualties so be careful when moving to tiles you cannot see.</p>
IDS_TUTORIAL_RUGGED_DEFENSE	<h3>Rugged Defence</h3><p>The defender has managed to surprise your attacking unit and catch them in a cross fire at close range. This situation is known as a rugged defence. When a rugged defence occurs the attacker often takes heavy casualties.</p><p>Only entrenched units can put up a rugged defence, and the higher their entrenchment level, the more often it occurs. That's why it is often a good idea to soften entrenched unit with bombers and artillery before attacking it to reduce the entrenchment level and suppress the defenders. When planning your attack, you can see the chance of a rugged defence in the extended combat prediction window, opened by Ctrl+click on an enemy unit.</p><p>Military engineers are specifically trained to fight against entrenched enemies and so are immune to rugged defence.</p>
IDS_TUTORIAL_EVADE	<h3>Evade</h3><p>The enemy submarine has evaded your attack. When attacked by destroyers or tactical bombers, submarines have a 50% chance to evade the attack and completely avoid any damage. Keep this in mind when planning your naval battles.</p>
IDS_TUTORIAL_MASS_ATTACK	<h3>Mass Attack</h3><p>This enemy unit is facing more than one of your units! This situation is known as a mass attack and gives advantages to the attacker because the defender is stretched along a wider front. This means the defender cannot bring all their force to bear in any one place and is modelled by giving the defending unit an initiative penalty for every additional adjacent enemy unit able to attack it.</p>
IDS_TUTORIAL_CLOSE_TERRAIN	<h3>Close terrain</h3><p>Your tank can attack the infantry next to it, but doing so may not be a good idea. While tanks have strong armour to protect them from infantry weapons, in <i>close terrain</i> (such as cities, forests, hills and mountains) the infantry is able to get much closer to the tanks without being detected and can use short range weapons to exploit any weaknesses in the tank’s protection. In the game this is modelled by giving all units a close defence value which is usually much lower than their normal ground defence. In close terrain infantry fire against the close defence, not the ground defence and can be much more effective. </p><p>Keep this in mind when attacking with your tanks and when moving them. If a tank ends its turn in a close terrain hex, the enemy can exploit this by attacking with infantry against the close defence value of the tank. </p>
IDS_TUTORIAL_RIVERS	<h3>Rivers</h3><p>Your unit is standing on a river hex. This is a very dangerous place to attack from or defend on, as there are severe penalties to both the unit’s attack and defence ratings. This makes rivers very useful for defence: units standing right behind a river will be much more difficult to attack.</p><p>When a river become frozen it is no longer a serious obstacle and so combat penalties no longer apply.</p>
IDS_TUTORIAL_DANGEROUS_HEXES	<h3>Dangerous hexes</h3><p>Your plane is low on fuel. If it does not return to an airfield before its fuel drops to zero, it will crash. To prevent this you should avoid any ‘dangerous’ hexes, marked with red dots. These hexes are too far from nearest friendly airfield or aircraft carrier for the unit to have enough fuel to return to base. This makes any attacks in the danger zone likely to be suicide missions unless a closer airfield can be captured or a carrier moves within range.</p><p>Hint: planes can be refuelled and rearmed when above or adjacent to an airfield. An airfield can resupply up to seven planes on a single turn, but it can only repair the air unit directly above it.</p>
IDS_TUTORIAL_ALL_VH_CAPTURED	<h3>Victory hexes</h3><p>You have captured all the victory hexes! Your opponent gets one chance to capture them back so to win the scenario you need to hold them through your opponent's turn.</p>
IDS_TUTORIAL_LONGTERM_SUPPRESSION	<h3>Long-term suppression</h3><p>This enemy unit was suppressed by your fire. Normally any suppression caused in combat disappears immediately after that combat, but some units (artillery, strategic bombers, capital ships and forts) have the ability to cause long-term suppression which persists until the next non-ranged attack. Long-term suppression is shown by the units strength number colour: yellow for moderate suppression, red for heavy. The exact number of suppressed strength points can be seen on the UI sidebar. Suppressed strength does not participate in the combat, which is a severe disadvantage.</p>
IDS_TUTORIAL_RETREAT	<h3>Retreat</h3><p>This enemy unit has retreated. Every hit you score on an enemy unit in combat converts to a kill or suppression. The defending unit retreats if all of its strength was either killed or suppressed.</p>
IDS_TUTORIAL_SURRENDER	<h3>Surrender</h3><p>This enemy unit has surrendered. This happens if the defending unit is forced to retreat and has nowhere to go.</p>
IDS_TUTORIAL_END_TURN	<h3>End turn</h3><p>All of your units have moved. Press the End Turn button to pass the turn to your opponent.</p>
IDS_TUTORIAL_CAPTURE	<h3>Target captured!</h3><p>You have captured a city, port or airfield, and the flag flying over it is now yours. After two turns you will be able to use it for buying new units or upgrading existing ones.</p>
IDS_TUTORIAL_NO_CAPTURE	<h3>Target not captured!</h3><p>Although you occupy this hex you have not captured it. This is because some units (naval, air and support units like artillery and anti-air) are not able to capture hexes. The national flag and ownership of this hex will not change until you move a ground unit such as infantry, tank or recon on to the hex. 
IDS_TUTORIAL_UNDEPLOY	<p>Hint: you can un-deploy a unit and place it back in the reserve list at any time during the deployment phase. To do this, just right-click the unit. This can be useful for upgrading, repairing or to over-strengthen the unit. 
IDS_TUTORIAL_END_DEPLOYMENT_PHASE	<h3>End deployment phase</h3><p>All of your units have been deployed. Press the End Turn button to finish deployment phase and begin the battle!</p>
IDS_TUTORIAL_RECON	<h3>Recon movement</h3><p>Recon units have a special ability that allows them to make several moves per turn. Each time they pause it uses up an additional movement point. This means the unit can move further in one long move than several smaller moves, but at the risk meeting hidden enemy units and being ambushed. This ability also allows recon units to move several hexes in enemy's zone of control, which is not normally possible. All this makes recon units very useful for scouting.</p>
IDS_TUTORIAL_MULTIPLAYER	<h3>Welcome to Multiplayer!</h3><p>The Multiplayer system uses the Slitherine PBEM++ server to store each game turn and pass it to your opponent - you don't even have to be online at the same time to play.</p><p>You can issue challenges, and an opponent will accept your challenge from the server - or you can accept a challenge which has already been presented. Once a challenge is accepted, the game begins. You’ll be notified by e-mail when your challenges are accepted and when it is your turn. </p><p>You will see a replay of the opponent turn, and then you will be able to take as much time as you need choosing your tactics before finishing your turn and uploading it with the push of a button!</p>
IDS_TUTORIAL_MP_NOCHALLENGES	<p>There are no open games available to join. Players are much more likely to accept than issue challenges and this means open challenges quickly disappear. Why not use the Issue Challenge tab to create a new game for others to join.</p>
IDS_TUTORIAL_MP_ISSUED	<p>You have created a new challenge. Once it has been accepted by another player it will appear in your ‘My Games’ list depending upon which player moves first. You will also receive an email to notify you that your challenge was accepted.</p>
IDS_STATS_COST	<h3>Cost</h3><p>The amount of prestige required to recruit a unit. This also effects the cost of replacements.</p>
IDS_STATS_MAX_STRENGTH	<h3>Max Strength</h3><p>The maximum strength a unit can normally have. Elite units can be over-strengthened and exceed this number by one point per experience star.</p>
IDS_STATS_MAX_FUEL	<h3>Max Fuel</h3><p>The maximum amount of fuel a unit can have when fully supplied.</p>
IDS_STATS_MAX_AMMO	<h3>Max Ammo</h3><p>The Maximum amount of ammo a unit can have when fully supplied.</p>
IDS_STATS_MOVEMENT	<h3>Movement</h3><p>The number of movement points a unit can spend every turn. Depending on the unit's movement type, every terrain type takes a certain number of points to cross, so movement combined with the movement type determines how far the unit can travel in one turn.</p>
IDS_STATS_SPOTTING	<h3>Spotting</h3><p>Spotting radius (in hexes). All/pp/h3 enemy units within the spotting radius will be revealed.</p>
IDS_STATS_RANGE	<h3>Range</h3><p> Unit's shooting range (in hexes). A range of 0 means that the unit needs to start adjacent to the target and actually enter the hex occupied by an enemy in order to attack it, and risk a counterattack.</p>
IDS_STATS_INITIATIVE	<h3>Initiative</h3><p> Initiative is a complex measure of unit's gun range, optics, manoeuvrability and training, which indicates how much damage the unit can do before the enemy has a chance to shoot back. The bigger your initiative advantage, the more strength you can kill/suppress before the enemy counterattacks you, and so the less effective this counterattack will be.</p>
IDS_STATS_SOFT_ATTACK	"<h3>Soft Attack</h3><p> The unit's attack strength against soft"" (i.e. un-armoured) targets, such as infantry, trucks and towed guns.</p>"""
IDS_STATS_HARD_ATTACK	"<h3>Hard Attack</h3><p> The unit's attack strength against hard"" (i.e. armoured) targets, such as tanks and armoured recon cars.</p>"""
IDS_STATS_AIR_ATTACK	<h3>Air Attack</h3><p> The unit's attack strength against air targets.</p>
IDS_STATS_NAVAL_ATTACK	<h3>Naval Attack</h3><p> The unit's attack strength against naval targets.</p>
IDS_STATS_GROUND_DEFENSE	<h3>Ground Defense</h3><p> The unit's defence rating against ground and naval units.</p>
IDS_STATS_AIR_DEFENSE	<h3>Air Defense</h3><p>The unit's defence rating against air units.</p>
IDS_STATS_CLOSE_DEFENSE	<h3>Close Defense</h3><p> The unit's defence rating when it is being shot at from short distance. In this situation the enemy can exploit any weak spots in unit's protection, and so the Close Defence is often much less than Ground Defence. In close terrain (like cities, forests and mountains) infantry always shoots against the opponent's Close Defence rating. This makes infantry especially dangerous in close terrain. Also, Close Defence is used if the unit is ambushed by the enemy.</p>
IDS_STATS_TARGET_TYPE	<h3>Target Type</h3><p> Determines what kind of attack must be employed against this unit. There is a corresponding target type for each of the four attack ratings available in the game: soft, hard, air and naval target types.</p>
IDS_WEATHER_CLEAR	<h3>Weather: Clear</h3><p>Clear weather is the most favourable for offensive operations. Units do not get any penalties when moving and fighting and the spotting radius is normal. Water evaporates quickly in clear weather, so after a few turns muddy or frozen ground will change to dry.</p>
IDS_WEATHER_CLOUDY	<h3>Weather: Cloudy</h3><p>Cloudy weather has a relatively mild effect on your operations. The spotting range of ground units is unaffected, but the spotting range of planes is halved, and they attack ground targets with only half of their strength. The same is true for anti-air units attacking air targets. In cloudy weather water evaporates slowly, so it takes several turns before muddy ground changes to dry. Snow does not melt, so frozen ground will remain.</p>
IDS_WEATHER_RAIN	<h3>Weather: Rain</h3><p>Rain causes serious problems for your combat operations. Planes are affected the most: they cannot attack or be attacked, and their spotting range drops to zero. The spotting range of ground units is halved. Ranged attacks become less effective, and in hand-to-hand combat units can no longer benefit from high initiative ratings - initiative is severely capped. Units outside of cities receive less supply. After a few turns of rain the ground will become muddy.</p>
IDS_WEATHER_SNOW	<h3>Weather: Snow</h3><p> Snow causes serious problems for your combat operations. Planes are affected the most: they cannot attack or be attacked, and their spotting range drops to zero. The spotting range of ground units is halved. Ranged attacks become less effective, and in hand-to-hand combat units can no longer benefit from their high initiative ratings - initiative is severely capped. Units outside of cities receive less supply. After a few turns of snow the ground will become frozen.</p>
IDS_GROUND_DRY	<h3>Ground: Dry</h3><p>Dry ground is the most favourable for combat operations. Units do not get any penalties when moving and fighting.</p>
IDS_GROUND_MUDDY	<h3>Ground: Muddy</h3><p>Muddy ground is a serious problem for ground units. Their movement becomes slower, and even minor rivers can no longer be crossed, unless there is a bridge or bridge engineer unit on the river. This makes muddy ground bad for offense, but good for defence.</p>
IDS_GROUND_FROZEN	<h3>Ground: Frozen</h3><p>Frozen ground can create some problems for ground units. Their movement becomes slower, and they consume twice as much fuel when moving. On the other hand, rivers become frozen and no longer present a natural obstacles for moving and attacking units.</p>
IDS_BONUS_UNIT_MESSAGE	"<p>To ensure the success of your operation,<br/>High Command has allocated you an elite unit.</p><p><img.uniticon icon=""%s"" /></p>"
IDS_AWARD_MESSAGE	"<p>For outstanding service %s was awarded<br/>with the %s.</p><p><img src=""awards/%s"" /></p>"
IDS_HERO_MESSAGE	"<p>For outstanding service %s from %s<br/>was distinguished as a hero of the war.</p><p><img src=""heroes/%s"" /></p><p>%s</p>"
IDS_MODIFIED_FILES_WARNING	<p>The game has detected that the following files are modified and may not be suitable for multiplayer:</p><p>%s</p><p>Your challenge will be flagged as custom. Continue?</p>
IDS_BONUS_LEVELS	<p>Congratulations!</p><p>You have won the campaign on the Field Marshal difficulty level and unlocked three master levels. Each of these levels offers some unique challenge and requires different skills to beat.</p>
But, where is this text's?
Image
I can't find text: "Clear(Dry)". "Weather" and "Forecast" I found in UI.

Image
I can't find "(E) Embark/Disembrark
Sea transports:
Air transports:
Rail transports:". I found "(E) Embark/Disembark" in main.html (folder UI), but when I correct this words on "adndjan" (for example) game dispays all the same "(E) Embark/Disembark".

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I can't find all text, that displays in exit message. In UI no, in strings.pzdat no.

Re: Game materials.

Posted: Thu Apr 19, 2012 2:51 pm
by Rudankort
Apparently you are not looking at the latest version of the game. Upgrade to 1.05, and you should find all strings you need in the Data files.

Re: Game materials.

Posted: Thu Apr 19, 2012 3:03 pm
by andrejshapal
Rudankort wrote:Apparently you are not looking at the latest version of the game. Upgrade to 1.05, and you should find all strings you need in the Data files.
1.05 exist?) Thank you very much :D

Re: Game materials.

Posted: Thu Apr 19, 2012 3:06 pm
by huertgenwald
Actually people are waiting for 1.06 for a while now. Image

Re: Game materials.

Posted: Thu Apr 19, 2012 3:21 pm
by andrejshapal
huertgenwald wrote:Actually people are waiting for 1.06 for a while now. Image
I'm behind the times)