Descr sounds generic.txt
This file is M2TW only delegated file from descr_sounds.txt for manage several different sounds from different category, many of them not exist in RTW, and none of them are part of any sound bank. It could be divided into many different parts.
Contents
- 1 Engine sounds which use Sound Effects Section
- 2 Strategy Map's Animations' Sounds Section
- 3 Tower Firing/Ambience&Structure Sounds Section
- 4 Burning/Chant/Cow/Cannonball Sounds
- 5 Building Destruction Sounds
- 6 Gates/Portcullis Sounds
- 7 Misc Sounds
- 8 Siege Engines Sounds
- 9 M2TW's Additional Interface Sounds
- 10 Front End Sounds
- 11 Strategy Map Interface Sounds
- 12 Battle Map Interface Sounds
- 13 The Rest of Sound Entries
Engine sounds which use Sound Effects Section
This part contain sound events related to gunpowder weapons.
Part's structure.
DEFAULT: modifiers
DEFAULT = setting which declare by this would be using for follow sound events unless specified in event or DEFAULT is declared in the same category again.
List of modifers (X indicated value for setting)
3d - sound has distance/direction modification
1d - sound has no distance/direction modification
Streamed - read from disk instead of embedded file in memory at the game startup
looped - overwrite the parameter in play_tracked_sound
ducking - temporary lowering other sounds (not use in vanilla RTW but could be used in RTW)
retrigger X - delay before retriggering the sound, using for music (X is in second)
minDist X - minimum distance which would hear the sound (X must more than 1.0)
maxDist X - maximum distance which sound would still be heard
priority X - (X = between 0 to 9999)
Volume X - modifier to based sound volume set in the preference (X = between -100 to 0 db)
probability X -
minPitch X -
maxPitch X -
dry_level X - (X = 0 to 1 }
wet_level X - (X = 0 to 1 }
delay X - delay in seconds before next 3d sounds start playing
randomdelay X - delay within seconds before next 3d sounds start playing
probradius X -
fadein X -
fadeout X -
pref X - sound preference setting to be use for events below (X = sfx/speech/music/INTERFACE }
pan X - 2D events only, from 0 (hard-left) to 1.0 (hard-right) 0.5 - default
ignore_pause X -
distancepriority X -
effect_level X -
rndvolume X -
Sound events of this section is not part of any sound bank but act as separate events for gunpowder engines. Structure of sound event is as example below.
event { event name } modifiers folder { base path } {sample name} modifiers (any of probability, volume etc) {sample name} ... folder { base path , in case files have different location} {sample name} modifiers (any of probability, volume etc) {sample name} ... end
Event names which using in this part are...
Rocket_Launcher_Fire Monster_Ribault_Fire Ribault_Fire
Strategy Map's Animations' Sounds Section
This part contain sound events related to strategy map's animation which in RTW is part of descr_sounds_stratmap_anims.txt.
Part's structure.
DEFAULT: modifiers
DEFAULT = setting which declare by this would be using for follow sound events unless specified in event or DEFAULT is declared in the same category again.
This part contain sound events which are not part of sound bank. These sounds are using by skeleton files of agents' movement set (which use to organized set of animation for using by model) to give sound to animation at point of frame. Structure of sound event is as example below.
event { event name } modifiers folder { base path } {sample name} modifiers (any of probability, volume etc) {sample name} ... folder { base path , in case files have different location} {sample name} modifiers (any of probability, volume etc) {sample name} ... end
Event names which using in this part are...
SM_ANIM_FOOTSTEP SM_ANIM_BATTLE SM_ANIM_SWOOSH SM_ANIM_SMALL_SWOOSH SM_ANIM_SCRAPE SM_ANIM_FALL SM_ANIM_IDLE_NECK_CRACK SM_ANIM_IDLE_STRETCH_ARMS SM_ANIM_IDLE_STRETCH_BACK SM_ANIM_IDLE_SNEEZE SM_ANIM_IDLE_SCRATCH_HEAD SM_ANIM_IDLE_CLEAR_THROAT SM_ANIM_IDLE_SNIFF SM_BODY_HIT
Tower Firing/Ambience&Structure Sounds Section
This part contain sound events related to Tower firing and other buildings' sounds in battle. Although role is similar to those in RTW's descr_sounds_structures.txt, they operate in very different way.
Part's structure.
DEFAULT: modifiers
DEFAULT = setting which declare by this would be using for follow sound events unless specified in event or DEFAULT is declared in the same category again.
event { event name } modifiers folder { base path } {sample name} modifiers (any of probability, volume etc) {sample name} ... folder { base path , in case files have different location} {sample name} modifiers (any of probability, volume etc) {sample name} ... end
Event names which using in this part are...
TOWER_ARROW_FIRING TOWER_BALLISTA_FIRING CANNON_FIRING ambient_Settlement ambient_Settlement_night ambient_dog ambient_dog_night ambient_euro_bell ambient_Settlement_arabic ambient_farm ambient_swamp WELL ambient_alchemy ambient_archery ambient_ballista ambient_barracks ambient_brothel ambient_gunsmith ambient_cannon ambient_cathedral ambient_catapult ambient_church ambient_market ambient_arabic_market ambient_tavern ambient_small_church ambient_horse_stables
Burning/Chant/Cow/Cannonball Sounds
This part contain sound events related to Burning, Chant, Cow (projectile), and Cannonball sounds in battle.
Part's structure.
event { event name } modifiers folder { base path } {sample name} modifiers (any of probability, volume etc) {sample name} ... folder { base path , in case files have different location} {sample name} modifiers (any of probability, volume etc) {sample name} ... end
Event names which using in this part are...
Burning_building_large Burning_building_medium Burning_building_small TORCH NAPTHA_LOOP FIRE_FLARE_UP Burning_man_sound BURNING_SCREAM DRUID_CHANT COW_IMPACT COW_FLYS_BUZZING COW_FLY INCOMING CANNON_HIT_GROUND CANNON_HIT_GROUND_FIERY
Building Destruction Sounds
This part contain sound events related to building destruction sounds in battle. Although role is similar to those in RTW's descr_sounds_structures.txt, they operate in very different way.
Part's structure.
event { event name } modifiers folder { base path } {sample name} modifiers (any of probability, volume etc) {sample name} ... folder { base path , in case files have different location} {sample name} modifiers (any of probability, volume etc) {sample name} ... end
Event names which using in this part are...
ANIM_Building_collapse ANIM_Building_collapse_LARGE ANIM_Building_collapse_SMALL ANIM_Stone_collapse_LARGE ANIM_Stone_collapse_MEDIUM ANIM_Stone_collapse_SMALL ANIM_Stone_HITS ANIM_Wood_collapse_LARGE ANIM_Wood_collapse_SMALL ANIM_Stone_collapse_LARGE_DISTANT ANIM_Stone_collapse_MEDIUM_DISTANT ANIM_Stone_collapse_SMALL_DISTANT ANIM_Wood_collapse_LARGE_DISTANT ANIM_Wood_collapse_SMALL_DISTANT
Gates/Portcullis Sounds
This part contain sound events related to Gates/Portcullis sounds in battle. Although role is similar to those in RTW's descr_sounds_structures.txt, they operate in very different way.
Part's structure.
event { event name } modifiers folder { base path } {sample name} modifiers (any of probability, volume etc) {sample name} ... folder { base path , in case files have different location} {sample name} modifiers (any of probability, volume etc) {sample name} ... end
Event names which using in this part are...
ANIM_Gate_wood_small_creak ANIM_Gate_wood_small_OPEN ANIM_Gate_wood_small_CLOSE ANIM_Gate_wood_large_creak ANIM_Gate_wood_large_open ANIM_Gate_wood_large_close ANIM_Gate_portcullis_move_down ANIM_Gate_portcullis_move_up ANIM_Gate_portcullis_UP ANIM_Gate_portcullis_DOWN ANIM_Gate_wood_SMALL_DESTROYED ANIM_Gate_wood_LARGE_DESTROYED ANIM_Gate_metal_DESTROYED ANIM_Gate_wood_IMPACT ANIM_Gate_metal_IMPACT
Misc Sounds
This part contain sound events related to Miscellaneous sounds in battle.
Part's structure.
event { event name } modifiers folder { base path } {sample name} modifiers (any of probability, volume etc) {sample name} ... folder { base path , in case files have different location} {sample name} modifiers (any of probability, volume etc) {sample name} ... end
Event names which using in this part are...
ANIM_Human_ready ANIM_Flag_flapping ANIM_KILL_MOUNT ANIM_SWIM ANIM_KICK ANIM_STAB ANIM_SWOOSH ANIM_SCRAPE ANIM_ARCHER_LOAD ANIM_ARCHER_AIM ANIM_ARCHER_FIRE ANIM_SPEAR_FIRE ANIM_Crossbow_Load ANIM_Crossbow_Wind ANIM_Crossbow_Wind_End ARROW_FLY ARROW_WHIZZ_SOUND CROSSBOW_FLY_CONSTANT CROSSBOW_FLY ANIM_Gunner_Fire ANIM_Musket_Fire ANIM_Musket_Rod ANIM_Musket_Ammo ANIM_Musket_Gunpowder ANIM_Musket_cock ANIM_FALL_SQUASH ANIM_SQUASH ANIM_TESTUDO ANIM_HORSE_ATTACK ANIM_HORSE_DEATH ANIM_HORSE_REGROUP ANIM_CAMEL_ATTACK ANIM_CAMEL_DEATH ANIM_ELE_ATTACK ANIM_ELE_DEATH ANIM_WARDOG_BARK ANIM_WARDOG_ATTACK ANIM_WARDOG_DEATH
Siege Engines Sounds
This part contain sound events related to Siege Engines sounds in battle.
Part's structure.
DEFAULT: modifiers
DEFAULT = setting which declare by this would be using for follow sound events unless specified in event or DEFAULT is declared in the same category again.
event { event name } modifiers folder { base path } {sample name} modifiers (any of probability, volume etc) {sample name} ... folder { base path , in case files have different location} {sample name} modifiers (any of probability, volume etc) {sample name} ... end
Event names which using in this part are...
ANIM_Siege_Move_Medium ANIM_Siege_Move_Large ANIM_cannon_load_in ANIM_cannon_load_out ANIM_cannon_load_ball ANIM_destroyed_siege_SMALL ANIM_destroyed_siege_MEDIUM ANIM_destroyed_siege_LARGE ANIM_cannon_creaks ANIM_cannon_thud ANIM_cannon_wheel_bounce ANIM_cannon_ball_roll ANIM_cannon_ball_jam ANIM_cannon_small_distant ANIM_cannon_large_distant ANIM_cannon_recover ANIM_artillery_Fire ANIM_Basilisk_Fire ANIM_Bombard_Fire ANIM_Bombard_Recover ANIM_Culverin_Fire ANIM_Great_Bombard_Fire ANIM_Huge_Bombard_Fire ANIM_Huge_Bombard_Recoil ANIM_Huge_Bombard_Chain ANIM_Huge_Bombard_Prepare ANIM_Huge_Bombard_Move ANIM_Mortar_Fire ANIM_ribault_fuse ANIM_Serpentine_Fire ANIM_Ballista_Fire ANIM_Ballista_distant_Fire ANIM_Ballista_Crank ANIM_Ballista_Finish_Crank ANIM_Ballista_Load ANIM_Catapult_whoosh ANIM_Catapult_Fire ANIM_Catapult_distant_Fire ANIM_Catapult_Crank ANIM_Catapult_Crank_Finish ANIM_Trebuchet_Fire ANIM_Trebuchet_Crank ANIM_Trebuchet_distant_Fire ANIM_Trebuchet_distant_Crank ANIM_Trebuchet_recover ANIM_Trebuchet_swing ANIM_Trebuchet_Rope_drop ANIM_RL_Fuse ANIM_RL_Prepare ANIM_RL_Fuse_loop ANIM_Ladder_Raised ANIM_Ladder_Destroyed ANIM_Siege_Tower_Open ANIM_Siege_Tower_Close ANIM_Siege_Tower_Creak ANIM_Siege_Tower_Wind ANIM_Siege_Tower_Destroyed ANIM_RAM_PREPARE ANIM_Bell_Standard
M2TW's Additional Interface Sounds
This part contain sound events related to M2TW's additional interface sounds in battle.
Part's structure.
DEFAULT: modifiers
DEFAULT = setting which declare by this would be using for follow sound events unless specified in event or DEFAULT is declared in the same category again.
event { event name } modifiers folder { base path } {sample name} modifiers (any of probability, volume etc) {sample name} ... folder { base path , in case files have different location} {sample name} modifiers (any of probability, volume etc) {sample name} ... end
Event names which using in this part are...
STRAT_PRISONERS_EXECUTED STRAT_PRISONERS_EXECUTED_GUNPOWDER STRAT_PRISONERS_RELEASED STRAT_PRISONERS_RANSOMED STRAT_SELECT_CARD STRAT_DESELECT_CARD BATTLE_UI_START_DRAG_FORMATION BATTLE_UI_END_DRAG_FORMATION BATTLE_UI_START_DRAG_SELECTION BATTLE_UI_END_DRAG_SELECTION BUTTON_DOWN
Front End Sounds
This part contain sound events related to front end sounds interface. Similar content in RTW would contain in descr_sounds_interface.txt.
Part's structure.
DEFAULT: modifiers
DEFAULT = setting which declare by this would be using for follow sound events unless specified in event or DEFAULT is declared in the same category again.
event { event name } modifiers folder { base path } {sample name} modifiers (any of probability, volume etc) {sample name} ... folder { base path , in case files have different location} {sample name} modifiers (any of probability, volume etc) {sample name} ... end
Event names which using in this part are...
BATTLE_UI_FLASH_UNIT_UNDERLAYS UI_NEXT_FACTION_BUTTON UI_NEXT_TEAM_BUTTON UI_CHANGE_ARMOUR UI_CHANGE_EXPERIENCE UI_CHANGE_WEAPON UI_CLEAR_CURRENT_ARMY UI_COMPUTER_CHOOSE_ARMY UI_REFRESH_GAME_LIST UI_MULTIPLAYER_TOGGLE_RECIEVE_INCOMING UI_MULTIPLAYER_TOGGLE_RECIEVE_OUTGOING UI_LOAD_KEY_SETTINGS UI_SAVE_KEY_SETTINGS START_GAME UI_HIGHLIGHT UI_SELECT_MENU_ITEM UI_RETURN_TO_PREVIOUS UI_TEXT_FIELD_CLICKED UI_TEXT_FIELD_ENTERED UI_FIELD_CHANGED UI_TICK_BOX_ON UI_TICK_BOX_OFF UI_HELP_DIALOG_APPEAR UI_HELP_DIALOG_DISAPPEAR
Strategy Map Interface Sounds
This part contain sound events related to strategy map interface sounds. Similar content in RTW would contain in descr_sounds_interface.txt.
Part's structure.
DEFAULT: modifiers
DEFAULT = setting which declare by this would be using for follow sound events unless specified in event or DEFAULT is declared in the same category again.
event { event name } modifiers folder { base path } {sample name} modifiers (any of probability, volume etc) {sample name} ... folder { base path , in case files have different location} {sample name} modifiers (any of probability, volume etc) {sample name} ... end
Event names which using in this part are...
OPEN_MSG MERGE_ARMIES STRAT_SELECT_CHARACTER STRAT_SELECT_CITY_DOWN STRAT_SELECT_CITY STRAT_TAB_SELECT END_TURN (for culture slot 0? for default?, south_european) END_TURN_CULTURE_1 (for culture slot 1, north_european) END_TURN_CULTURE_2 (for culture slot 2, mesoamerican) END_TURN_CULTURE_3 (for culture slot 3, greek) END_TURN_CULTURE_4 (for culture slot 4, eastern_european) END_TURN_CULTURE_5 (for culture slot 5, middle_eastern) END_TURN_CULTURE_6 (for culture slot 6) STRAT_END_TURN_DOWN STRAT_BATTLE_ZOOM STRAT_BUILD_FORT STRAT_BUILD_WATCHTOWER STRAT_TRAINING_QUEUE_SELECT_UNIT STRAT_TRAINING_QUEUE_DELETE_UNIT STRAT_TRAINING_QUEUE_DRAG_UNIT STRAT_CONSTRUCTION_SELECT_BUILDING STRAT_CONSTRUCTION_DRAG_BUILDING STRAT_TOOLTIP STRAT_SHOW_INFO_RIGHT_CLICK STRAT_HIDE_INFO_RIGHT_CLICK_AGAIN STRAT_DISBAND_UNIT STRAT_DESTROY_BUILDING STRAT_SCROLL_OPENS STRAT_SCROLL_CLOSES STRAT_PANEL_MENU_SELECT STRAT_PANEL_MENU_SCROLL_BALL STRAT_PANEL_MENU_SCROLL_ARROWS STRAT_PANEL_MENU_SCROLLING STRAT_PANEL_MENU_TICK_BOX_ON STRAT_PANEL_MENU_TICK_BOX_OFF STRAT_PANEL_MENU_CLOSE_BUTTON STRAT_PANEL_MENU_CHECK_BUTTON STRAT_PANEL_MENU_X_BUTTON STRAT_PANEL_MENU_FACTION_SHIELD_BUTTON STRAT_SET_GAME_OPTIONS STRAT_OPEN_DIPLOMATIC_STANDING_WINDOW STRAT_OPEN_FACTION_SUMMARY STRAT_OPEN_MISSIONS_LOG STRAT_SHOW_TRADE_SUMMARY STRAT_OPEN_FINANCES_WINDOW STRAT_OPEN_POPE_TAB STRAT_SHOW_FAMILY_TREE STRAT_OPEN_CONTRUCTION_PANEL STRAT_OPEN_TRAINING_PANEL STRAT_CLICK_ON_RADAR_TELEPORTS_SCREEN STRAT_PICKUP_CARD STRAT_DROP_CARD STRAT_SHOW_UNITS_IN_GARRISON STRAT_SHOW_BUILDS_IN_SETTLEMENT STRAT_SHOW_VISITORS_IN_SETTLEMENT STRAT_SHOW_UNITS_ON_SHIP STRAT_MOVE_CAMERA_TO_SELECTION_BUTTON STRAT_SELECT_NEXT STRAT_SELECT_PREVIOUS STRAT_SHOW_MISSION_TARGET STRAT_SHOW_CARDINAL_LIST STRAT_SELECT_BUILDING STRAT_ADD_BUILDING_TO_QUEUE STRAT_REMOVE_FROM_QUEUE STRAT_PICKUP_BUILDING STRAT_DROP_BUILDING STRAT_ASK_FOR_ADVICE STRAT_LOCATE_POSITION_OF_SETTLEMENT STRAT_ASK_FOR_UNIT_ADVICE STRAT_SHOW_RALLY_POINTS STRAT_REMOVE_RALLY_POINT STRAT_SHOW_UNITS_IN_GARRISON_THAT_REQURE_RETRAINING STRAT_SHOW_EVENTS_LOG STRAT_LOCATE_SELECTED_CHARACTER_ON_MAP STRAT_SET_FACTION_HEIR STRAT_VIEW_SETTLEMENT_ON_BATTLEMAP STRAT_LOCATION_POSITION_OF_SETTLEMENT STRAT_SHOW_BUILDINGS_IN_SETTLEMENT STRAT_ARROW_BUTTONS STRAT_SELECT_DETAIL STRAT_ADVICE_PANEL_SLIDING_IN STRAT_ADVICE_PANEL_SLIDING_OUT STRAT_ADVICE_BUBBLE_APPEARS STRAT_ADVICE_BUBBLE_DISAPPEARS STRAT_NEW_MESSAGES_AVAILABLE STRAT_EVENT_CARD_STARTS_TO_FALL STRAT_EVENT_CARD_STOPS_FALLING STRAT_MESSAGE_DISMISS STRAT_DIPLOMACY_AMBIENT STRAT_DIPLOMACY_SCROLL_OPEN STRAT_DIPLOMACY_SCROLL_CLOSE STRAT_DIPLOMACY_TEXT_CLICK STRAT_DIPLOMACY_ARROW_BUTTONS
Battle Map Interface Sounds
This part contain sound events related to battle map interface sounds. Similar content in RTW would contain in descr_sounds_interface.txt.
Part's structure.
DEFAULT: modifiers
DEFAULT = setting which declare by this would be using for follow sound events unless specified in event or DEFAULT is declared in the same category again.
event { event name } modifiers folder { base path } {sample name} modifiers (any of probability, volume etc) {sample name} ... folder { base path , in case files have different location} {sample name} modifiers (any of probability, volume etc) {sample name} ... end
Event names which using in this part are...
BATTLE_UI_SELECT_UNIT BATTLE_UI_SWORD_ATTACK BATTLE_UI_QUICK_SWORD_ATTACK BATTLE_UI_SPEAR_ATTACK BATTLE_UI_QUICK_SPEAR_ATTACK BATTLE_UI_MISSILE_ATTACK BATTLE_UI_QUICK_MISSILE_ATTACK BATTLE_UI_SIEGE_ATTACK BATTLE_UI_GRAB_SIEGE_WEAPON BATTLE_UI_WALK_TO_LOCATION BATTLE_UI_RUN_TO_LOCATION BATTLE_SCROLL_OPENS BATTLE_SCROLL_CLOSES BATTLE_PANEL_MENU_SELECT BATTLE_PANEL_MENU_SCROLL_BALL BATTLE_PANEL_MENU_SCROLL_ARROWS BATTLE_PANEL_MENU_SCROLLING BATTLE_PANEL_MENU_TICK_BOX_ON BATTLE_PANEL_MENU_TICK_BOX_OFF BATTLE_PANEL_MENU_CLOSE_BUTTON BATTLE_PANEL_MENU_CHECK_BUTTON BATTLE_PANEL_MENU_X_BUTTON BATTLE_END_DEPLOYMENT BATTLE_FOLLOW_UNIT BATTLE_STOP_FOLLOWING_UNIT BATTLE_ZOOM_UNIT BATTLE_HIDE_UI BATTLE_UNHIDE_UI BATTLE_TURN_MUSIC_ON BATTLE_TURN_MUSIC_OFF BATTLE_TURN_SOUND_EFFECTS_ON_ BATTLE_TURN_SOUND_EFFECTS_OFF BATTLE_ZOOM_RADAR_IN BATTLE_ZOOM_RADAR_OUT BATTLE_PAUSE BATTLE_UNPAUSE BATTLE_DOUBLE_SPEED BATTLE_TRIPLE_SPEED BATTLE_SELECT_CARD BATTLE_DESELECT_CARD BATTLE_PICKUP_CARD BATTLE_DROP_CARD BATTLE_ZOOM_TO_UNIT BATTLE_ZOOM_GENERAL BATTLE_SELECT_ALL BATTLE_DESELECT_ALL BATTLE_SELECT_CAVALRY BATTLE_SELECT_INFANTRY BATTLE_SELECT_MELEE BATTLE_SELECT_MISSILE_ BATTLE_SELECT_SIEGE BATTLE_SELECT_NEXT_GROUP BATTLE_SELECT_PREVIOUS_GROUP BATTLE_HALT_STOP_CURRENT_ORDERS BATTLE_WITHDRAW BATTLE_GROUP_SELECTED_UNITS BATTLE_UNGROUP_SELECTED_UNITS BATTLE_ENABLE_LINKING BATTLE_DISABLE_LINKING BATTLE_TIGHT_FORMATION BATTLE_LOOSE_FORMATION BATTLE_ENABLE_SKIRMISH_MODE BATTLE_DISABLE_SKIRMISH_MODE BATTLE_ENABLE_FIRE_AT_WILL BATTLE_DISABLE_FIRE_AT_WILL BATTLE_NORMAL_FORMATION BATTLE_SPECIAL_FORMATION BATTLE_ENABLE_GUARD_MODE BATTLE_DISABLE_GUARD_MODE BATTLE_RUN_MODE BATTLE_WALK_MODE BATTLE_SHOW_GROUP_FORMATIONS BATTLE_HIDE_GROUP_FORMATIONS BATTLE_SELECT_GROUP_FORMATION BATTLE_AI_ASSISTANCE_ON BATTLE_AI_ASSISTANCE_OFF
The Rest of Sound Entries
This part contain sound events which note as "NOT WORKING". But although not assigned any sound sample to, those event entries are not disable by ";". Similar content in RTW would contain in descr_sounds_interface.txt.
event { event name } modifiers folder { base path } {sample name} modifiers (any of probability, volume etc) {sample name} ... folder { base path , in case files have different location} {sample name} modifiers (any of probability, volume etc) {sample name} ... end
Event names which using in this part are...
UI_F1_HELP UI_HELP_DIALOG_CHECK UI_ESC_KEY UI_QUIT_DIALOG_APPEAR UI_QUIT_DIALOG_CHECK UI_QUIT_DIALOG_X UI_QUIT_DIALOG_DISAPPEAR UI_ERROR_DIALOG_APPEAR UI_ERROR_DIALOG_CHECK UI_ERROR_DIALOG_DISAPPEAR UI_DROP_MENUS_DOWN UI_DROP_MENUS_UP UI_DROP_MENU_ITEM_HIGHLIGHT UI_DROP_MENU_ITEM_SELECT UI_DROP_MENU_SCROLL_ARROW_HEAD UI_DROP_MENU_SCROLL_BALL UI_DROP_MENU_SCROLLING UI_CONTINUE_CAMPAIGN UI_SELECT_A_FACTION UI_FACTION_SHIELD_BUTTONS UI_START_THE_CAMPAIGN UI_SELECT_CAMPAIGN UI_SELECT_BATTLE UI_CHOOSE_AN_ARMY UI_START_THE_HISTORICAL_BATTLE UI_CHOOSE_LOCATION UI_CUSTOMISE_THE_BATTLE UI_ARROW_BUTTONS UI_ATTACKER_BUTTON UI_DEFFENDER_BUTTON UI_NO_FACTION_BUTTON UI_CUSTOMISE_THE_ARMIES UI_PICK_UP_CARD UI_DROP_CARD UI_SELECT_UNIT UI_REMOVE_UNIT UI_LEVELS_ARROWS UI_START_THE_BATTLE UI_GAME_APPEARS UI_GAME_DISAPPEARS UI_JOIN_AS_SPECTATOR UI_JOIN_GAME UI_HOST_GAME UI_REFRESH_GAME_LIST UI_SORT_BY_COLUMN_BUTTONS UI_SELECT_GAME UI_CHOOSE_CONDITIONS_FOR_BATTLE UI_LOAD_SELECT_GAME UI_APPLY_VIDEO_SETTINGS UI_SELECT_FUNCTION UI_START_REASSIGNMENT UI_KEY_REASSIGNED UI_RESTORE_DEFAULT_KEYS BATTLE_SELECT_UNIT_DESTINATION BATTLE_INVALID_DESTINATION BATTLE_MELEE_ATTACK_UNIT BATTLE_CHARGE_MELEE_ATTACK_UNIT BATTLE_MISSILE_ATTACK_UNIT BATTLE_CHARGE_MISSILE_ATTACK_UNIT BATTLE_SIEGE_ATTACK BATTLE_CHARGE_SIEGE_ATTACK BATTLE_INVALID_ATTACK_TARGET