Complete list of the 1460 lexicon.dic entries
Moderator: thunderchero
- Flocke
- BORG Trouble Maker
- Posts: 3258
- Joined: Sun Apr 27, 2008 2:00 am
- Location: Hamburg, Germany
- Contact:
Complete list of the 1460 lexicon.dic entries
Given we had no list of the lexicon.dic entries yet, and they are pretty messed all around, I thought it would be worth to put some list together.
In addition in UE the lexicon entries all are indexed by number, which is barily readable and definitely is not acceptable for further coding.
To group these entries I first attempted to just have a look ingame for what labels of interest I could match up. But same like Tethys I soon realized there are many duplicates and seemingly unused entries. My grouping I felt was very inadequate, so I came up with another idea and edited UE some little to re-label all of them to numbers, so ingame I could match up what entry is being displayed. As a result I couldn't stop myself to put this whole list together.
The list is in sync with https://gitlab.com/stbotf/ultimate-edit ... es/dic/idx
I hope it will be of good help to some modding. And I'm looking forward to any additions and correction you find!
Menu Labels: #p55644
Data Values: #p55645
Summary Events: #p55646
Event Notifications: #p55647
Game Notifications: #p55648
In addition in UE the lexicon entries all are indexed by number, which is barily readable and definitely is not acceptable for further coding.
To group these entries I first attempted to just have a look ingame for what labels of interest I could match up. But same like Tethys I soon realized there are many duplicates and seemingly unused entries. My grouping I felt was very inadequate, so I came up with another idea and edited UE some little to re-label all of them to numbers, so ingame I could match up what entry is being displayed. As a result I couldn't stop myself to put this whole list together.
The list is in sync with https://gitlab.com/stbotf/ultimate-edit ... es/dic/idx
I hope it will be of good help to some modding. And I'm looking forward to any additions and correction you find!
Menu Labels: #p55644
Data Values: #p55645
Summary Events: #p55646
Event Notifications: #p55647
Game Notifications: #p55648
Last edited by Flocke on Sat Oct 08, 2022 7:44 am, edited 6 times in total.
- Flocke
- BORG Trouble Maker
- Posts: 3258
- Joined: Sun Apr 27, 2008 2:00 am
- Location: Hamburg, Germany
- Contact:
Re: Complete list of the 1460 lexicon.dic entries
MENU LABELS
Descriptive UI labels of the many menus.
Excluding the displayed data values.
SHARED
## Menu.Shared ##
## Menu.BuildingStats ##
## Menu.ShipStats ##
SYSTEM BUILD & OBJECT DATABASE
GAME SETUP
## Menu.GameSetup.NewGame ##
for game configuration, see Data.GameSettings
## Menu.GameSetup.RaceInfo ##
## Menu.GameSetup.LoadGame ##
suffix to unnamed savegames, for others labels refer Data.GameSettings
## Menu.Options ##
GALAXY SCREEN
## Menu.Galaxy ##
left top empire info stats
## Menu.Galaxy.EmpireInfo ##
## Menu.Galaxy.Map ##
fleet & ship info
## Menu.Galaxy.Fleet ##
the bottom system panel
## Menu.Galaxy.SystemPanel ##
galaxy map selection in system panel
## Menu.Galaxy.StellarDescriptions ##
left context menu
## Menu.Galaxy.Events ##
left context menu
## Menu.Galaxy.Economy ##
## Menu.Galaxy.Summary ##
SYSTEM SCREEN
## Menu.SystemScreen ##
for system panel, see galaxy map
left panel system stats
## Menu.SystemScreen.SystemInfo ##
shared by build queue and system summary
## Menu.SystemScreen.BuildTasks ##
right build order queue
## Menu.SystemScreen.BuildQueue ##
## Menu.SystemScreen.ProductionSummary ##
## Menu.SystemScreen.EnergyManagement ##
structure build menu
## Menu.SystemScreen.BuildList ##
ship build menu
looks identical to the build list but has a few different labels
## Menu.SystemScreen.ShipBuild ##
existing structures
## Menu.SystemScreen.StructureList ##
INTEL SCREEN
## Menu.IntelScreen ##
## Menu.IntelScreen.EmpireIntelInfo ##
## Menu.IntelScreen.InternalSecurity ##
## Menu.IntelScreen.DetailReport ##
RESEARCH SCREEN
## Menu.ResearchScreen ##
## Menu.ResearchScreen.TechInfo ##
## Menu.ResearchScreen.Management ##
## Menu.ResearchScreen.TechnologyDatabase ##
## Menu.ResearchScreen.ObjectDatabase ##
general, below image / ship view
DIPLOMACY SCREEN
## Menu.DiplomacyScreen ##
shared for active treaties & proposals
## Menu.DiplomacyScreen.TreatyList ##
active treaty details
## Menu.DiplomacyScreen.Treaties ##
propose
## Menu.DiplomacyScreen.Proposal ##
treaty event details
## Menu.DiplomacyScreen.Events ##
COMBAT SCREEN
## Menu.Combat.Encounter ##
combat encounter, also displayed in battle when pointing no ships
combat view
## Menu.Combat.BattleView ##
top right info text
## Menu.Combat.FleetPanel (bottom) ##
bottom fleet panel
left details tab
## Menu.Combat.ShipInfo ##
fleets / enemy menu selection
see Data.Combat.ShipGroup
see Data.Galaxy.Ownership
## Menu.Combat.BattleEvents ##
OTHER
not found to be used in any menu yet
but grouped for better lookup
## Menu.Others ##
Descriptive UI labels of the many menus.
Excluding the displayed data values.
SHARED
## Menu.Shared ##
218 Defense // confirmed by value change: galaxy, system (& likely combat) 1370 Turn // confirmed by value change: galaxy, system, intel, research, diplomacy 1372 TURNS // confirmed by value change: system & diplomacy 1373 TURNS_REMAINING // confirmed by value change: system & diplomacy 54 AvailablePointsAndBonuses // confirmed by value change: research & empire intel info 1181 Status // confirmed by value change: research & diplomacy 668 MORALE // confirmed by value change: system, galaxy map & empire status 1214 System // confirmed by value change: economics, system panel & system screen 919 Population // confirmed by value change: galaxy tooltip & system panel 595 LABOR_POOL // confirmed by value change: system & galaxy map 1119 Ship // confirmed by value change: galaxy fleet & events 1364 TradeGoods // confirmed by value change: build queue, summary & economics 1453 YES // confirmed by value change: options & proposal 828 NO // confirmed by value change: options & proposal
## Menu.BuildingStats ##
529 IndustryBuildCost // confirmed by value change: system & database
921 PopulationMaintenanceCost // confirmed by value change: system & database
282 EnergyMaintenanceCost // confirmed by value change: system & database
see Data.System.Restrictions
1005 Restriction // confirmed by value change: system & database
1006 Restrictions // confirmed by value change: system & database, if multiple
668 Shared.MORALE // confirmed by value change: system & database
## Menu.ShipStats ##
SYSTEM BUILD & OBJECT DATABASE
1122 XClass // confirmed by value change: "%s1 Class %2" for short description, see Data.SpaceCraft.ShipCategoryDescriptions 116 CanCloak // confirmed by value change: galaxy, system & database -> "Can cloak." 528 Data.System.Production.Industry // confirmed by value change: system & database 109 BuildCost // confirmed by value change: system & database 435 HitPointsPerShields // confirmed by value change: system & database -> "Hit Points / Shields" for weapons, see Data.SpaceCraft.BeamWeapons & .TorpedoWeapons 877 XEach // confirmed by value change: system & database -> "%d each" weapon damage 405 GalSpeed // confirmed by value change: database, fleet & redeploy details 404 GalRange // confirmed by value change: database, fleet & redeploy details 615 MaintenanceCost // confirmed by value change: database, galaxy map & system build SHIP DETAILS 434 HitPoints // confirmed by value change: galaxy, database & combat ship details 1115 ShieldStrength // confirmed by value change: galaxy 218 Shared.Defense // confirmed by value change: system 1097 SCANNER_RANGE // confirmed by value change: fleet & redeploy details STATUS 178 Complete // confirmed by value change: outpost in build
GAME SETUP
## Menu.GameSetup.NewGame ##
for game configuration, see Data.GameSettings
## Menu.GameSetup.RaceInfo ##
270 Cardassians // confirmed by value change: "The Cardassians will go to any length to ensure the loyalty of their subjects..." 272 Federation // confirmed by value change: "The Federation is a free society, and its people value liberty and equality..." 271 Ferengi // confirmed by value change: "The Ferengi have built an entire society around the profit motive..." 273 Klingons // confirmed by value change: "The Klingons are among the most feared warriors of the galaxy..." 274 Romulans // confirmed by value change: "The Romulans are a secretive people, enigmatic and often unpredictable..."
## Menu.GameSetup.LoadGame ##
suffix to unnamed savegames, for others labels refer Data.GameSettings
406 Galaxy // confirmed by value change
## Menu.Options ##
1416 VOLUME_CONTROL // confirmed by value change 1413 VOICE // confirmed by value change 1411 VIDEO // confirmed by value change 797 MUSIC // confirmed by value change 1113 SFX // confirmed by value change 1182 STRATEGIC_TIMER // confirmed by value change 1247 TACTICAL_TIMER // confirmed by value change tooltips, random events, autosave 1453 Shared.YES // confirmed by value change 828 Shared.NO // confirmed by value change tactical combat 621 Data.Shared.MANUAL // confirmed by value change 52 Data.Shared.AUTOMATIC // confirmed by value change 872 Data.Shared.None // confirmed by value change
GALAXY SCREEN
## Menu.Galaxy ##
1370 Shared.Turn // confirmed by value change
left top empire info stats
## Menu.Galaxy.EmpireInfo ##
1370 Shared.Turn // confirmed by value change 1361 TOTAL_CREDITS // confirmed by value change 194 CREDITS_PER_TURN // confirmed by value change 239 Data.System.Restrictions.Dilithium // confirmed by value change 310 Events // confirmed by value change
## Menu.Galaxy.Map ##
galaxy header line, used for sector info see fleet MoveProgress & Data.Galaxy.Ownership 1382 UnclaimedSector // confirmed by value change: "Unclaimed Sector %s" 187 ContestedSector // confirmed by value change: "Contested Sector %s" 1107 SectorX // confirmed by value change: "Sector %s" 1385 UnexploredSector // confirmed by value change: "Unexplored Sector %s" 1096 ScanStrength // confirmed by value change: "Scan Strength %d" 1109 SelectPlanetToTerraform // confirmed by value change sector info tooltips see Data.Galaxy.StellarObjects 218 Shared.Defense // confirmed by value change 422 GroundCombat // confirmed by value change 623 Planets // confirmed by value change 914 PlanetaryShields // confirmed by value change 1153 Planet // confirmed by value change: 0 planet by supernova 1252 TaskForce // confirmed by value change 919 Shared.Population // confirmed by value change 890 OrbitalBatteries // confirmed by value change 58 Data.SpaceCraft.Condition.OPERATIONAL // confirmed by value change: outpost status 178 ShipStats.Complete // confirmed by value change economic tooltips 496 EventDetails.Galactic.CreditsStolen // confirmed by value change: "%d credits stolen."
fleet & ship info
## Menu.Galaxy.Fleet ##
1119 Shared.Ship // confirmed by value change: unknown ship, see Data.Ownership 1139 Data.Combat.VesselType.Ships // confirmed by value change 1372 Shared.TURNS // confirmed by value change SHIP STATS for commands, see Data.SpaceCraft.FleetCommand for weapons, see Data.SpaceCraft.BeamWeapons & .TorpedoWeapons 116 ShipStats.CanCloak // confirmed by value change: "Can cloak." for experience, see Data.SpaceCraft.CrewExperience 405 ShipStats.GalSpeed // confirmed by value change: fleet & redeploy details 404 ShipStats.GalRange // confirmed by value change: fleet & redeploy details 199 CREW_EXP // confirmed by value change: redeploy details 615 ShipStats.MaintenanceCost // confirmed by value change: tooltip & redeploy details FURTHER STATS 434 ShipStats.HitPoints // confirmed by value change: tooltip & redeploy details 1115 ShipStats.ShieldStrength // confirmed by value change: tooltip & redeploy details 1097 ShipStats.SCANNER_RANGE // confirmed by value change: fleet & redeploy details STATUS 58 Data.SpaceCraft.Condition.OPERATIONAL // confirmed by value change: outpost status 293 MoveProgress // confirmed by value change: "eta", also displayed in galaxy header 178 ShipStats.Complete // confirmed by value change: outpost build progress
the bottom system panel
## Menu.Galaxy.SystemPanel ##
see Data.Galaxy.PlanetTypes, .Population & .PlanetBonus 1214 Shared.System // confirmed by value change 919 Shared.Population // confirmed by value change 626 MaxPop // confirmed by value change 425 GrowthRate // confirmed by value change 891 Orbitals // confirmed by value change system panel tooltips 240 DilithiumPresent // confirmed by value change: sun tooltip stellar objects 228 Description // confirmed by value change
galaxy map selection in system panel
## Menu.Galaxy.StellarDescriptions ##
95 BlackHole // confirmed by value change: "The gravity well caused by the Black Hole makes sensor readings of this sector unreliable..." 803 Nebula // confirmed by value change: "Sensor readings are less reliable within the Nebula..." 811 NeutronStarEmission // confirmed by value change: "Radiative emissions from the Neutron Star make sensor readings of this sector unreliable..." 969 RadioPulsarEmission // confirmed by value change: "Radiative emissions from the Radio Pulsar disrupt sensors in this sector and adjacent sectors..." 1448 Wormhole // confirmed by value change: "Wormholes are subspace shortcuts. A wormhole allows starships..." 1451 RadiativeEmission // confirmed by value change: "Radiative emissions from the X-Ray Pulsar disrupt sensors in this sector..."
left context menu
## Menu.Galaxy.Events ##
305 EVENT_SECTOR // confirmed by value change: "EVENT|SECTOR" combined string
left context menu
## Menu.Galaxy.Economy ##
1214 Shared.System // confirmed by value change
see Data.System.Morale
668 Shared.MORALE // confirmed by value change
193 Data.System.Production.Credits // confirmed by value change
595 Shared.LABOR_POOL // confirmed by value change
208 CURRENT_BUILD // confirmed by value change
1364 Shared.TradeGoods // confirmed by value change
1381 Unassigned // confirmed by value change: trade routes
## Menu.Galaxy.Summary ##
for build tasks, refer SystemScreen.BuildTasks events 311 EventsThisTurn // confirmed by value change relationship 799 Name // confirmed by value change: relationships & systems systems 528 Data.System.Production.Industry // confirmed by value change 365 Data.System.Production.Food // confirmed by value change 668 Shared.MORALE // confirmed by value change 108 Build // confirmed by value change 624 XTurns // confirmed by value change: "%d turns" 886 OneTurn // confirmed by value change: "1 turn" 174 CommencingX // confirmed by value change: "Commencing %s" tribunal
SYSTEM SCREEN
## Menu.SystemScreen ##
for system panel, see galaxy map
1370 Shared.Turn // confirmed by value change 1214 Shared.System // confirmed by value change
left panel system stats
## Menu.SystemScreen.SystemInfo ##
1215 SYSTEM_INFO // confirmed by value change see Data.System.Morale 668 Shared.MORALE // confirmed by value change 193 Data.System.Production.Credits // confirmed by value change 365 Data.System.Production.Food // confirmed by value change 528 Data.System.Production.Industry // confirmed by value change 279 Data.System.Production.Energy // confirmed by value change 548 Data.System.Production.Intelligence // confirmed by value change 996 Data.System.Production.Research // confirmed by value change tooltips 412 GeneratedCredits // confirmed by value change 195 CreditsSpent // confirmed by value change 366 FoodGenerated // confirmed by value change 625 MaxGrowthFoodDemand // confirmed by value change 1191 SustenanceFoodDemand // confirmed by value change 530 IndustryGenerated // confirmed by value change 280 EnergyGenerated // confirmed by value change 644 MinimumEnergyDemand // confirmed by value change 735 MoralePoints // confirmed by value change: "%d Morale Points"
shared by build queue and system summary
## Menu.SystemScreen.BuildTasks ##
1364 Shared.TradeGoods // confirmed by value change 1399 UpgradeX // confirmed by value change: "Upgrade %s" 1404 UpgradeScanner // confirmed by value change 1406 UpgradeStructure 1393 Data.Shared.Unknown // confirmed by value change
right build order queue
## Menu.SystemScreen.BuildQueue ##
for build tasks, refer BuildTasks 112 BUILD_QUEUE // confirmed by value change 52 Data.Shared.AUTOMATIC // confirmed by value change 621 Data.Shared.MANUAL // confirmed by value change 241 DILITHIUM_SHORTAGE // confirmed by value change 1373 Shared.TURNS_REMAINING // confirmed by value change 111 BuildPurchased // confirmed by value change 276 Empty // confirmed by value change 1134 ShipYardUnpowered // confirmed by value change 483 InProgress // might be for martial law 883 OnHold // On Hold) tooltips 1356 RemoveAllTooltip // confirmed by value change: "Shift-click to remove all." 1357 RemoveTooltip // confirmed by value change: "Click to remove %s." 1358 UpgradeTooltip // confirmed by value change: "Click to remove upgrade to %s"
## Menu.SystemScreen.ProductionSummary ##
928 PRODUCTION_SUMMARY // confirmed by value change
595 Shared.LABOR_POOL // confirmed by value change
897 OUTPUT // confirmed by value change
853 NoStructures // confirmed by value change: "No %s structures"
852 NoShipYard
365 Data.System.Production.Food // confirmed by value change
528 Data.System.Production.Industry // confirmed by value change
279 Data.System.Production.Energy // confirmed by value change
548 Data.System.Production.Intelligence // confirmed by value change
996 Data.System.Production.Research // confirmed by value change
tooltips
1360 TechBonus // confirmed by value change: " +%d%% Technology Bonus"
1359 SystemBonus // confirmed by value change: " +%d%% System Bonus"
1355 EmpireBonus // " +%d%% Empire Bonus"
668 Shared.MORALE // confirmed by value change
## Menu.SystemScreen.EnergyManagement ##
note, the orbital batteries label is not read from the lexicon 283 ENERGY_MANAGEMENT // confirmed by value change 218 Shared.Defense // confirmed by value change 1148 SHORT_ENERGY // confirmed by value change 1170 Special // confirmed by value change tooltips 668 Shared.MORALE // confirmed by value change
structure build menu
## Menu.SystemScreen.BuildList ##
1372 Shared.TURNS // confirmed by value change 110 BUILD_LIST // confirmed by value change 1185 STRUCTURES // confirmed by value change STRUCTURE STATS 529 BuildingStats.IndustryBuildCost // confirmed by value change 921 BuildingStats.PopulationMaintenanceCost // confirmed by value change 282 BuildingStats.EnergyMaintenanceCost // confirmed by value change see Data.System.Restrictions 1005 BuildingStats.Restriction // confirmed by value change 1006 BuildingStats.Restrictions // confirmed by value change: if multiple 668 BuildingStats.MORALE // confirmed by value change build task 1400 UpgradeToY // confirmed by value change: "Upgrade to %s" 1402 UpgradeNXToY // confirmed by value change: "Upgrade %d1 %2 to %3" 1403 UpgradeXToY // Upgrade %1 to %2" 1362 TotalIncrease // confirmed by value change 1391 UnitIncrease // confirmed by value change 1394 UNKNOWN_BUILD_TYPE
ship build menu
looks identical to the build list but has a few different labels
## Menu.SystemScreen.ShipBuild ##
1372 Shared.TURNS // confirmed by value change 1125 SHIP_LIST // confirmed by value change 1139 Data.Combat.VesselType.Ships // confirmed by value change SHIP STATS 1122 ShipStats.XClass // confirmed by value change for short description, see Data.SpaceCraft.ShipCategoryDescriptions 116 ShipStats.CanCloak // confirmed by value change 528 ShipStats.Industry // confirmed by value change 109 ShipStats.BuildCost // confirmed by value change 435 ShipStats.HitPointsPerShields // confirmed by value change for weapons, see Data.SpaceCraft.BeamWeapons & .TorpedoWeapons 877 ShipStats.XEach // confirmed by value change: weapon damage 404 ShipStats.GalRange // confirmed by value change 405 ShipStats.GalSpeed // confirmed by value change 615 ShipStats.MaintenanceCost // confirmed by value change
existing structures
## Menu.SystemScreen.StructureList ##
209 CURRENT_STRUCTURES // confirmed by value change 1104 Scrap // confirmed by value change
INTEL SCREEN
## Menu.IntelScreen ##
1370 Shared.Turn // confirmed by value change
## Menu.IntelScreen.EmpireIntelInfo ##
267 EmpireIntelInfo // confirmed by value change 54 Shared.AvailablePointsAndBonuses // confirmed by value change 547 IntelStrength // confirmed by value change 533 IntSecurity // confirmed by value change 292 Espionage // confirmed by value change 1093 Sabotage // confirmed by value change 261 EconomyDept // confirmed by value change 1100 ScienceDept // confirmed by value change 643 MilitaryDept // confirmed by value change
## Menu.IntelScreen.InternalSecurity ##
for espionage 292 & sabotage 1093, see above
550 InternalSecurity // confirmed by value change
17 AgentSpecialty // confirmed by value change
## Menu.IntelScreen.DetailReport ##
for agency IntSecurity 533, see above for source, see Data.Galaxy.Ownership 233 DetailReport // confirmed by value change 851 NoReport // confirmed by value change empire status 258 Economic // confirmed by value change 1099 Science // confirmed by value change 642 Military // confirmed by value change 646 MinorRace // confirmed by value change 668 Shared.MORALE // confirmed by value change 1217 SystemsHeld // confirmed by value change
RESEARCH SCREEN
## Menu.ResearchScreen ##
1370 Shared.Turn // confirmed by value change
## Menu.ResearchScreen.TechInfo ##
275 EmpireTechInfo // confirmed by value change 54 Shared.AvailablePointsAndBonuses // confirmed by value change 427 GrpPoints // confirmed by value change
## Menu.ResearchScreen.Management ##
research fields are hard-coded, not of Data.Research.Field
210 CurrentTechLevel // confirmed by value change
1003 Researching // confirmed by value change
426 Allocation // confirmed by value change
930 Progress // confirmed by value change
391 XFutureBiotech // Future Biotech %d"
393 XFutureComputerTech // Future Computer %d"
394 XFutureConstructionTech // Future Construction %d"
396 XFutureEnergy // Future Energy %d"
398 XFuturePropulsion // Future Propulsion %d"
401 XFutureTech // Future Tech %d"
402 XFutureWeapon // Future Weapon %d"
## Menu.ResearchScreen.TechnologyDatabase ##
general, below tech image 1181 Shared.Status // confirmed by value change 53 Available // confirmed by value change 874 NotAvailable // confirmed by value change 994 ReqRP // confirmed by value change: required research points -> "Req. RP" 923 Prerequisite // confirmed by value change: "Prerequisite For" propulsion technology descriptions 975 ShipRange // confirmed by value change: "Ship Range: %d1/%d2/%d3"
## Menu.ResearchScreen.ObjectDatabase ##
general, below image / ship view
1181 Shared.Status // confirmed by value change 53 TechnologyDatabase.Available // confirmed by value change 874 TechnologyDatabase.NotAvailable // confirmed by value change requirements, see Data.Research.Field 995 Requirement // confirmed by value change statistic tab STRUCTURE STATS 529 BuildingStats.IndustryBuildCost // confirmed by value change 921 BuildingStats.PopulationMaintenanceCost // confirmed by value change 282 BuildingStats.EnergyMaintenanceCost // confirmed by value change see Data.System.Restrictions 1005 BuildingStats.Restriction // confirmed by value change 1006 BuildingStats.Restrictions // confirmed by value change: if multiple 668 BuildingStats.MORALE // confirmed by value change SHIP STATS 1122 ShipStats.XClass // confirmed by value change for short descriptions, see Data.SpaceCraft.ShipCategoryDescriptions 116 ShipStats.CanCloak // confirmed by value change 528 ShipStats.Industry // confirmed by value change 109 ShipStats.BuildCost // confirmed by value change 435 ShipStats.HitPointsPerShields // confirmed by value change for weapons, see Data.SpaceCraft.BeamWeapons & .TorpedoWeapons 877 ShipStats.XEach // confirmed by value change: weapon damage 405 ShipStats.GalSpeed // confirmed by value change 404 ShipStats.GalRange // confirmed by value change 615 ShipStats.MaintenanceCost // confirmed by value change
DIPLOMACY SCREEN
## Menu.DiplomacyScreen ##
1370 Shared.Turn // confirmed by value change 243 DiplomaticRelations // confirmed by value change
shared for active treaties & proposals
## Menu.DiplomacyScreen.TreatyList ##
965 Race // confirmed by value change see Data.Diplomacy.Treaties 1368 Treaty // confirmed by value change see Data.Diplomacy.TreatyDuration 251 Duration // confirmed by value change: listing & details see Data.Diplomacy.TreatyStatus 1181 Shared.Status // confirmed by value change 417 Give // confirmed by value change: event list -> 414 GiftTreaty
active treaty details
## Menu.DiplomacyScreen.Treaties ##
for terms & status refer Data.Diplomacy
1369 TREATY_TERMS // confirmed by value change
251 TreatyList.Duration // confirmed by value change
1373 Shared.TURNS_REMAINING // confirmed by value change
196 Data.Diplomacy.TreatyTerms.XCredits // confirmed by value change: "%s1 give %d2 credits to %3"
904 Data.Diplomacy.TreatyFrequency.PerTurn // confirmed by value change: "%s1 give %d2 credits per turn to %3"
278 XWar // confirmed by value change: "%s1 declares war on %2"
1425 XWarPact // confirmed by value change: "%s1 declares war as well."
propose
## Menu.DiplomacyScreen.Proposal ##
for terms & status refer Data.Diplomacy territories & war pact war 1453 Shared.YES // confirmed by value change 828 Shared.NO // confirmed by value change duration, see Data.Diplomacy.TreatyDuration 1372 Shared.TURNS // confirmed by value change
treaty event details
## Menu.DiplomacyScreen.Events ##
for terms & status refer Data.Diplomacy
1369 Treaties.TREATY_TERMS // confirmed by value change
251 TreatyList.Duration // confirmed by value change
1372 Shared.TURNS // confirmed by value change
196 Data.Diplomacy.TreatyTerms.XCredits // confirmed by value change: "%s1 give %d2 credits to %3"
904 Data.Diplomacy.TreatyFrequency.PerTurn // confirmed by value change: "%s1 give %d2 credits per turn to %3"
COMBAT SCREEN
## Menu.Combat.Encounter ##
combat encounter, also displayed in battle when pointing no ships
167 CombatOccurs // confirmed by value change: "Combat occurring in sector %1" 1139 Data.Combat.VesselType.Ships // confirmed by value change 800 XList // confirmed by value change: "%s{{, %s} and %s}" 1126 XYSpace // confirmed by value change: " %d1 %2" 1127 XYComma // confirmed by value change: ", %d1 %2"
combat view
## Menu.Combat.BattleView ##
top right info text
915 PLAYBACK_MODE // confirmed by value change 1110 SelectTarget // confirmed by value change
## Menu.Combat.FleetPanel (bottom) ##
bottom fleet panel
1251 X2ColonY2 // confirmed by value change: "%1 %2: %d3 %4"
see Data.Combat.VesselType // confirmed by value change: Ships (1139), BorgCubes (207), Devices (235), XY (1151)
left details tab
## Menu.Combat.ShipInfo ##
see Data.Combat.ShipGroup see Data.Combat.CombatTactics 892 Orders // confirmed by value change 218 Shared.Defense // confirmed by value change see Data.SpaceCraft.CrewExperience 197 Crew // confirmed by value change 434 ShipStats.HitPoints // confirmed by value change 1116 Shields // confirmed by value change see Data.SpaceCraft.BeamWeapons see Data.SpaceCraft.TorpedoWeapons see Data.Combat.ShipGroupDescriptions 211 DamageControl // confirmed by value change
fleets / enemy menu selection
see Data.Combat.ShipGroup
see Data.Galaxy.Ownership
## Menu.Combat.BattleEvents ##
FIRST LINE see Data.Combat.ShipGroupRole 423 X4_1 // confirmed by value change: "%s1 %2 %3 %4" 1139 Data.Combat.VesselType.Ships // confirmed by value change see Data.Combat.CombatTactics PROGRESS see Data.SpaceCraft.BeamWeapons 61 XDamage // confirmed by value change: "The %1 fires %2 at %3 doing %d4 points of damage." 62 XMiss // confirmed by value change: "%s1 fires %2 at %3 and misses." see Data.SpaceCraft.TorpedoWeapons 931 XFired // confirmed by value change: "%s1 fired by %2." 932 XHit // confirmed by value change: "%s1 hit by %2 taking %d3 points of damage." 1117 XShields // confirmed by value change: "Shields at %d1%%." 443 XHull // confirmed by value change: "Hull at %d1%%." 231 Event.Combat.XDestroyed // confirmed by value change: "%s destroyed" 1118 XDown // Down" 1129 XRams // "%s1 rams %2" 1130 XRetreats // "%s1 retreats." 1131 X4_2 // "%s1 %2 %3 %4" 424 XTargeting_1 // Targeting %s %s ships" 1152 XTargeting_2 // Targeting %s %s" 1154 XTargeting_3 // Targeting %s %s" 212 XDamaged // "%s1 takes %d2 points of damage."
OTHER
not found to be used in any menu yet
but grouped for better lookup
## Menu.Others ##
Button labels likely button label leftovers that have been dismissed main menu, missing savegame, options & retire 188 Continue 822 NewSinglePlayerGame 816 NewMultiplayerGame 608 LoadGame 430 HallOfFame 964 QuitGame Menu navigation for new game, new multiplayer,... 117 Cancel for debug output or something? Game status 238 Difficulty 407 GalaxyShape 408 GalaxySize 268 EmpirePopulation 269 EmpireResearch 666 Money // possibly used by some event New proposal selections 814 WarDeclaration // New Declaration of War" 815 GiftTreaty // New Gift Treaty" 817 PeaceTreaty // New Peace Treaty" 824 TradeTreaty // New Trade Treaty" 825 WarPact // New War Pact Treaty" possibly unused categories or event labels see Menu.IntelScreen.DetailReport Empire capability 411 General 361 Financial 926 Production 1438 Wealth Game setup 157 CommandPromptCursor // ":>" 180 Configuration 602 Level 603 LevelOne // Level 1" 609 Loading 1094 Saving 1163 Space Multiplayer 808 Network 916 Player 409 Game 924 ProcessingTurn // duplicate of single player popup notification 1371 1398 UnsubmitTurn Galactic 1216 XSystem // "%s SYSTEM" 795 SectorETA // Sector %s ETA %d" 833 NoEvents // events 1257 TerraformPoints 428 Habitability 905 X_COMPLETE // outpost related? "%d%% COMPLETE" 989 Regroup 1354 CurrentBuildTurns // "%d T", not used by galaxy economy, system, summary,... 1426 Warehouse 1427 WarehouseEnergy // Warehouse energy" 1428 WarehouseFood // Warehouse food" 1429 WarehouseLocation // Warehouse location" System 113 BuildingShip 114 BuildingStructure 177 Commodity 294 BuildProgress // "%s eta %d turns\n%s" 531 Info 532 Inhabitants 594 Labor 617 Make 619 MakingTradeGoods 922 POP 927 ProdEfficiency // Prod. Efficiency" 957 Purchased 988 XCreditsRefunded // "(%d credits refunded)" 1384 Unemployment Intel 888 OperativeEfficiency 1180 Statistics Research 1254 TechLevel // tech level" 1255 Prerequisite // Pre-Requisite For", not tech database 992 ReplacesX // Replaces %s" Diplomacy 32 Allows 91 Benefit 244 DiplomaticStatus 249 DrawFire 250 DRAW_FIRE 416 GiveGift 478 Ignore 549 Intergalactic 551 Interstellar 556 Denied // is denied" 647 MinorRace // not empire status 1114 ShareIntelligence 1365 Request 1392 UnityX // Unity %c%c" SpaceCraft 41 Artillery 281 EnergyLevelShipStatus // Energy Level ship status" 1121 SHIP_CLASS 1132 ShipType 1171 SPEED Combat 2 Action 50 CombatAutoResolved // Combat being resolved automatically..." 51 Automated 163 Cloaked 168 CombatRange 169 CombatSpeed 1108 SelectOrder 1412 Visible Events 297 Event 301 EventHistory 620 Manifestation // manifestation" 796 MultipleInstances 821 NewShipType 826 NEXT 997 ResearchGenerated 1002 Researched 1004 Restoring Other 1374 Type 1405 U
Last edited by Flocke on Sun Mar 24, 2024 6:21 am, edited 9 times in total.
- Flocke
- BORG Trouble Maker
- Posts: 3258
- Joined: Sun Apr 27, 2008 2:00 am
- Location: Hamburg, Germany
- Contact:
Re: Complete list of the 1460 lexicon.dic entries
DATA VALUES
Data labels used by combo boxes and value descriptions.
SHARED
## Data.Shared ##
GAME SETUP
## Data.GameSettings.StartCondition ##
load savegame
## Data.GameSettings.PlayerRace ##
## Data.GameSettings.MinorRaces ##
## Data.GameSettings.Difficulty ##
## Data.GameSettings.Timer ##
## Data.GameSettings.RandomEvents ##
## Data.GameSettings.TacticalCombat ##
## Data.GameSettings.VictoryCondition ##
save game labels
## Data.GameSettings.GalaxyShape ##
save game labels
## Data.GameSettings.GalaxySize ##
GALAXY
galaxy map tooltips, system panel & events
stellar object names are stored and loaded from savegames
## Data.Galaxy.StellarObjects ##
galaxy map (sector header & tooltips), events & combat encounter
## Data.Galaxy.Ownership ##
SYSTEM
system info
system screen (header), system panel (top left), galaxy map (system name & tooltips), combat (encounter & battle) & events (raid,...)
For system names it is only generated once on new game start. Thereafter it is stored and read from the save games.
## Data.System.HomeWorld ##
planet details
## Data.System.PlanetTypes ##
## Data.System.PlanetBonus ##
planet population race
## Data.System.Population ##
## Data.System.Production ##
system & empire morale
## Data.System.Morale ##
## Data.System.Restrictions ##
INTEL
likely used by FramedActions 534|535
## Data.Intel.FormalAgencies ##
possibly used by FramedActions 534|535
## Data.Intel.Agencies ##
RESEARCH
## Data.Research.Field ##
DIPLOMACY
diplomacy proposal details & summary events
seems to depend on which race is being played
Menu.DiplomacyScreen.Propoals: 11, 24, 104, 24, 385, 413, 635, 868, 1421, 1432 -> confirmed by value change
## Data.Diplomacy.FormalRaces ##
diplomacy & summary empire relationships
## Data.Diplomacy.Relationship ##
proposals, diplomacy screen events & summary events
## Data.Diplomacy.Proposals ##
active treaty list & diplomcy screen events
## Data.Diplomacy.Treaties ##
active treaty details & diplomacy screen events
## Data.Diplomacy.TreatyTerms ##
active treaty list & details, proposal, and diplomacy screen events
## Data.Diplomacy.TreatyDuration ##
## Data.Diplomacy.TreatyFrequency ##
## Data.Diplomacy.TreatyStatus ##
diplomacy screen empire reputations
## Data.Diplomacy.Reputation ##
SPACE CRAFT
ship details & object database
named in addition to the actual ship class
like e.g. B'rel, the klingon scout ship class
## Data.SpaceCraft.Categories ##
ship details & object database
## Data.SpaceCraft.CategoryDescriptions ##
fleet & ship details
## Data.SpaceCraft.Range ##
outpost status
## Data.SpaceCraft.Condition ##
ship details & combat ship info
## Data.SpaceCraft.CrewExperience ##
galaxy map fleet commands
## Data.SpaceCraft.FleetCommand ##
ship details & battle events
## Data.SpaceCraft.BeamWeapons ##
ship details
## Data.SpaceCraft.TorpedoWeapons ##
MONSTERS
combat encounter, combat enemy menu, combat fleet details, combat events & summary events
## Data.Monsters ##
galaxy map tooltip & system panel tooltip
## Data.Monsters.ShipName ##
COMBAT
combat encounter, combat selection details (fleet, enemy, ship details & tactics) -> confirmed by value change
## Data.Combat.ShipGroup ##
combat ship details
## Data.Combat.ShipGroupDescriptions ##
combat group details
## Data.Combat.VesselType ##
combat group details
## Data.Combat.ShipGroupRole ##
combat group command
## Data.Combat.CombatManeuver ##
combat tactics, displayed in left info tab while selecting a command
## Data.Combat.CombatTactics ##
combat tactic details, displayed in bottom fleet details while selecting a command
## Data.Combat.CombatTacticInfo ##
OTHER
data value groups not yet confirmed to be used
view descriptions that don't seem to be used, even with tooltips active
possibly been planned for a tutorial
## Data.Other.ViewDescriptions ##
planet atmosphere, possibly used by events
## Data.Other.AtmosphereTypes ##
unknown happiness, possibly for events
## Data.Other.Happiness ##
likely galaxy map system label
## Data.Other.Races ##
retire empire stats & possibly events
## Data.Other.Empires ##
possibly for events
## Data.Other.Emperors ##
fleet labels it seems
## Data.Other.ShipRole ##
unknown ship orders
## Data.Other.ShipCommand ##
unknown counter, likely for fleet slot
## Data.Other.Counter ##
unkonwn amounts
## Data.Other.Amount ##
unknown power
## Data.Other.Power ##
Data labels used by combo boxes and value descriptions.
SHARED
## Data.Shared ##
880 OFF // confirmed by value change: game setup 627 Medium // confirmed by value change: game setup (galaxy size) and space craft (ship range) 621 MANUAL // confirmed by value change: game options (tactical timer & system build) 52 AUTOMATIC // confirmed by value change: game options (tactical timer & system build) 872 None // confirmed by value change: game options & diplomacy 1393 Unknown // confirmed by value change: intel, diplomacy, fleet info and summary screen (relationships & build task) 798 NotAvailable // confirmed by value change: intel & diplomacy -> "n/a" 809 Neutral // confirmed by value change: diplomacy relationship & reputation
GAME SETUP
## Data.GameSettings.StartCondition ##
88 BEGINNING // confirmed by value change 252 EARLY // confirmed by value change 234 DEVELOPED // confirmed by value change 312 EXPANDED // confirmed by value change 4 ADVANCED // confirmed by value change
load savegame
## Data.GameSettings.PlayerRace ##
125 Cardassians // confirmed by value change 319 Federation // confirmed by value change 323 Ferengi // confirmed by value change 563 Klingons // confirmed by value change 1061 Romulans // confirmed by value change
## Data.GameSettings.MinorRaces ##
872 Shared.None; // confirmed by value change 358 FEW // confirmed by value change 1161 SOME // confirmed by value change 622 MANY // confirmed by value change
## Data.GameSettings.Difficulty ##
1150 SIMPLE // confirmed by value change 256 EASY // confirmed by value change 873 NORMAL // confirmed by value change 433 HARD // confirmed by value change 482 IMPOSSIBLE // confirmed by value change
## Data.GameSettings.Timer ##
872 Shared.None; // confirmed by value change
## Data.GameSettings.RandomEvents ##
880 Shared.OFF; // confirmed by value change 882 ON // confirmed by value change
## Data.GameSettings.TacticalCombat ##
621 Shared.MANUAL; // confirmed by value change 52 Shared.AUTOMATIC; // confirmed by value change
## Data.GameSettings.VictoryCondition ##
248 DOMINATION // confirmed by value change 1253 TEAM_PLAY // confirmed by value change 1407 VENDETTA // confirmed by value change
save game labels
## Data.GameSettings.GalaxyShape ##
555 Irregular // confirmed by value change 264 Elliptical // confirmed by value change 1056 Ring // confirmed by value change 1172 Spiral // confirmed by value change
save game labels
## Data.GameSettings.GalaxySize ##
596 Large // confirmed by value change 627 Shared.Medium; // confirmed by value change 1158 Small // confirmed by value change
GALAXY
galaxy map tooltips, system panel & events
stellar object names are stored and loaded from savegames
## Data.Galaxy.StellarObjects ##
956 ProtoStar 96 BlueStar // confirmed by value change: galaxy map 420 GreenStar // confirmed by value change: galaxy map 1452 YellowStar // confirmed by value change: galaxy map 889 OrangeStar // confirmed by value change: galaxy map 1446 WhiteStar // confirmed by value change: galaxy map 810 NeutronStar // confirmed by value change: galaxy map 987 RedGiant // confirmed by value change: galaxy map 94 BlackHole // confirmed by value change: galaxy map 93 BlackDwarf 107 BrownDwarf 1445 WhiteDwarf 802 Nebula // confirmed by value change: system panel 1447 WormHole // confirmed by value change: galaxy map & event 490 968 RadioPulsar // confirmed by value change: galaxy map 1450 XRayPulsar // confirmed by value change: galaxy map
galaxy map (sector header & tooltips), events & combat encounter
## Data.Galaxy.Ownership ##
122 Cardassian // confirmed by value change 320 Federation // confirmed by value change 324 Ferengi // confirmed by value change 560 Klingon // confirmed by value change 1058 Romulan // confirmed by value change 1393 Shared.Unknown; // confirmed by value change: unknown ship / unknown task force
SYSTEM
system info
system screen (header), system panel (top left), galaxy map (system name & tooltips), combat (encounter & battle) & events (raid,...)
For system names it is only generated once on new game start. Thereafter it is stored and read from the save games.
## Data.System.HomeWorld ##
121 Cardassia // confirmed by value change 1160 Sol // confirmed by value change 357 Ferenginar // confirmed by value change 958 QoNos // confirmed by value change 1092 Romulus // confirmed by value change
planet details
## Data.System.PlanetTypes ##
37 Arctic // confirmed by value change 55 Barren // confirmed by value change, also for the borg 229 Desert // confirmed by value change 1409 Desert_2 410 GasGiant // confirmed by value change 558 Jungle // confirmed by value change 878 Oceanic // confirmed by value change 1258 Terran // confirmed by value change 1414 Volcanic // confirmed by value change // While 'methane' and 'none' in vanilla environ.est and planet.pst are solely used for atmospheres, // the 'methane' label in vanilla trek.exe is exclusively used for the planet type. // refer viewtopic.php?p=61427#p61427 641 Methane // confirmed by value change and code analysis 872 Shared.None // confirmed by code analysis
## Data.System.PlanetBonus ##
279 System.Production.Energy; // confirmed by value change 365 System.Production.Food; // confirmed by value change
planet population race
## Data.System.Population ##
galactic system panel 445 HUMANS // confirmed by value change: head line 1387 Uninhabitable // confirmed by value change: planet details 1388 Uninhabited // confirmed by value change: head line other, that might be used for events 903 People
## Data.System.Production ##
193 Credits // confirmed by value change: also galaxy map economics 365 Food // confirmed by value change: also research, planet bonus tooltip & summary 528 Industry // confirmed by value change: also galaxy map & build list 279 Energy // confirmed by value change: also research & planet bonus tooltip 548 Intelligence // confirmed by value change 996 Research // confirmed by value change
system & empire morale
## Data.System.Morale ##
765 Fanatic // confirmed by value change: summary 766 Loyal // confirmed by value change: summary 767 Pleased // confirmed by value change: summary 762 Content // confirmed by value change: summary 761 Apathetic // confirmed by value change: summary 764 Disgruntled // confirmed by value change: summary 763 Defiant 768 Rebellious
## Data.System.Restrictions ##
count 884 OnePerEmpire // confirmed by value change 885 OnePerSystem // confirmed by value change system 35 AnySystem 437 HomeSystem // confirmed by value change 184 ConqueredHomeSystem 801 NativeMemberSystem // confirmed by value change 863 NonNativeMemberSystem // confirmed by value change 6 AffiliatedSystem 527 IndependentMinorSystem 977 RebelSystem 1187 SubjugatedSystem 277 EmptySystem planet 38 ArcticPlanet // confirmed by value change 56 BarrenPlanet // confirmed by value change 230 DesertPlanet 559 JunglePlanet 879 OceanicPlanet // confirmed by value change 1259 TerranPlanet 1415 VolcanicPlanet resources 239 Dilithium // confirmed by value change 47 Asteroid 48 AsteroidBeltDilithium
INTEL
likely used by FramedActions 534|535
## Data.Intel.FormalAgencies ##
536 TheObsidianOrder 537 TheFerengiEspionageAgency 538 StarfleetIntelligence 539 TheKlingonSecurityForce 540 TheTalShiar
possibly used by FramedActions 534|535
## Data.Intel.Agencies ##
541 ObsidianOrder 542 FerengiIntelligence 543 StarfleetIntelligence 544 Section31 545 KlingonInternalSecurity 546 TalShiar
RESEARCH
## Data.Research.Field ##
92 Biotech // confirmed by value change: research database, not management 179 Computer // confirmed by value change: research database, not management 185 Construction // confirmed by value change: research database, not management 279 System.Production.Energy; // confirmed by value change: research database, not management 955 Propulsion // confirmed by value change: research database, not management 1439 Weapons // confirmed by value change: research database, not management 390 FutureBiotech 392 FutureComputerTech 395 FutureConstructionTech 397 FutureEnergyTech 399 FuturePropulsionTech 400 FutureTech 403 FutureWeaponTech
DIPLOMACY
diplomacy proposal details & summary events
seems to depend on which race is being played
Menu.DiplomacyScreen.Propoals: 11, 24, 104, 24, 385, 413, 635, 868, 1421, 1432 -> confirmed by value change
## Data.Diplomacy.FormalRaces ##
1270 TheAcamarians_1 // confirmed by value change: used for events 1026 1271 TheAcamarians_2 // confirmed by value change: used for proposals 224, 385, 868 1272 TheAndorians_1 1273 TheAndorians_2 // confirmed by value change: used for proposals 224, 385, 868 1274 TheAngosians_1 // confirmed by value change: used for events 413 1275 TheAngosians_2 // confirmed by value change: used for proposals 224, 385, 868 1276 TheAntedeans_1 // confirmed by value change: used for events 382 1277 TheAntedeans_2 // confirmed by value change: used for proposals 224, 385, 868, 1421 1278 TheAnticans_1 1279 TheAnticans_2 // confirmed by value change: used for proposals 224, 385, 868 1280 TheBajorans_1 // confirmed by value change: used for events 1179 1281 TheBajorans_2 1282 TheBandi_1 1283 TheBandi_2 // confirmed by value change: used for proposals 224, 385, 868 1284 TheBenzites_1 1285 TheBenzites_2 // confirmed by value change: used for proposals 224, 385, 868 1286 TheBetazoids_1 // confirmed by value change: used for events 382 1287 TheBetazoids_2 1288 TheBolians_1 1289 TheBolians_2 // confirmed by value change: used for proposals 224, 385, 868 1290 TheBynars_1 1291 TheBynars_2 // confirmed by value change: used for proposals 224, 385, 868 1292 TheCaldonians_1 1293 TheCaldonians_2 // confirmed by value change: used for proposals 224, 385, 868 1296 TheCardassians_1 // confirmed by value change: used for proposals 11 & events 7, 13, 224, 386, 678, 745, 760, 864, 868, 870, 1026, 1179 1297 TheCardassians_2 // confirmed by value change: used for proposals 224, 382, 385, 688, 758, 865, 868, 869, 1421, 1422 1298 TheChalnoth_1 1299 TheChalnoth_2 1300 TheEdo_1 // confirmed by value change: used for events 385 1301 TheEdo_2 // confirmed by value change: used for events 380 1304 TheFederation_1 // confirmed by value change: used for proposals 11, 1421 & events 224, 225, 386, 487, 749, 760, 778, 864, 868, 1026, 1196, 1421 1305 TheFederation_2 // confirmed by value change: used for proposals 224, 385, 868 & events 20, 222, 380, 385, 487, 521, 688, 864, 865, 866, 868, 869, 870, 1179, 1196, 1421 1308 TheFerengi_1 // confirmed by value change: used for proposals 11 & events 386, 487, 745, 864, 867, 870, 1179, 1422, 1432, 1459 1309 TheFerengi_2 // confirmed by value change: used for proposals 224, 225, 385, 866, 868 & events 24, 380, 1179 1312 TheKlingons_1 // confirmed by value change: used for proposals 224, 385, 868 & events 20, 24, 222, 224, 413, 748, 760, 1179, 1459 1313 TheKlingons_2 // confirmed by value change: used for proposals 11 & events 864, 870, 1179 1314 TheKtarians_1 1315 TheKtarians_2 // confirmed by value change: used for proposals 224, 385, 868 1316 TheMalcorians_1 1317 TheMalcorians_2 1318 TheMintakans_1 1319 TheMintakans_2 1320 TheMizarians_1 1321 TheMizarians_2 1322 TheNausicaans_1 1323 TheNausicaans_2 // confirmed by value change: used for proposals 224, 385, 868 1324 ThePakleds_1 // confirmed by value change: used for events 688, 1026 1325 ThePakleds_2 // confirmed by value change: used for proposals 224, 385, 868 1328 TheRomulans_1 // confirmed by value change: used for proposals 11 & events 224, 380, 385, 676, 686, 741, 756, 864, 865, 868, 869, 1026, 1421, 1432 1329 TheRomulans_2 // confirmed by value change: used for proposals 224, 385, 868, 1421 & events 7, 13, 382, 385, 386, 487, 521, 864, 867, 868, 870, 1179, 1421 1330 TheSelay_1 // confirmed by value change: used for events 380, 1026 1331 TheSelay_2 // confirmed by value change: used for proposals 224, 385, 868, 1421 1332 TheSheliak_1 // confirmed by value change: used for events 1026 1333 TheSheliak_2 // confirmed by value change: used for proposals 224, 385, 868 1334 TheTakarans_1 1335 TheTakarans_2 // confirmed by value change: used for proposals 224, 385, 868 1336 TheTalarians_1 1337 TheTalarians_2 1338 TheTamarians_1 // confirmed by value change: used for events 1026 1339 TheTamarians_2 // confirmed by value change: used for proposals 224, 385, 868 1340 TheTrill_1 1341 TheTrill_2 // confirmed by value change: used for proposals 224, 385, 868 1342 TheUllians_1 1343 TheUllians_2 1344 TheVulcans_1 1345 TheVulcans_2 // confirmed by value change: used for proposals 224, 385, 868 1346 TheYridians_1 1347 TheYridians_2 1348 TheZakdorn_1 1349 TheZakdorn_2 // confirmed by value change: used for proposals 224, 385, 868
diplomacy & summary empire relationships
## Data.Diplomacy.Relationship ##
19 Alliance // confirmed by value change 5 Affiliated // confirmed by value change 632 Member // confirmed by value change 900 PEACE // confirmed by value change 379 Friendly // confirmed by value change 809 Shared.Neutral; // confirmed by value change 1420 WAR // confirmed by value change 1186 Subjugated // confirmed by value change 1393 Shared.Unknown; // confirmed by value change 798 Shared.NotAvailable; // confirmed by value change: "n/a", for own race relationship
proposals, diplomacy screen events & summary events
## Data.Diplomacy.Proposals ##
24 XAlliance // confirmed by value change: "%s1 offer an alliance proposal to %2", for majors 635 XMembership // confirmed by value change: "%s1 offer a membership proposal to %2", for minors 11 XAffiliation // confirmed by value change: "%s1 offer an affiliation proposal to %2" 385 XFriendship // confirmed by value change: "%s1 offer a friendship proposal to %2" 868 XNonAggression // confirmed by value change: "%s1 offer a non-aggression proposal to %2" 413 XGift // confirmed by value change: "%s1 presented a gift to %2" 104 XBribe // confirmed by value change: "%s1 offer a bribe to %2", for minors 224 XDemand // confirmed by value change: "%s1 issue a demand to %2", for majors 633 XMembershipTermination // confirmed by value change: "%s1 terminated their membership treaty with %2" 1421 XWarDeclaration // confirmed by value change: "%s1 declare war against %2" 1432 XWarPact // confirmed by value change: "%s1 propose a war pact to %2", for majors
active treaty list & diplomcy screen events
## Data.Diplomacy.Treaties ##
29 AllianceTreaty // confirmed by value change: active treaty & event list 639 MembershipTreaty // confirmed by value change: active treaty 15 AffiliationTreaty // confirmed by value change: active treaty 388 FriendshipTreaty // confirmed by value change: active treaty 861 NonAgression // confirmed by value change: active treaty 414 GiftTreaty // confirmed by value change: diplomcy screen event list 1055 RightsOfPassage 1424 WarPact // confirmed by value change: "War Pact Treaty" 872 Shared.None; // confirmed by value change: in proposal treaty list
active treaty details & diplomacy screen events
## Data.Diplomacy.TreatyTerms ##
196 XCredits // confirmed by value change: "%s1 give %d2 credits to %3" 887 XCreditsPerTurn // "%s1 give %d2 credits per turn to %3"
active treaty list & details, proposal, and diplomacy screen events
## Data.Diplomacy.TreatyDuration ##
if not Menu.Shared.TURNS 1372
526 Indefinite // confirmed by value change
798 Shared.NotAvailable; // confirmed by value change
## Data.Diplomacy.TreatyFrequency ##
479 Immediately // confirmed by value change: proposal details 904 PerTurn // confirmed by value change: proposal details & diplomacy screen events
## Data.Diplomacy.TreatyStatus ##
3 Active // confirmed by value change: active treaty list 798 Shared.NotAvailable; // confirmed by value change: proposals 1 Accept // confirmed by value change: diplomacy screen events 954 Propose // confirmed by value change: diplomacy screen events 990 Reject // confirmed by value change: diplomacy screen events 991 Renegotiate
diplomacy screen empire reputations
## Data.Diplomacy.Reputation ##
1449 Worshipful 289 Enthusiastic 190 Cordial // confirmed by value change 986 Receptive // confirmed by value change 809 Shared.Neutral; // confirmed by value change 1383 Uncooperative // confirmed by value change 476 Icy // confirmed by value change 442 Hostile // confirmed by value change 288 Enraged // confirmed by value change
SPACE CRAFT
ship details & object database
named in addition to the actual ship class
like e.g. B'rel, the klingon scout ship class
## Data.SpaceCraft.Categories ##
1173 Starbase // confirmed by value change 894 Outpost // confirmed by value change 60 BattleShip // confirmed by value change 1183 StrikeCruiser // confirmed by value change (artillery) 204 Cruiser // confirmed by value change 232 Destroyer // confirmed by value change 1103 ScoutShip // confirmed by value change 166 ColonyShip // confirmed by value change 1366 Transport // confirmed by value change 553 Invalid // confirmed by value change: for monsters if you change ownership
ship details & object database
## Data.SpaceCraft.CategoryDescriptions ##
1174 Starbase // confirmed by value change: "For defense, extending range, and ship repairs" 896 Outpost // confirmed by value change: "For extending ship range" 172 BattleShip // confirmed by value change: "For command and control" 42 StrikeCruiser // confirmed by value change: "For planetary assault" 1436 Cruiser // confirmed by value change: "For attack, defense, and escort duty" 971 Raider // confirmed by value change: "For raiding strikes or border patrols" 1102 ScoutShip // confirmed by value change: "For exploration and reconnaissance" 165 ColonyShip // confirmed by value change: "For colonization and terraforming" 1367 Transport // confirmed by value change: "For invasion, outpost and starbase construction"
fleet & ship details
## Data.SpaceCraft.Range ##
611 Long // confirmed by value change: object database & ship details 627 Shared.Medium; // confirmed by value change: object database & ship details 1147 Short // confirmed by value change: object database & ship details
outpost status
## Data.SpaceCraft.Condition ##
58 OPERATIONAL // confirmed by value change: fleet list & galaxy outpost tooltip
ship details & combat ship info
## Data.SpaceCraft.CrewExperience ##
201 Legendary 198 Elite 203 Veteran // confirmed by value change 202 Regular // confirmed by value change 200 Green // confirmed by value change
galaxy map fleet commands
## Data.SpaceCraft.FleetCommand ##
651 ATTACK_SYSTEM // confirmed by value change 652 AVOID // confirmed by value change 653 BUILD_OUTPOST // confirmed by value change 654 BUILD_STARBASE // confirmed by value change 656 COLONIZE_SYSTEM // confirmed by value change 657 ENTER_WORMHOLE // confirmed by value change 658 ENGAGE // confirmed by value change 659 INTERCEPT // confirmed by value change: "INTERCEPT %d %%" 660 Invalid 661 RAID // confirmed by value change 662 SCRAP // confirmed by value change 663 TERRAFORM_PLANET // confirmed by value change 664 TRAIN_CREW // confirmed by value change 665 UPGRADE 101 BREAKAWAY // might or might not be a command 217 DEFEND // might or might not be a command 630 MELEE_FAST // might or might not be a command 631 MELEE_SLOW // might or might not be a command
ship details & battle events
## Data.SpaceCraft.BeamWeapons ##
63 PhaserBanks_1 // confirmed by value change 64 PhaserBanks_2 // confirmed by value change 65 DisruptorTypeI_1 // confirmed by value change 66 DisruptorTypeI_2 // confirmed by value change 67 PhaserEmitters_1 // confirmed by value change 68 PhaserEmitters_2 // confirmed by value change 69 DisruptorTypeII_1 // confirmed by value change 70 DisruptorTypeII_2 // confirmed by value change 71 PhaserArrays_1 // confirmed by value change 72 PhaserArrays_2 // confirmed by value change 73 DisruptorTypeIII_1 // confirmed by value change 74 DisruptorTypeIII_2 // confirmed by value change 75 DisruptorTypeIV // confirmed by value change 76 BorgRay // confirmed by value change 77 CalamarainRay // confirmed by value change 78 ChodakRay // confirmed by value change 79 GravitonBeam // confirmed by value change (Crystal Entity) 80 PhaserArray // confirmed by value change (Echo Papa 607 combat drone) 81 MultiphasicDisruptor 82 ForcedPlasmaBeams // confirmed by value change 83 GomtuuRay 84 HusnockRay // confirmed by value change 85 Phasers 86 Lasers // confirmed by value change (Tarellians) 87 NoBeamWeapons // confirmed by value change
ship details
## Data.SpaceCraft.TorpedoWeapons ##
929 CETorp // "CE Torp" 933 PhotonTorpedoes_1 // confirmed by value change 935 PhotonTorpedoes_2 // confirmed by value change 946 PhotonTorpedoes_3 934 PlasmaTorpedoesI_1 // confirmed by value change 936 PlasmaTorpedoesI_2 // confirmed by value change 938 PlasmaTorpedoesII_1 // confirmed by value change 940 PlasmaTorpedoesII_2 // confirmed by value change 941 PlasmaTorpedoesIII_1 // confirmed by value change 942 PlasmaTorpedoesIII_2 // confirmed by value change 937 QuantumTorpedoes_1 // confirmed by value change 939 QuantumTorpedoes_2 // confirmed by value change 943 BorgTorp 944 CalamarainTorp 945 QuantumTorpedoes 947 AntiplasmaBolts 948 GomtuuTorp 949 HusnockTorp 950 IonTorpedoes // confirmed by value change 951 MerculiteTorpedoes 952 NuclearMissile 953 NoTorpedoes // confirmed by value change
MONSTERS
combat encounter, combat enemy menu, combat fleet details, combat events & summary events
## Data.Monsters ##
98 TheBorg // confirmed by value change: combat encounter, combat fleet details 418 Gomtuu // confirmed by value change 970 ShipName.Raider // the raider by exception displays the loaded shipname: "Husnock raider" 115 TheCalamarain // confirmed by value change 159 TheChodak // confirmed by value change 205 TheCrystalEntity // confirmed by value change 262 TheEdoGuardian // confirmed by value change: combat encounter, combat fleet details, combat events & summary events 649 TheMinosians // confirmed by value change: Echo Papa 607 combat drone 1249 TheTarellians
galaxy map tooltip & system panel tooltip
## Data.Monsters.ShipName ##
418 Monsters.Gomtuu // confirmed by code analysis (SCT) 970 Raider // confirmed by code analysis (SCT): Husnock raider 206 XCube // confirmed by code analysis (SCT): "Cube %d of %d" 115 Monsters.TheCalamarain // confirmed by code analysis (SCT) 160 Chodak // confirmed by code analysis (SCT): randomly choosen -> "Enormous|Juggernaut|Gigantic|Colossus|Leviathan|Tremendous" 205 Monsters.TheCrystalEntity // confirmed by code analysis (SCT) 262 Monsters.TheEdoGuardian // confirmed by code analysis (SCT) and by value change: galaxy tooltip & system panel tooltip 1389 EchoPapa607 // confirmed by code analysis (SCT) 257 EchoPapa607_2 893 Outcast // confirmed by code analysis (SCT): Tarellians
COMBAT
combat encounter, combat selection details (fleet, enemy, ship details & tactics) -> confirmed by value change
## Data.Combat.ShipGroup ##
57 Starbase
895 Outpost // confirmed by value change: battle events
used for all large battle ships but artillery
1157 Command // confirmed by value change: combat encounter & battle
612 Strike // confirmed by value change: combat encounter & battle -> artillery
318 FastAttack // confirmed by value change: combat encounter & battle
862 NonCombatant // confirmed by value change: combat encounter & battle
combat ship details
## Data.Combat.ShipGroupDescriptions ##
COMMAND SLOW_GROUP 1376 GalaxyClass // confirmed by value change: "These vessels allow other ships in the area to coordinate attacks with more precision." 1380 Command // confirmed by value change: "These ships combine deadly firepower and strong defense." STRIKE LONG_RANGE group 1375 Strike // confirmed by value change: "These cruisers are designed for long-range attack and bombardment..." FAST_ATTACK FAST_GROUP 1378 Destroyers // confirmed by value change: "These light warships are highly maneuverable." 1379 Scouts // confirmed by value change: "These lightly armed ships are highly maneuverable." NON_COMBATANT NON_COMBAT group 1377 NonCombatants // confirmed by value change: "These non-combatant ships are usually liabilities in engagements."
combat group details
## Data.Combat.VesselType ##
1139 Ships // confirmed by value change: also for galaxy fleet & system build -> for all major races & Chodak (159) 207 BorgCubes // confirmed by value change 235 Devices // confirmed by value change: Minosian (649) "devices" (Echo Papa 607 combat drone) 1151 XY // confirmed by value change: "%1 %2" for Crystal_entity, Husnock_raider, Gaseous_lifeform, Unknown_lifeform and Edo_god
combat group details
## Data.Combat.ShipGroupRole ##
1138 SLOW_GROUP // confirmed by value change: combat -> Command 1136 LONG_RANGE // confirmed by value change: Strike / Artillery 1135 FAST_GROUP // confirmed by value change: FastAttack 1137 NON_COMBAT // confirmed by value change: NonCombatant
combat group command
## Data.Combat.CombatManeuver ##
46 Assault // confirmed by value change: combat (close & distance attack) 161 Circle // confirmed by value change: combat 364 FlyBy // confirmed by value change: combat 295 Evade // confirmed by value change: combat 429 Hail // confirmed by value change: combat 972 Ram // confirmed by value change: combat 1053 Retreat // confirmed by value change: combat 49 Attack 363 Flank 436 Hold // confirmed by value change: combat events on cloaked turn 1098 Scatter // might or might not be a command 1192 Swarm // might or might not be a command 99 Break // might or might not be a command 100 BreakAway // might or might not be a command 628 MeleeFast // might or might not be a command 629 MeleeSlow // might or might not be a command 906 Picard // might or might not be a command 907 Pincer // might or might not be a command 1248 Tail // might or might not be a command
combat tactics, displayed in left info tab while selecting a command
## Data.Combat.CombatTactics ##
1220 Charge // confirmed by value change
1218 Assault // confirmed by value change
161 CombatManeuver.Circle; // confirmed by value change
1224 Harry
1226 Cloak
1230 FlyBy // confirmed by value change
1232 Strafe // confirmed by value change
1228 Evade // confirmed by value change
1234 Hail // confirmed by value change: "Open Hailing Frequencies"
1237 Ram // confirmed by value change
1239 Retreat // confirmed by value change
1243 SelectGroup
1245 SelectShip
unused
1222 Circle_2
combat tactic details, displayed in bottom fleet details while selecting a command
## Data.Combat.CombatTacticInfo ##
1221 Charge // confirmed by value change: "Directly attack enemy vessels at close range..." 1219 Assault // confirmed by value change: "Directly attack enemy vessels at long range..." 1223 Circle // confirmed by value change: "Circle enemy vessels while firing at long range..." 1225 Harry // "Circle enemy vessels while firing at close range..." 1227 Cloak // "Drop shields and engage cloaking devices..." 1231 FlyBy // confirmed by value change: "Fly past enemy vessels while firing at long range..." 1233 Strafe // confirmed by value change: "Fly past enemy vessels while firing at close range..." 1229 Evade // confirmed by value change: "Take evasive action..." 1238 Ram // confirmed by value change: "Set a collision course for enemy ships..." 1240 RetreatSelected // confirmed by value change: "Withdraw the selected ship(s) from the combat..." 1241 RetreatAll // "Withdraw all ships of this type from the combat." 1242 DEBUG_RemoveShip // "Remove this ship from the combat." 1235 Hail // confirmed by value change: "Open Hailing Frequencies" 1236 HoldPosition 1244 SelectGroup 1246 SelectShip
OTHER
data value groups not yet confirmed to be used
view descriptions that don't seem to be used, even with tooltips active
possibly been planned for a tutorial
## Data.Other.ViewDescriptions ##
1440 DiplomacyView // "This is the Diplomacy View. This screen is used to review active treaties, propose new treaties..." 1441 IntelligenceView // "This is the Intelligence View. This screen is used to manage internal security..." 1442 MainGalacticView // "This is the Main Galactic View. This screen is used to move starships..." 1443 ResearchView // "This is the Research View. This screen is used to allocate research points..." 1444 SolarSystemView // "This is the Solar System View. This screen is used to build, upgrade, and scrap..."
planet atmosphere, possibly used by events
## Data.Other.AtmosphereTypes ##
// In vanilla environ.est the methane environment type 08 is exclusively used for gas giant atmospheres. // Gas giants likely were not planned to have any atmospheric property, else they would have included hydrogen atmospheres. // Instead it must have been picked as a placeholder, given that it is not displayed anyhow. // refer viewtopic.php?p=61427#p61427 641 PlanetTypes.Methane 872 Shared.None 898 OxygenRich 1189 Sulfuric 1352 ThinOxygen
unknown happiness, possibly for events
## Data.Other.Happiness ##
431 Happiness 317 Fanatic 432 Happy 186 Content 36 Apathetic 650 Miserable 1386 Unhappy 246 Disgruntled 221 Defiant 1057 Riotous 984 Rebellious 1397 Unrest
likely galaxy map system label
## Data.Other.Races ##
125 GameSettings.PlayerRace.Cardassians 319 GameSettings.PlayerRace.Federation 323 GameSettings.PlayerRace.Ferengi 563 GameSettings.PlayerRace.Klingons 1061 GameSettings.PlayerRace.Romulans
retire empire stats & possibly events
## Data.Other.Empires ##
124 TheCardassianUnion // confirmed by value change: retire empire stats 1294 TheCardassianUnion_1 1295 TheCardassianUnion_2 322 TheUnitedFederationOfPlanets // confirmed by value change: retire empire stats 1302 TheUnitedFederationOfPlanets_1 1303 TheUnitedFederationOfPlanets_2 326 TheFerengiAlliance // confirmed by value change: retire empire stats 1306 TheFerengiAlliance_1 1307 TheFerengiAlliance_2 562 TheKlingonEmpire // confirmed by value change: retire empire stats 1310 TheKlingonEmpire_1 1311 TheKlingonEmpire_2 1060 TheRomulanStarEmpire // confirmed by value change: retire empire stats 1326 TheRomulanStarEmpire_1 1327 TheRomulanStarEmpire_2
possibly for events
## Data.Other.Emperors ##
597 TheCardassianLegate 598 TheFerengiNagus 599 TheFederationPresident 600 TheKlingonChancellor 601 TheRomulanPraetor
fleet labels it seems
## Data.Other.ShipRole ##
173 CommandShip 1435 Warship // likely used for mixed warship fleets 1133 UnarmedVessel 1190 SUPPORT // colony ship + troop transport 1396 UnknownShip
unknown ship orders
## Data.Other.ShipCommand ##
162 Cloak 97 Bombard 552 Invade 1256 Terraform 1095 Scan // might or might not be a command 1105 Screen // might or might not be a command
unknown counter, likely for fleet slot
## Data.Other.Counter ##
362 First 1106 Second 1353 Third 368 Fourth 359 Fifth 1155 Sixth 1112 Seventh 263 Eighth 827 Ninth
unkonwn amounts
## Data.Other.Amount ##
33 Amount 613 Lots 34 Medium_1 1156 Medium_2 296 Even 607 Little 812 Never
unknown power
## Data.Other.Power ##
477 MAX 1054 RICH 1184 STRONG 1437 WEAK 918 POORedit: updated planet types and atmospheres, and moved 'Asteroid' from planet types to system restrictions
Last edited by Flocke on Fri Mar 01, 2024 6:39 pm, edited 15 times in total.
- Flocke
- BORG Trouble Maker
- Posts: 3258
- Joined: Sun Apr 27, 2008 2:00 am
- Location: Hamburg, Germany
- Contact:
Re: Complete list of the 1460 lexicon.dic entries
SUMMARY EVENTS
Events listed by the event summary menu.
Note, in stbof.ini there are three filter options: ECONFILTER, EVENTFILTER and MILITARYFILTER.
None of them seems to have any effect.TODO Includes many event related popup notifications, that should be moved to EventDetails.
GLOBAL EVENTS
## Event.Global ##
RANDOM EVENTS
## Event.Random ##
GALACTIC EVENTS
## Event.Galactic ##
SYSTEM EVENTS
## Event.System ##
INTEL EVENTS
## Event.Intel ##
## Event.Research ##
treaty offers are both used for events and in diplomacy screen
## Event.Diplomatic ##
CRITICS
## Event.Critics.Card ##
## Event.Critics.Fed ##
## Event.Critics.Ferg ##
## Event.Critics.Kling ##
## Event.Critics.Rom ##
COMBAT EVENTS
## Event.Combat ##
Events listed by the event summary menu.
Note, in stbof.ini there are three filter options: ECONFILTER, EVENTFILTER and MILITARYFILTER.
None of them seems to have any effect.TODO Includes many event related popup notifications, that should be moved to EventDetails.
GLOBAL EVENTS
## Event.Global ##
EMPIRE_CEDED 266 265 EmpireCeded // "%s1 ceded their empire to %2" 966 EmpireFallen // "This will be a day long remembered. %1 has fallen." Defeated 215 834 CardassianDefeat_1 // "Your management skills were adequate, but they pale beside the impressive accomplishments of those that have gone" 835 CardassianDefeat_2 // "before you. If you wish to improve yourself, you would do well to study their methods to find flaws in your strategies... or" 836 CardassianDefeat_3 // "better still, find flaws with theirs." 840 FederationDefeat_1 // "Unfortunately, your efforts on behalf of the Federation have not matched the success of previous players. However," 841 FederationDefeat_2 // "Academy records show that practice and study can improve any skill in any student. We advise you to review your" 842 FederationDefeat_3 // "strategy, make some changes in your procedures, and try again." 837 FerengiDefeat_1 // "Your degree of success does not merit your inclusion into the Hall of Fame. Clearly, your marketing tactics were not" 838 FerengiDefeat_2 // "sufficiently aggressive to dominate the galaxy as thoroughly as those who have gone before you. As you prepare to" 839 FerengiDefeat_3 // "try again, consider Rule 65: Win or lose, there's always Hyperian beetle snuff." 843 KlingonDefeat_1 // "You have failed to improve upon the accomplishments of those who have gone before you. Your achievements may be" 844 KlingonDefeat_2 // "honorable, but you have not earned a place in the Hall of Fame. If you believe you are worthy, then do not hesitate -- try" 845 KlingonDefeat_3 // "again immediately! There is always a chance." 846 RomulanDefeat_1 // "Your governance has been interesting, but you have not fared as well as those who have gone before you. If you are truly" 847 RomulanDefeat_2 // "a loyal citizen of the Empire, you must immediately start a new game and attempt to better yourself. Anything less is an" 848 RomulanDefeat_3 // "insult to the glory of the Romulan Star Empire." Victorious 1410 30 AllianceDominance // "Your alliance has achieved dominance." 247 Dominance // "Every major government has admitted our galactic dominance. Shall we accept their surrender?" 1408 XDominance // "%s vanquished all their enemies and won the game."
RANDOM EVENTS
## Event.Random ##
global events 39 AlienArtifactsDiscovered // "Artifacts have been discovered in the %1 system... acquired %d2 teraquads..." 90 NamedBenefactor // "A wealthy merchant from %1 has perished in a tragic accident and left his estate to %2. (%d3 Credits added to treasury)" 999 ResearchSetback // "Prominent %1 scientists in the %2 field were killed in a transport accident near the %3 system. (%d4 teraquads of data lost)" 1124 HullDegradingVirus // "%s1 Ships in sector %2 infected with Hull Degrading Virus." space distortion, end reads "<1168>: <1169>" in summary 1167 SpaceDistortion // "A subspace anomaly near the edge of the galaxy is causing a subspace disruption. Warp drive is inoperable throughout the galaxy." 1166 SpaceDistortionEnd_1 // "The subspace anomaly has receded. All ships can travel normally." 1168 SPACE_DISTORTION_END // confirmed by value change: "SPACE DISTORTION HAS ENDED" 1169 SpaceDistortionEnd_2 // confirmed by value change: "The subspace anomaly has disappeared. Warp drives are back online." system events 171 CometStrike_1 // "A comet has struck the %s planet of the %s system. The planet is undergoing a climate change. %d million casualties have been reported." 176 CometStrike_2 // "A comet has struck the %1 planet of the %2 system. It is undergoing a climate change. %d3 million casualties have been reported." 254 Earthquake_1 // "A series of earthquakes have devastated %1. %d2 structures were destroyed in the catastrophe. %d3 million people were killed." 255 Earthquake_2 // "A series of earthquakes have devastated %1. A structure was destroyed in the catastrophe. %d3 million people were killed." 285 EnergyMeltdown_1 // "A catastrophic meltdown has destroyed a power plant in the %s system." 286 EnergyMeltdown_2 // "A catastrophic meltdown has destroyed %d power plants in the %s system." 480 ImmigrantsBoom_1 // "Citizens flock to %s for its promise of long term prosperity." 1021 ImmigrantsBoom_2 // "Immigrants flock to %s +%d million citizens." 875 Nova // "All life in the %s system has been destroyed by the Nova." 911 NegativePlanetShift // "An unexpected climate shift has changed %1 to a %2." 913 PositivePlanetShift // "A rotational shift has changed %1 to a %2." 1027 PlanetShift // "Planet %d1 in system %2 has become a %3 planet." guild strikes 1268 TRADE_GUILD_STRIKE_1 // "TRADE GUILD STRIKE SETTLED" 1269 TRADE_GUILD_STRIKE_2 // "TRADE GUILD STRIKE SETTLED" 299 CreditStrike // "Credit strike in %s system" 1015 CreditStrikeEnd // "Credit strike in %s system" 300 GeneralStrike // "General strike in %s system" 1020 GeneralStrikeEnd // "General strike in %s system" 302 IndustryStrike // "Industry strike in %s system" 1023 IndustryStrikeEnd // "Industry strike in %s system" 303 IntelStrike // "Intelligence strike in %s system" 1024 IntelStrikeEnd // "Intel strike in %s system" 306 ResearchStrike // "Research strike in %s system" 1037 ResearchStrikeEnd // "Research strike in %s system" 1265 TraideRouteStrike // "No trade routes will produce credits." 1267 TraideRouteStrikeEnd // "The strike is ended and trade will resume immediately." other 419 GomtuuHasBefriended // "Gomtuu has befriended %1" 314 LoyalCardassians // "Loyal Cardassians contribute extra intelligence" 1030 PopulationIncreased // confirmed by value change: "Population increased by %d million in %s." 1031 AugmentedProduction // "Augmented Production in %s +%d industry." 1032 ProductionBonus // "%s1 Production Bonus: an additional %2 was constructed." 1033 EconomicProsperity // "Economic Prosperity in %s +%d credits generated."
GALACTIC EVENTS
## Event.Galactic ##
EXPAND_TERRITORY 484 -> confirmed by value change: critics 679|680|681|682|683 INVASION_SUCCESS 486 -> confirmed by value change: details 521|506|505|493|508 1044 XConquered // confirmed by value change: "%s1 conquered %2." DAMAGED_IN_NEUTRON_STAR 489 512 DamagedInNeutronStar // "%s1 in sector %2 damaged by a neutron star." 516 ShipsDestroyed // "%d1 ships destroyed by a %2 in sector %3." XLOST 490 -> confirmed by value change see Data.Galaxy.StellarObjects 1128 ShipLostInWormhole // confirmed by value change, details 1128: "One ship lost in a wormhole in sector %1." 1143 ShipsLostInWormhole // confirmed by value change, details 1143: "%d1 ships lost in a wormhole in sector %2." 1144 XYColon // "%s1 %2:" SYSTEM_LOST 491 519 SystemTaken // "%s1 system taken by %2." TERRAFORM_COMPLETED 492 522 PlanetTerraformed // "Planet terraformed in system %s." 308 PlanetXTerraformed_1 // "Planet %d terraformed in %s system" 1028 PlanetXTerraformed_2 // "Planet %d terraformed in system %s" 1047 TerraformingCompleted // confirmed by value change: "Terraforming completed in %s." FORCES_SUFFER_DEFEAT 497 -> confirmed by value change: no summary, details 501|523|505|508 SIEGE_SYSTEM 520 -> confirmed by value change: critics 669|671|670|672|673, details 506|504|505|508|494|515 LIBERATION 604 518 SystemLiberated // "System %s liberated!" Range 973 974 RangeExtended // %s1 range extended to %2 sectors. Raid 1045 -> confirmed by value change: details 1045|496|499|498|510 1042 SuccessfullyRaid // confirmed by value change: "%s1 successfully raided %2 system." 500 AllTradeIncomeLost // opposite of 499 -> "All trade income from %s was lost." SuccessfulLiberation 1188 605 XLiberatedSystem // "%s1 liberated the %2 system." FURTHER EVENTS 689 AffectedMorale // "An event in the last turn has affected the morale of your citizens..." 59 InconclusiveBattle // "%s engaged in an inconclusive battle" 513 ShipLost // "Ship destroyed by a %1 in sector %2." 1142 ShipsLost // "Your forces have been eliminated." 1145 ShipsRegroupedAndRetreated // "Ships regrouped as a single task force and retreated to sector %s" colonization 298 SystemColonized_1 // "System %s colonized" 1043 SystemColonized_2 // "System %s colonized" 1034 XColonized // "%s1 colonized by %2."
SYSTEM EVENTS
## Event.System ##
POWER_OUTAGE 849 -> confirmed by value change: details 850 1025 PowerOutage_1 // confirmed by value change: "Insufficient energy in %s system, structures have been shut down." STARVATION 1175 307 Starvation_1 // "Starvation in %s system" 1176 DeathByStarvation // "The %s system is not producing enough food. The shortfall is causing a population decrease." PLAGUE_STRIKE 908 -> confirmed by value change, details: 909 1029 PopulationDied // confirmed by value change: "%d million population in %s system die tragically." REBELLION 978 979 RebellionPrefectFled // "The Prefect has fled.", seems to refer Dukat, Prefect of Bajor 980 RebellionCoup // "A bloody coup has erupted on %1 and overthrown the rightful %2 government. %s3." 981 RebellionGovernorExecuted // "The Governor has been executed." 982 RebellionSystemIndependence // "%s1 has declared its independence from %2." 983 RebellionCommandantImprisioned // "The Commandant has been imprisoned." 985 RebellionRejoined // "%s1 has broken free from %2 and rejoined %3." 1022 IndependenceDeclared // "%s1 system has declared independence from %2." TRADE 1363 1049 NewTradeRoute // "%s system has enough population for a new trade route." FURTHER EVENTS with no header starvation 1041 Starvation_2 // confirmed by value change: "Starvation in %s system" energy 287 TransferredEnergy // "%s transferred %d energy to %s" 304 PowerOutage_2 // "Insufficient energy in %s system" construction 1120 ShipBuilt // "Ship %s built in %s" 1007 BoughtAndBuiltOn // "%s bought and built on %s" 1008 BoughtAndBuiltIn // "%s bought and built in %s" 1009 BuiltOn // confirmed by value change: "%s built on %s" 1012 ConstructionCompleted // confirmed by value change: "%s1 construction completed in sector %2" 1039 XScrapped // "%d %s scrapped on %s" 1040 XBuilt // confirmed by value change: "%s1 built in %2." 1052 XUpgraded // "%d %s upgraded on %s" 1146 ShipyardShutDown // "A shipyard has been shut down or destroyed. Starship range may have been reduced, and some starships may be stranded as a result." 1390 Change // "%d to %d %s", upgrade or planetary shift 1401 UpgradeComplete // confirmed by value change: "Upgrade to %1 completed in %2 system." morale 309 UnrestIncrease_1 // "Unrest increase in %s system" 1051 UnrestIncrease_2 // "Unrest increase in %s system" 1050 XTurn // "%d turn" 1010 HolidayCelebration // "Citizens in %s declare a holiday to celebrate." 1011 CivilWar // "Civil war in %s system: %d million casualties" 1038 RiotDeaths // "Riots and Protests in %s system have left %d million dead"
INTEL EVENTS
## Event.Intel ##
ASSASSINATION 43 44 UnauthorizedAssassinationAttempt // "Rogue Elements of %1 ... unauthorized assassination attempt on %2. Relations with %3 have worsened." 45 FoiledAssassinationAttempt // "%s1 Counter-intelligence forces have foiled an assassination attempt by %2." ExternalIntelligence 313 see Data.Intel.FormalAgencies 534 FrameActions // "Who should our agents frame for their actions against %s?" 535 FramedActions // "Our agents have framed %s for their action against %s." UrgentIntelligenceReport 485 369 CardassianCounterMeasures_1 // "The Obsidian Order can employ some mercenaries to attack %2 %1 operations. Which mercenaries should we expend on this operation?" 374 CardassianCounterMeasures_2 // "The Obsidian Order can employ some mercenaries to attack %2 %1 operations. Which mercenaries should we expend on this operation?" 370 FerengiCounterMeasures_1 // "We have an opportunity to acquire information about %2 %1 operations. We can buy this through many channels. Whose trail should we leave in our transaction?" 375 FerengiCounterMeasures_2 // "Success! The Ferengi Espionage Agency has an opportunity to disrupt %1 operations in %4. Which of our rivals should take the blame?" 371 FederationCounterMeasures_1 // "Starfleet Intelligence has a deep cover operative about to commit a class-one %1 operation. Which empire should the operative implicate to %2 new services?" 376 FederationCounterMeasures_2 // "Starfleet Intelligence has a deep cover operative about to commit a class-one %1 operation. Which empire should the operative implicate to %2 news services?" 372 KlingonCounterMeasures_1 // "The Klingon Security Force has successfully infiltrated a %2 %1 operation, and can frame another empire for the intrusion. Which of our rivals should we implicate?" 377 KlingonCounterMeasures_2 // "The Klingon Security Force has successfully sabotaged a %2 %1 operation, and can frame another empire for the intrusion. Which of our rivals should we implicate?" 373 RomulanCounterMeasures_1 // "TalShiar Operatives have an opportunity to implicate another power in our %1 operations against %4. Whose incriminating evidence should we leave?" 378 RomulanCounterMeasures_2 // "TalShiar Operatives have an opportunity to implicate another power in our %1 operations against %4. Whose incriminating evidence should we leave?" CreditDeficit 976 260 FundsMissing // "Treasury records on %1 indicate widespread embezzlement in %2. The missing funds are estimated at %d3 credits." 1013 CreditsGained // "%d credits gained." 1014 MarketCrash // "Market Crash: %d credits lost." RESEARCH_THEFT 1000 1001 ResearchTheft // "%s Research facilities on %s have been compromised... (%d teraquads of data stolen)" 1035 ResearchLost // "%d %s research points lost." 1036 ResearchStolen // "%d %s research points stolen." TERRORISTS_STRIKE 1262 1263 TerrorXDestroyed // "Terrorists have destroyed a %1 in the %2 system." 1264 TerrorExplosiveDevice // "A multi-phasic explosive device was set off by terrorists in the %1 system. The %2 was completely destroyed." 1048 Terrorism // "Terrorism in %1 system! %s2 destroyed." external 1459 OwnAgentsFramed // confirmed by value change: "Our agents have been framed for actions against %s."
## Event.Research ##
ResearchBreakthrough 488 511 ResearchBreakthrough // "%s researchers achieve a historic breakthrough." other 1016 ResearchDiscovery_1 // "%s discovered %s in level %d %s research" 1017 ResearchDiscovery_2 // confirmed by value change: "%s discovered %s" likely science event labels 1101 Scientific // "scientific" 1159 Sociology // "sociology"
treaty offers are both used for events and in diplomacy screen
## Event.Diplomatic ##
shared 1454 You 1350 They AgreedPeaceTreaty offers 18 993 JoinRequest // "Your request to join" 1458 PeaceOffer // "You Propose Agreed Peace Treaty" DefeatedPeaceTreaty 216 23 XAllianceIgnored // "%s1 ignored a alliance proposal from %2" 25 XAllianceRejected // confirmed by value change: "%s1 rejected an alliance proposal from %2" 31 XAllianceWithdrawn // "%s1 withdrew an alliance proposal sent to %2" 634 XMembershipIgnored // "%s1 ignored a membership proposal from %2" 636 XMembershipRejected // "%s1 rejected a membership proposal from %2" 640 XMembershipWithdrawn // "%s1 withdrew a membership proposal sent to %2" 10 XAffiliationIgnored // "%s1 ignored an affiliation proposal from %2" 12 XAffiliationRejected // "%s1 rejected an affiliation proposal from %2" 16 XAffiliationWithdrawn // "%s1 withdrew an affiliation proposal sent to %2" 386 XFriendshipRejected // confirmed by value change: "%s1 rejected a friendship proposal from %2" 384 XFriendshipIgnored // "%s1 ignored a friendship proposal from %2" 389 XFriendshipWithdrawn // "%s1 withdrew a friendship proposal sent to %2" 867 XNonAggressionIgnored // confirmed by value change: "%s1 ignored a non-aggression proposal from %2" 869 XNonAggressionRejected // confirmed by value change: "%s1 rejected a non-aggression treaty offer from %2" 871 XNonAggressionWithdrawn // "%s1 withdrew a non-aggression proposal sent to %2" 103 XBribeIgnored // "%s1 ignored a bribe from %2" 105 XBribeRejected // "%s1 rejected a bribe from %2" 106 XBribeWithdrawn // "%s1 withdrew a bribe sent to %2" 223 XDemandIgnored // "%s1 ignored a demand from %2" 225 XDemandRejected // confirmed by value change: "%s1 rejected a demand from %2" 226 XDemandWithdrawn // "%s1 withdrew a demand sent to %2" 415 XGiftWithdrawn // "%s1 withdrew a gift offer to %2" 1431 XWarPactIgnored // confirmed by value change: "%s1 ignored a %2 war pact proposal" 1433 XWarPactRejected // confirmed by value change: "%s1 rejected a %2 war pact proposal" 1434 XWarPactWithdrawn // "%s1 withdrew a war pact proposal sent to %2" ALLIANCE_BROKEN 22 21 XAllianceTerminated // "%s1 terminated their alliance with %2" 633 Data.Diplomacy.Proposals.XMembershipTermination // "%s1 terminated their membership treaty with %2" ALLIANCE_SIGNED 27 PEACE_SIGNED 487 -> confirmed by value change 7 XAffiliationAccepted // confirmed by value change: "%s1 accepted an affiliation proposal from %2." 380 XFriendshipAccepted // confirmed by value change: "%s1 accepted a friendship proposal from %2" 864 XNonAggressionAccepted // confirmed by value change: "%s1 accepted a non-aggression proposal from %2" PEACE_SIGNED 901 507 PeaceSigned_1 // "%s1 have signed a peace treaty with %2" 902 PeaceSigned_2 // "%s1 has signed a peace treaty with %2" CREDIT 191 -> confirmed by value change 196 Data.Diplomacy.TreatyTerms.XCredits // confirmed by value change: "%s1 give %d2 credits to %3" 887 Data.Diplomacy.TreatyTerms.XCreditsPerTurn // "%s1 give %d2 credits per turn to %3" 648 XCreditsReceived // "%s1 received %2 credits from %3" 367 XFoodGift // "%s transferred %d food to %s" 242 XDilithiumGift // "%s transferred %d dilithium to %s" MakeStatement 618 / NewStatement 823 Statement 1178 -> confirmed by value change: diplomacy event 1179 XStatementMade // confirmed by value change: "%s1 made a statement to %2." WAR_DECLARED 1422 -> confirmed by value change: details 1421 1421 Data.Diplomacy.Proposals.XWarDeclaration // confirmed by value change: "%s1 declare war against %2" FURTHER EVENTS with no header see Data.Diplomacy.Proposals diplomatic offers 24 Data.Diplomacy.Proposals.XAlliance // confirmed by value change: "%s1 offer an alliance proposal to %2", for majors 635 Data.Diplomacy.Proposals.XMembership // confirmed by value change: "%s1 offer a membership proposal to %2", for minors 11 Data.Diplomacy.Proposals.XAffiliation // confirmed by value change: "%s1 offer an affiliation proposal to %2" 385 Data.Diplomacy.Proposals.XFriendship // confirmed by value change: "%s1 offer a friendship proposal to %2" 868 Data.Diplomacy.Proposals.XNonAggression // confirmed by value change: "%s1 offer a non-aggression proposal to %2" 413 Data.Diplomacy.Proposals.XGift // confirmed by value change: "%s1 presented a gift to %2" 104 Data.Diplomacy.Proposals.XBribe // confirmed by value change: "%s1 offer a bribe to %2", for minors 224 Data.Diplomacy.Proposals.XDemand // confirmed by value change: "%s1 issue a demand to %2", for majors 1432 Data.Diplomacy.Proposals.XWarPact // confirmed by value change: "%s1 propose a war pact to %2", for majors peace signed 222 XDemandAccepted // confirmed by value change: "%s1 accepted a demand from %2" 102 XBribeAccepted // "%s1 accepted a bribe from %2" 1430 XWarPactAccepted // confirmed by value change: "%s1 accepted a %2 war pact" 227 TaskForcesDeployed 1260 XCededTerritories // "%s1 ceded disputed territories to %2." 1261 XCedeTerritories // confirmed by value change: "%s1 cede disputed territories to %2." peace terminated 1351 FriendshipTerminated // "They Break Trade Treaty" 8 XAffiliationTerminated // "%s1 terminated their affiliation treaty with %2" 9 XAffiliationExpired // "Affiliation treaty between %1 and %2 expired" 382 XFriendshipTerminated // confirmed by value change: "%s1 terminated their friendship treaty with %2" 383 XFriendshipExpired // "Friendship treaty between %1 and %2 expired" 865 XNonAggressionTerminated // confirmed by value change: "%s1 terminated their non-aggression treaty with %2" 866 XNonAggressionExpired // "Non-aggression treaty between %1 and %2 expired" war 213 Declare 214 DeclareWar 1423 War // "War has been declared between two major powers..." credits 192 XCreditsTransferred // confirmed by value change: "%s transferred %d credits to %s" other party treaties 20 XAllianceAccepted // confirmed by value change: "%s1 accepted an alliance proposal from %2" race encounters 967 RaceEncountered 1026 RaceXEncountered // confirmed by value change: "You encountered %1 in sector %2." 1141 XDiscoveredYourSystem // "%s discover one of your systems"
CRITICS
## Event.Critics.Card ##
669 Bombardment // "The bombardment of the %s system has silenced several dissidents." 674 Betrayment // "Many Cardassian citizens were shocked to hear that we have betrayed %s." 679 Colonization // confirmed by value change: EXPAND_TERRITORY 484, details 495|813 -> "Citizens raised a glass of kanar to celebrate the colonization of %s." 684 War // "Our people strongly favor the war against %s." 690 FallenEmpire // "All Cardassians rejoice at the collapse of %s." 695 LiberationCelebration // "The citizens are pleased that %s have been set free." 700 LiberationAppreciation // "The liberation of %s has raised the spirits of all loyal Cardassians." 710 Defeat // "The defeat in sector %s has led citizens to openly criticize our policies." 720 DefeatMorale // confirmed by value change: "Cardassian citizens were disappointed to hear of our defeat in sector %s." 725 DefeatSupportLoss // "Cardassian laborers are disenchanted by the defeat in sector %s." 705 HomeSystemLoss // "The loss of Cardassia Prime has led to widespread disillusionment and several suicides." 715 SystemLoss // "Cardassian citizens are disheartened by the loss of %s to enemy forces." 730 SystemLossMorale // "Cardassian citizens are disheartened by the loss of the %s system." 736 Rebels // "Many Cardassian citizens appear to sympathize with the rebels of %s." 741 RejectedPeace // confirmed by value change: "Our citizens are disappointed to hear that there will be no peace with %s." 746 Alliance // "The public response to our alliance with %s is very favorable." 751 Member // "%s have been received warmly by our citizens." 756 Peace // confirmed by value change: PEACE_SIGNED_1 487 -> "News of our peace with %s has been received warmly by our citizens." 769 Subjugation // confirmed by value change: "Cardassian citizens are glad to hear that the %s system is under control." 774 DeclaredWar // "The chance to prove ourselves against %s has boosted enlistments." 779 Victory // "Cardassian citizens are deeply inspired by the great victory in sector %s." 784 VictoryMoraleIncrease // "Cardassian citizens were mildly pleased to hear of the victory in sector %s." 789 VictorySupportGain // "The people are clearly excited by our victory in sector %s."
## Event.Critics.Fed ##
671 Bombardment // "The bombing of %s has eroded popular support for our military." 676 Betrayment // confirmed by value change: "Many citizens feel that in betraying %s, we have betrayed our own people." 681 Colonization // confirmed by value change: EXPAND_TERRITORY 484, details 495|813 -> "Citizens throughout the Federation celebrate the colonization of %s." 686 War // confirmed by value change: "Several popular editorials have strongly criticized the war against %s." 692 FallenEmpire // "The fall of %s is celebrated enthusiastically by many Federation citizens." 697 LiberationCelebration // "Celebrations are planned to honor the heroes who liberated %s." 702 LiberationAppreciation // "The liberation of the %s system has generated new support for the war." 712 Defeat // "Anti-war demonstrations are more frequent since the defeat in sector %s." 722 DefeatMorale // "Federation citizens are mildly displeased by our defeat in sector %s." 727 DefeatSupportLoss // "Our military leaders have been ridiculed since the defeat in sector %s." 707 HomeSystemLoss // "Protesters are demanding an explanation for our failure to protect the Sol system." 717 SystemLoss // "Citizens are outraged by our inability to properly defend %s." 732 SystemLossMorale // "The people are not pleased by our failure to control %s." 738 Rebels // "The rebels of %s have a growing base of sympathy on other Federation worlds." 743 RejectedPeace // confirmed by value change: "Activists have strongly condemned our refusal of peace with %s." 748 Alliance // confirmed by value change: "Popular support for our alliance with %s is truly overwhelming." 753 Member // "%s have been welcomed into the Federation with open arms." 758 Peace // confirmed by value change: PEACE_SIGNED_1 487 -> "Our treaty with %s has quelled the fears of many concerned citizens." 771 Subjugation // confirmed by value change: "The brutal subjugation of the %s system has triggered widespread protests." 776 DeclaredWar // "The war against %s has increased support for our military policies." 781 Victory // confirmed by value change: "The victory in sector %s has raised the enthusiasm of Federation citizens." 786 VictoryMoraleIncrease // "Spirits on the home front were raised somewhat by the victory in sector %s." 791 VictorySupportGain // confirmed by value change: "The victory in sector %s is the lead story in most civilian news services."
## Event.Critics.Ferg ##
670 Bombardment // confirmed by value change: "The Exchange posted strong gains today in response to the bombing of %s." 675 Betrayment // "Our breach of contract with %s will be costly." 680 Colonization // EXPAND_TERRITORY 484, details 495|813 -> "Investors are enthusiastic about opportunities in the new %s colony." 685 War // "Investors are reacting positively to the news of war against %s." 691 FallenEmpire // "The fall of %s lifted the Exchange to record highs." 696 LiberationCelebration // "Financiers are pleased that %s can resume trade." 701 LiberationAppreciation // "The restoration of the %s market is good news to all Ferengi exporters." 711 Defeat // "Military certificates plunged in value following the defeat in sector %s." 721 DefeatMorale // confirmed by value change: "The defeat in sector %s has raised the concerns of many businessmen." 726 DefeatSupportLoss // confirmed by value change: "The defeat in sector %s has triggered a drop in consumer confidence." 706 HomeSystemLoss // "The loss of Ferenginar has pushed the Exchange down to an all-time low." 716 SystemLoss // "The loss of %s from our consumer base is a disaster for Ferengi exporters." 731 SystemLossMorale // "Consumer confidence dropped slightly on reports that we have lost %s." 737 Rebels // "The rebellion in sector %s caused a serious drop in the Exchange." 742 RejectedPeace // confirmed by value change: "Investors were disappointed that there will be no peace with %s." 747 Alliance // "The Exchange hit a record high as brokers celebrated our alliance with %s." 752 Member // "Investors are looking forward to new business opportunities among %s." 757 Peace // PEACE_SIGNED_1 487 -> "Entrepreneurs are looking forward to new opportunities among %s." 770 Subjugation // confirmed by value change: "Investors are relieved to hear that the %s system is now a stable market." 775 DeclaredWar // "Analysts believe the war against %s will be very profitable." 780 Victory // "Investors were impressed by the great military success in sector %s." 785 VictoryMoraleIncrease // "The victory in sector %s led to a slight increase in consumer confidence." 790 VictorySupportGain // "Brokers are buying stock in our military after the victory in sector %s."
## Event.Critics.Kling ##
672 Bombardment // confirmed by value change: "It is felt that the bombardment of %s proves that we are still Klingon." 677 Betrayment // "Our breach of honor with %s has not been well received." 682 Colonization // EXPAND_TERRITORY 484, details 495|813 -> "The %s system will give our people some long-overdue breathing room." 687 War // "All true warriors look forward to the war against %s." 693 FallenEmpire // "Warriors celebrated the fall of %s with bloodwine and song." 698 LiberationCelebration // "Our warriors look with pride on the liberation of %s." 703 LiberationAppreciation // "Many warriors will join the Order of the Bat'leth for their actions at %s." 713 Defeat // "The defeat in sector %s has raised deep concerns among many warriors." 723 DefeatMorale // "The defeat in sector %s has lowered the morale of our people." 728 DefeatSupportLoss // "Warriors are demanding that the deaths in sector %s be avenged." 708 HomeSystemLoss // "Many warriors have chosen honorable suicide over life without the homeworld." 718 SystemLoss // "In failing to defend %s, we have lost a great deal of honor." 733 SystemLossMorale // "Every Klingon warrior is shamed by our failure to defend the %s system." 739 Rebels // "Many warriors support the %s rebels more strongly than the High Council." 744 RejectedPeace // "Our people are pleased to hear that peace has been averted." 749 Alliance // confirmed by value change: "The people believe we have found worthy allies in %s." 754 Member // "Warriors are pleased that %s will now be considered their brothers." 759 Peace // PEACE_SIGNED_1 487 -> "The people are disappointed that there will be no battles with %s." 772 Subjugation // confirmed by value change: "Our warriors revel in the glory of our victory in the %s system." 777 DeclaredWar // "All true warriors look forward eagerly to the war against %s." 782 Victory // "Warriors are deeply inspired by the great victory in sector %s." 787 VictoryMoraleIncrease // "The victory in sector %s has raised the spirits of our people." 792 VictorySupportGain // confirmed by value change: "The victory in sector %s has renewed our faith in the teachings of Kahless."
## Event.Critics.Rom ##
673 Bombardment // confirmed by value change: "Many vocal dissidents have been silenced by the bombardment of %s." 678 Betrayment // confirmed by value change: "Some restless citizens have questioned our breach of treaty with %s." 683 Colonization // confirmed by value change: EXPAND_TERRITORY 484, details 495|813 -> "Citizens are glad to hear that the %s system is now part of our Empire." 688 War // confirmed by value change: "The people are pleased that we will settle accounts with %s." 694 FallenEmpire // "An Imperial holiday commemorates the fall of %s." 699 LiberationCelebration // "The liberation of %s has raised the spirits of many concerned citizens." 704 LiberationAppreciation // "The rescue of %s has become a popular cause for celebration." 714 Defeat // "Citizens have openly condemned our failure in sector %s." 724 DefeatMorale // confirmed by value change: "Citizens were displeased to hear of the defeat in sector %s." 729 DefeatSupportLoss // confirmed by value change: "The disaster in sector %s has eroded popular support for the military." 709 HomeSystemLoss // "The people believe that the loss of Romulus is a clear sign of governmental incompetence." 719 SystemLoss // confirmed by value change: "The people are strongly displeased by our failure to protect %s." 734 SystemLossMorale // confirmed by value change: "Many citizens have expressed disappointment at the loss of the %s system." 740 Rebels // "There appears to be some popular sympathy for the rebels of %s." 745 RejectedPeace // confirmed by value change: "The people are pleased that our status with %s will not change." 750 Alliance // "The people believe that our alliance with %s will be our salvation." 755 Member // "The people seem happy to accept %s as members of our great Empire." 760 Peace // confirmed by value change: PEACE_SIGNED_1 487 -> "The people seem to approve of our arrangement with %s." 773 Subjugation // confirmed by value change: "Citizens are relieved that there will be no more trouble in %s." 778 DeclaredWar // confirmed by value change: "The people are pleased that we will settle accounts with %s." 783 Victory // confirmed by value change: "The great victory in sector %s was welcome news to all loyal Romulans." 788 VictoryMoraleIncrease // "The people are pleased by our military success in sector %s." 793 VictorySupportGain // confirmed by value change: "Popular support for the military was reinforced by the victory in sector %s."
COMBAT EVENTS
## Event.Combat ##
defeat
1140 XDefeated // confirmed by value change: "%s defeated %s"
231 XDestroyed // confirmed by value change: "%s destroyed"
800 Encounter.XList // confirmed by value change: "%s{{, %s} and %s}"
Last edited by Flocke on Sun Mar 24, 2024 6:14 am, edited 8 times in total.
- Flocke
- BORG Trouble Maker
- Posts: 3258
- Joined: Sun Apr 27, 2008 2:00 am
- Location: Hamburg, Germany
- Contact:
Re: Complete list of the 1460 lexicon.dic entries
EVENT HEAD LINES
The topics of turn event popup notifications.
Note, in stbof.ini there are three filter options: ECONFILTER, EVENTFILTER and MILITARYFILTER.
None of them seems to have any effect.
GLOBAL EVENTS
## EventHeader.Global ##
RANDOM EVENTS
## EventHeader.Random ##
GALACTIC EVENTS
## EventHeader.Galactic ##
SYSTEM EVENTS
## EventHeader.System ##
INTEL EVENTS
## EventHeader.Intel ##
RESEARCH EVENTS
## EventHeader.Research ##
DIPLOMATIC EVENTS
## EventHeader.Diplomatic ##
greetings and info displayed on encounter
## EventHeader.RaceEncounter ##
EVENT DETAILS
Detailed turn event descriptions shown by popup notifications.
Note, in stbof.ini there are three filter options: ECONFILTER, EVENTFILTER and MILITARYFILTER.
None of them seems to have any effect.
GALACTIC EVENTS
## EventDetails.Galactic ##
SYSTEM EVENTS
## EventDetails.System ##
## EventDetails.Intel ##
DIPLOMATIC EVENTS
## EventDetails.Diplomatic ##
The topics of turn event popup notifications.
Note, in stbof.ini there are three filter options: ECONFILTER, EVENTFILTER and MILITARYFILTER.
None of them seems to have any effect.
GLOBAL EVENTS
## EventHeader.Global ##
266 EMPIRE_CEDED 215 Defeated 1410 Victorious
RANDOM EVENTS
## EventHeader.Random ##
global events 40 ALIEN_ARTIFACTS_DISCOVERED 89 NAMED_BENEFACTOR // "%u1 NAMED BENEFACTOR" 998 RESEARCH_SETBACK // "%s RESEARCH SETBACK" 1123 HULL_DEGRADING_VIRUS_DETECTED 1165 SPACE_DISTORTION // "FABRIC OF SPACE DISTURBED" system events 170 COMET_STRIKE_1 // "COMET STRIKES IN %s" 175 COMET_STRIKE_2 // "COMET STRIKES IN %s" 253 EARTHQUAKE_1 // "EARTHQUAKE IN %s SYSTEM" 1018 Earthquake_2 // "Earthquake in %s system" 284 ENERGY_MELTDOWN_1 // "ENERGY MELTDOWN IN %s SYSTEM" 1019 EnergyMeltdown_2 // "Energy Meltdown in %s system" 481 IMMIGRATION_BOOM // "IMMIGRATION BOOM IN %s" 876 NOVA // "NOVA IN %s" 910 NEGATIVE_PLANET_SHIFT // "NEGATIVE PLANET SHIFT in %s" 912 POSITIVE_PLANET_SHIFT // "POSITIVE PLANET SHIFT in %s" guild strikes 1266 TRADE_GUILD_STRIKE // "STACIUS TRADE GUILD STRIKE" relationship strains 1193 NEGATIVE_PROPAGANDA // details 1194 1195 MINOR_DIPLOMATIC_BLUNDER // confirmed by value change: details 1196 1197 NEGATIVE_POLITICAL_SHIFT // details 1198 1199 MAJOR_DIPLOMATIC_BLUNDER // details 1200 1201 ASSASSINATION_ATTEMPT // details 1202 relationship backings 1203 POSITIVE_PROPAGANDA // details 1204 1205 PRIVATE_GIFT // details 1206 1207 POSITIVE_POLITICAL_SHIFT // details 1208 1209 RESEARCHER_HONORED // details 1210 1211 DISPUTE_MEDIATED // details 1212
GALACTIC EVENTS
## EventHeader.Galactic ##
GALACTIC 484 EXPAND_TERRITORY // confirmed by value change: summary 679|680|681|682|683 -> "%s EXPAND TERRITORY" 486 INVASION_SUCCESS // confirmed by value change: summary 1044, details 521|506|505|493|508 520 SIEGE_SYSTEM // confirmed by value change: critics 669|671|670|672|673, details 506|504|505|508|494|515 -> "%1 SIEGE %2 SYSTEM" 604 LIBERATION 1188 SuccessfulLiberation 491 SYSTEM_LOST // "%s SYSTEM LOST" 492 TERRAFORM_COMPLETED 497 FORCES_SUFFER_DEFEAT // confirmed by value change: no summary, details 501|523|505|508 -> "%s FORCES SUFFER DEFEAT" 667 RaceDetected // confirmed by value change: borg 98 encounter, details 494|920 -> "%s detected in %s system" SHIPS 489 DAMAGED_IN_NEUTRON_STAR // "%s DAMAGED IN NEUTRON STAR" see Data.Galaxy.StellarObjects 490 XLOST // confirmed by value change: "%1 LOST IN %2" 1119 Menu.Shared.Ship; // confirmed by value change: XLOST 1139 Data.Combat.VesselType.Ships; // confirmed by value change: XLOST OTHER 973 Range 1045 RaidSystem // confirmed by value change: summary: 1042 -> "%s1 raid %2 system"
SYSTEM EVENTS
## EventHeader.System ##
849 POWER_OUTAGE // confirmed by value change: summary 1025, details 850 -> "POWER OUTAGE IN %s" 908 PLAGUE_STRIKE // confirmed by value change: summary 1029, details 909 -> "PLAGUE STRIKES %s" 1175 STARVATION // "STARVATION IN %S SYSTEM" 978 REBELLION // "REBELLION IN %s!" 1363 TRADE
INTEL EVENTS
## EventHeader.Intel ##
43 ASSASSINATION 313 ExternalIntelligence 485 UrgentIntelligenceReport // confirmed by value change: summary not from lexicon, details 1162|1250|610 976 CreditDeficit 1000 RESEARCH_THEFT // "%s RESEARCH THEFT" 1262 TERRORISTS_STRIKE // "TERRORISTS STRIKE %s"
RESEARCH EVENTS
## EventHeader.Research ##
488 Breakthrough // confirmed by value change: "%s breakthrough in %s", summary 1017, no details entry
DIPLOMATIC EVENTS
## EventHeader.Diplomatic ##
18 AgreedPeaceTreaty 216 DefeatedPeaceTreaty 22 ALLIANCE_BROKEN 27 ALLIANCE_SIGNED 487 PEACE_SIGNED_1 // confirmed by value change: summary 7, details 13|387|860|870 901 PEACE_SIGNED_2 191 CREDIT 421 Greetings // "Greetings!!" 618 MakeStatement // "Make Statement" 823 NewStatement // "New Statement" 1178 Statement 1422 WAR_DECLARED // confirmed by value change: summary 1421, 688|... details 1421
greetings and info displayed on encounter
## EventHeader.RaceEncounter ##
123 GreetingsFromCardassians // confirmed by value change: "Greetings from the Cardassian Union..." 321 GreetingsFromFederation // confirmed by value change: "Greetings from the United Federation of Planets..." 325 GreetingsFromFerengi // confirmed by value change: "Greetings from the Ferengi Alliance..." 561 GreetingsFromKlingons // confirmed by value change: "Greetings from the Klingon Empire..." 1059 GreetingsFromRomulans // confirmed by value change: "Greetings from the Romulan Star Empire..." ByCard 126 Acamarians // "DIPLOMATIC REPORT: The Acamarians are technologically advanced,..." 127 Andorians // "DIPLOMATIC REPORT: The Andorians are strong and cunning warriors..." 128 Angosians // "DIPLOMATIC REPORT: The Angosians use enhanced soldiers for defense..." 129 Antedeans // "DIPLOMATIC REPORT: The Antedeans are too weak to survive space travel..." 130 Anticans // "DIPLOMATIC REPORT: The Anticans are spirited warriors of limited intelligence..." 131 Bajorans // "DIPLOMATIC REPORT: The Bajorans guard their independence fiercely..." 132 Bandi // "DIPLOMATIC REPORT: The Bandi have a talent for architecture..." 133 Benzites // "DIPLOMATIC REPORT: The Benzites are motivated and efficient workers..." 134 Betazoids // "DIPLOMATIC REPORT: The Betazoids have telepathic abilities..." 135 Bolians // "DIPLOMATIC REPORT: The Bolians have a talent for cosmetic surgery..." 136 Bynars // "DIPLOMATIC REPORT: The Bynars live in symbiosis with their computers..." 137 Caldonians // "DIPLOMATIC REPORT: The Caldonians are fanatical researchers, and poor warriors..." 138 Chalnoth // "DIPLOMATIC REPORT: The Chalnoth are strong warriors, but easily manipulated..." 139 Edo // "DIPLOMATIC REPORT: The Edo live only for pleasure..." 140 Ktarians // "DIPLOMATIC REPORT: The Ktarians are cunning saboteurs..." 141 Malcorians // "DIPLOMATIC REPORT: The Malcorians are concerned about the effects of alien contact..." 142 Mintakans // "DIPLOMATIC REPORT: The Mintakans are a wholly agrarian society..." 143 Mizarians // "DIPLOMATIC REPORT: The Mizarians are pacifists, afraid to defend themselves..." 144 Nausicaans // "DIPLOMATIC REPORT: The Nausicaans are sturdy warriors..." 145 Pakleds // "DIPLOMATIC REPORT: The Pakleds do not understand the technology they have stolen..." 146 Selay // "DIPLOMATIC REPORT: The Selay are spirited warriors of limited intelligence..." 147 Sheliak // "DIPLOMATIC REPORT: The Sheliak believe themselves superior to us..." 148 Takarans // "DIPLOMATIC REPORT: The Takarans are incredibly resilient, and highly intelligent..." 149 Talarians // "DIPLOMATIC REPORT: The Talarians are fierce warriors..." 150 Tamarians // "DIPLOMATIC REPORT: The Tamarians speak unintelligibly, but fight bravely..." 151 Trill // "DIPLOMATIC REPORT: The Trill enjoy long lives..." 152 Ullians // "DIPLOMATIC REPORT: The Ullians have an insight into alien psychology..." 153 Vulcans // "DIPLOMATIC REPORT: The Vulcans are disciplined thinkers..." 154 Yridians // "DIPLOMATIC REPORT: The Yridians are peddlers of information..." 155 Zakdorn // "DIPLOMATIC REPORT: The Zakdorn have an incredible genius for strategy..." ByFed 446 Acamarians // "DIPLOMATIC REPORT: The Acamarians wish to preserve their social structure. We must take steps to ensure that they can." 447 Andorians // "DIPLOMATIC REPORT: The Andorians have a bloody past, but desire a more peaceful future -- much like mankind." 448 Angosians // "DIPLOMATIC REPORT: The Angosians have a nearly perfect society, but they pay a high price. Their enhanced soldiers deserve social as well as military respect." 449 Antedeans // "DIPLOMATIC REPORT: The Antedeans have advanced technology, but do not travel in space. They find it 'uncomfortable'." 450 Anticans // "DIPLOMATIC REPORT: The Anticans are not as advanced as they would have us believe. An important first step would be a resolution of their conflict with the Selay." 451 Bajorans // "DIPLOMATIC REPORT: The Bajoran Jalanda Forum is a model of open discourse, which can only improve relations between Federation members." 452 Bandi // "DIPLOMATIC REPORT: Despite their lack of warp technology, the Bandi use methods of construction that compare favorably to our own." 453 Benzites // "DIPLOMATIC REPORT: The Benzite culture values industry and efficiency. They would be welcome members of the Federation." 454 Betazoids // "DIPLOMATIC REPORT: Betazoid telepathy is an asset that our rivals may try to exploit. We should offer Betazed our protection." 455 Bolians // "DIPLOMATIC REPORT: The Bolian talent for cosmetic alteration will be coveted by enemy intelligence agents." 456 Bynars // "DIPLOMATIC REPORT: The Bynars have an understanding of computers that could revolutionize our research." 457 Caldonians // "DIPLOMATIC REPORT: The Caldonians are disciplined researchers, and share our love of knowledge for its own sake." 458 Chalnoth // "DIPLOMATIC REPORT: The Chalnoth are a brutal race, and should be approached with caution and respect." 459 Edo // "DIPLOMATIC REPORT: The Edo enjoy an idyllic existence, but their legal system is a high price to pay for their bliss." 460 Ktarians // "DIPLOMATIC REPORT: The Ktarians are a very intelligent and cunning people. It remains to be seen whether they are indeed trustworthy." 461 Malcorians // "DIPLOMATIC REPORT: Malcorian society suffers from xenophobic tendencies, but technologically they are nearly capable of warp travel." 462 Mintakans // "DIPLOMATIC REPORT: The Mintakans are primitive, but remarkably talented in agriculture. The Prime Directive compels us to protect them from alien interference." 463 Mizarians // "DIPLOMATIC REPORT: The Mizarians are absolute pacifists. Apparently, this is the main reason that they've survived the last few centuries." 464 Nausicaans // "DIPLOMATIC REPORT: The Nausicaans are a proud and strong race. They are always at war, but never have a shortage of new recruits." 465 Pakleds // "DIPLOMATIC REPORT: The Pakleds are a shining example of what happens when the Prime Directive is ignored. However, their skill at obtaining technology is to be admired." 466 Selay // confirmed by value change: "DIPLOMATIC REPORT: The Selay are not as advanced as they would have us believe. An important first step would be a resolution of their conflict with the Anticans." 467 Sheliak // "DIPLOMATIC REPORT: The Sheliak interpret their treaties very strictly. We should exercise extreme caution in making any agreements with them." 468 Takarans // "DIPLOMATIC REPORT: The Takarans are notable for their proficiency in theoretical physics, as well as their unusual biochemistry." 469 Talarians // "DIPLOMATIC REPORT: The Talarians are skilled warriors, and highly territorial. We should approach them with caution and respect." 470 Tamarians // "DIPLOMATIC REPORT: The Tamarians appear to have ideals similar to our own. If we can overcome the language barrier, we will both profit from this contact." 471 Trill // "DIPLOMATIC REPORT: The joined Trill live several times as long as the oldest humans. Their wisdom could be a great asset to the Federation." 472 Ullians // "DIPLOMATIC REPORT: The Ullians act as historians for many alien cultures. Their knowledge of this galaxy would be of enormous academic interest." 473 Vulcans // "DIPLOMATIC REPORT: The Vulcans have suppressed their emotions in favor of pure logic. Their clarity of thought would be an asset to our growing Federation." 474 Yridians // "DIPLOMATIC REPORT: The Yridians survive by selling secret information. We must be extremely cautious and circumspect in dealing with them." 475 Zakdorn // "DIPLOMATIC REPORT: The Zakdorn talent for strategy cannot be overstated. Their genius could be a great boon to our officer training programs." ByFerg 327 Acamarians // "DIPLOMATIC REPORT: The Acamarians have warp technology... so they must have something of value." 328 Andorians // "DIPLOMATIC REPORT: The Andorians are experienced warriors. If we acquire them, they could train our crews!" 329 Angosians // "DIPLOMATIC REPORT: The Angosians have one very valuable asset... their soldiers!" 330 Antedeans // "DIPLOMATIC REPORT: The Antedeans won't leave their home system... we could monopolize their export industry!" 331 Anticans // "DIPLOMATIC REPORT: The Anticans will buy almost anything, as long as they can use it against the Selay..." 332 Bajorans // "DIPLOMATIC REPORT: The Bajorans are deeply religious. Trade with 'em, but don't trust their ale." 333 Bandi // "DIPLOMATIC REPORT: If we can acquire the Bandi, we can use their architectural designs in our new structures!" 334 Benzites // "DIPLOMATIC REPORT: The Benzites are very efficient workers. They would be an asset to the Ferengi economy!" 335 Betazoids // "DIPLOMATIC REPORT: The Betazoids can read minds, but apparently they can't read ours... we could make a fortune here!" 336 Bolians // "DIPLOMATIC REPORT: Bolian cosmetics are truly revolutionary. All they need is a good market strategy." 337 Bynars // "DIPLOMATIC REPORT: The Bynars have incredibly advanced computer theories. They could be very valuable." 338 Caldonians // "DIPLOMATIC REPORT: The Caldonians enjoy research for its own sake. They're not much use economically." 339 Chalnoth // "DIPLOMATIC REPORT: The Chalnoth are savage and hostile. Trading with them would be dangerous." 340 Edo // "DIPLOMATIC REPORT: The Edo have nothing but leisure time. They're the ultimate consumers!" 341 Ktarians // "DIPLOMATIC REPORT: Ktarian games are highly addictive. We could make a fortune as their sole distributor." 342 Malcorians // "DIPLOMATIC REPORT: The Malcorians don't want their people to know about aliens. It's a tough market to crack, but there won't be much competition..." 343 Mintakans // "DIPLOMATIC REPORT: The Mintakans are hard-working and simple. That's what I call a perfect employee!" 344 Mizarians // "DIPLOMATIC REPORT: The Mizarians won't defend themselves if we attack 'em. How can we possibly go wrong?" 345 Nausicaans // "DIPLOMATIC REPORT: The Nausicaans are big, strong, and mean. And even worse, they're practically broke!" 346 Pakleds // "DIPLOMATIC REPORT: The Pakleds don't even understand the technology they have... which makes them very exploitable customers." 347 Selay // "DIPLOMATIC REPORT: The Selay will buy almost anything, as long as they can use it against the Anticans..." 348 Sheliak // "DIPLOMATIC REPORT: If we want to trade with the Sheliak, we'll have to find a way to get their attention." 349 Takarans // "DIPLOMATIC REPORT: The Takaran physiology is unlike any other. They have unique needs... which we may be able to exploit." 350 Talarians // "DIPLOMATIC REPORT: Talarian defenses are almost impenetrable. I recommend a few large bribes." 351 Tamarians // "DIPLOMATIC REPORT: The Tamarians have a strange language, but they have plenty of latinum. Surely, we can make some kind of a deal..." 352 Trill // "DIPLOMATIC REPORT: The Trill are friendly and civil, but they have long memories. We must treat them with caution." 353 Ullians // "DIPLOMATIC REPORT: The Ullians can read our minds. This is not a desirable trait among customers." 354 Vulcans // "DIPLOMATIC REPORT: The Vulcans don't have any emotions at all. They'll be tough customers." 355 Yridians // "DIPLOMATIC REPORT: The Yridians sell information... a partnership would be very profitable." 356 Zakdorn // "DIPLOMATIC REPORT: The Zakdorn may be willing to share their tactical expertise... for the right price." ByKling 564 Acamarians // "DIPLOMATIC REPORT: The Acamarians are cunning, but not strong. We can defeat them." 565 Andorians // "DIPLOMATIC REPORT: The Andorians are great warriors. They will make fine opponents and finer allies." 566 Angosians // "DIPLOMATIC REPORT: The Angosians use science to create their warriors... but true warriors are born, not made." 567 Antedeans // "DIPLOMATIC REPORT: The Antedeans are too weak to travel in space. They are not even worthy to be our enemies." 568 Anticans // "DIPLOMATIC REPORT: With proper training, the Anticans could become skilled warriors." 569 Bajorans // "DIPLOMATIC REPORT: Beneath their soft exterior, the Bajorans have strong hearts. They can be an inspiration to our people." 570 Bandi // "DIPLOMATIC REPORT: The Bandi are too cowardly to pose any serious threat to us." 571 Benzites // "DIPLOMATIC REPORT: The Benzites are hard workers, but poor fighters." 572 Betazoids // "DIPLOMATIC REPORT: The Betazoids are weak, but their telepathy can make them dangerous." 573 Bolians // "DIPLOMATIC REPORT: The Bolians are not warriors. They are of no importance to us." 574 Bynars // "DIPLOMATIC REPORT: The Bynars have advanced computers, but poor defenses." 575 Caldonians // "DIPLOMATIC REPORT: The Caldonians are researchers. There is not a warrior among them." 576 Chalnoth // "DIPLOMATIC REPORT: The Chalnoth are primitive, but their hearts are strong and their weapons are impressive." 577 Edo // "DIPLOMATIC REPORT: The Edo live only for pleasure. They are of no importance." 578 Ktarians // "DIPLOMATIC REPORT: The Ktarians fight with devious tricks and diversions. They have no honor, but they are dangerous." 579 Malcorians // "DIPLOMATIC REPORT: The Malcorians wish to remain isolated from alien contact. Cowards!" 580 Mintakans // "DIPLOMATIC REPORT: The Mintakans are primitive, but they are not fools. Watch them carefully." 581 Mizarians // "DIPLOMATIC REPORT: The Mizarians will not defend themselves. They deserve no respect." 582 Nausicaans // "DIPLOMATIC REPORT: The Nausicaans are mighty, but they have no cunning. We will defeat them." 583 Pakleds // "DIPLOMATIC REPORT: The Pakleds are weak fools with a talent for stealing alien technology. They are dangerous only to other fools." 584 Selay // "DIPLOMATIC REPORT: With proper training, the Selay could become skilled warriors." 585 Sheliak // "DIPLOMATIC REPORT: The Sheliak are strong, but they are not Klingons! We will make them respect us." 586 Takarans // "DIPLOMATIC REPORT: The Takarans have strength in both mind and body. They could be worthy allies." 587 Talarians // "DIPLOMATIC REPORT: The Talarians are cunning warriors, yet they fight with honor. Invasion will be difficult, but they may come to see us as allies." 588 Tamarians // "DIPLOMATIC REPORT: The Tamarians make no sense when they speak, but their weapons speak clearly enough." 589 Trill // "DIPLOMATIC REPORT: The Trill are fragile, but their frailty hides an inner strength. Their longevity leads to great wisdom, and that wisdom gives them power." 590 Ullians // "DIPLOMATIC REPORT: The Ullians are not warriors, but we must be wary of their mental powers." 591 Vulcans // "DIPLOMATIC REPORT: The Vulcans are peaceful, but only by choice. They can be powerful warriors if the need arises." 592 Yridians // "DIPLOMATIC REPORT: The Yridians are cowards who sell secrets to other cowards. We must teach them the price of cowardice." 593 Zakdorn // "DIPLOMATIC REPORT: The Zakdorn reputation for strategy is not undeserved. Treat them with caution." ByRom 1062 Acamarians // "DIPLOMATIC REPORT: The Acamarians have discovered the warp drive. They may be of some use to us." 1063 Andorians // "DIPLOMATIC REPORT: The Andorians have a long and violent history. Their tactical expertise could be of value." 1064 Angosians // "DIPLOMATIC REPORT: The Angosians use innovative techniques to prepare their soldiers. We could make use of this knowledge." 1065 Antedeans // "DIPLOMATIC REPORT: The Antedeans have little of value. We can be sure that they will not intrude in our space." 1066 Anticans // confirmed by value change: "DIPLOMATIC REPORT: The Anticans know nothing but their hatred of the Selay. They are of no use to us, unless their hatred can be redirected." 1067 Bajorans // confirmed by value change: "DIPLOMATIC REPORT: The Bajorans have a strong spirit that reflects our own. They could be worthy allies, one day." 1068 Bandi // "DIPLOMATIC REPORT: The Bandi have a gift for architecture which would aid our research." 1069 Benzites // "DIPLOMATIC REPORT: The Benzites have an impressive work ethic; // they are highly productive laborers." 1070 Betazoids // "DIPLOMATIC REPORT: Betazoid empathy could be of use to our intelligence forces." 1071 Bolians // "DIPLOMATIC REPORT: The Bolians have a skill in cosmetic surgery which could assist our external agents." 1072 Bynars // confirmed by value change: "DIPLOMATIC REPORT: The Bynars have a gift for computer research which could be made to serve our needs." 1073 Caldonians // "DIPLOMATIC REPORT: The Caldonians care only for research. If we can protect them, they will greatly enhance our intellectual resources." 1074 Chalnoth // "DIPLOMATIC REPORT: The Chalnoth are brutal and savage, and do not have warp drive. They are probably best left alone." 1075 Edo // confirmed by value change: "DIPLOMATIC REPORT: The Edo live only for pleasure. In themselves they are useless to us, but their presence would raise the morale of our citizens." 1076 Ktarians // "DIPLOMATIC REPORT: The Ktarians have innovative methods of sabotage which would be of interest to our intelligence operatives." 1077 Malcorians // "DIPLOMATIC REPORT: The Malcorians have unique propulsion theories. Their ideas could be of use to us." 1078 Mintakans // "DIPLOMATIC REPORT: The Mintakans are an offshoot of our own genetic precursors. They would work well within our ranks." 1079 Mizarians // "DIPLOMATIC REPORT: The Mizarians have no courage, no conviction, and no dignity. They care only for their own survival. They cannot be trusted." 1080 Nausicaans // "DIPLOMATIC REPORT: The Nausicaans are fierce warriors, but mentally inferior. We could control them easily." 1081 Pakleds // "DIPLOMATIC REPORT: The Pakleds have advanced technology, but it is not of their own making. We will learn nothing from them, but they are not without their uses." 1082 Selay // "DIPLOMATIC REPORT: The Selay know nothing but their hatred of the Anticans. They are of no use to us, unless their hatred can be redirected." 1083 Sheliak // confirmed by value change: "DIPLOMATIC REPORT: The Sheliak believe themselves superior to all other races...ourselves included. It would be a pleasure to prove otherwise." 1084 Takarans // "DIPLOMATIC REPORT: The Takarans have a superior understanding of physics. Their gifts would enhance our research significantly." 1085 Talarians // "DIPLOMATIC REPORT: The Talarians are capable of defending themselves, but they have little that is worth defending." 1086 Tamarians // "DIPLOMATIC REPORT: The Tamarians are an advanced species. They will enhance our intellectual resources... if we can communicate with them." 1087 Trill // "DIPLOMATIC REPORT: The symbiotic Trill live for centuries. Their accumulated knowledge is beyond price." 1088 Ullians // "DIPLOMATIC REPORT: The Ullians have used their telepathy to gather historical data. This data could be very useful to our intelligence operatives." 1089 Vulcans // "DIPLOMATIC REPORT: The Vulcans are our distant cousins. They have rejected emotion for pure logic, but perhaps the time has come for reunification." 1090 Yridians // "DIPLOMATIC REPORT: The Yridians trade military secrets for wealth. If they keep records of the secrets they learn, our intelligence operatives will be very interested." 1091 Zakdorn // "DIPLOMATIC REPORT: The Zakdorn reputation for tactical genius is well-deserved. We cannot afford to let them join our rivals."
EVENT DETAILS
Detailed turn event descriptions shown by popup notifications.
Note, in stbof.ini there are three filter options: ECONFILTER, EVENTFILTER and MILITARYFILTER.
None of them seems to have any effect.
GALACTIC EVENTS
## EventDetails.Galactic ##
EXPAND_TERRITORY 484 -> confirmed by value change: summary 679|680|681|682|683 495 SystemColonyFounded // confirmed by value change, first line: "System %s colony is founded" 813 ColonizedSystem // confirmed by value change, details: "You have colonized a new system..." XLOST 490 -> confirmed by value change: summary 1128|1143|1144 1128 Event.Galactic.ShipLostInWormhole; // confirmed by value change 1143 Event.Galactic.ShipsLostInWormhole; // confirmed by value change system attack INVASION_SUCCESS 486 -> confirmed by value change: summary 1044 521 SystemConquered // confirmed by value change, first line: "System %1 taken from %2." FORCES_SUFFER_DEFEAT 497 -> confirmed by value change: no summary 501 SystemRepelsInvasion // confirmed by value change, first line: "System %1 repels the %2 invasion." 523 TransportShipLost // confirmed by value change: FORCES_SUFFER_DEFEAT 497 -> "1 transport ship lost in the attempt." 524 TransportShipsLost // "%d transport ships lost in the attempt." SIEGE_SYSTEM 520 -> confirmed by value change: summary 672 514 PlanetaryDefenseLoss // confirmed by value change: "Planetary defense in %s destroyed 1 ship." 515 PlanetaryDefenseLosses // confirmed by value change: SIEGE_SYSTEM 520 -> "Planetary defense in %1 destroyed %d2 of %d3 ships." RaceDetected 667 -> confirmed by value change: Borg encounter, 494|920 920 PeopleKilled // confirmed by value change: RaceDetected 667 -> "%d million people were killed." - shared invasion & siege result list 486|497|520|667 506 NoAttackingShipsDestroyed // confirmed by value change: INVASION_SUCCESS 486, SIEGE_SYSTEM 520 -> "No attacking ships destroyed." 502 XDestroyed // confirmed by value change: orbital batteries "%s destroyed" 504 XOfDestroyed // confirmed by value change: SIEGE_SYSTEM 520 -> "%d1 of %d2 %3 destroyed." 505 BombedStructuresDestroyed // confirmed by value change: INVASION_SUCCESS 486, FORCES_SUFFER_DEFEAT 497, SIEGE_SYSTEM 520 -> "%d1 of %d2 structures destroyed by bombardment." 517 BombedStructureDestroyed // "1 structure destroyed by bombardment." 493 DeployedTroop // confirmed by value change: INVASION_SUCCESS 486 -> "One transport deployed troops to maintain order." 525 DeployedTroops // "%d transports deployed troops to maintain order." 508 BombedPopulationKilled // confirmed by value change: INVASION_SUCCESS 486, FORCES_SUFFER_DEFEAT 497, SIEGE_SYSTEM 520 -> "%d million population killed by bombardment." 494 AllLifeOnDestroyed // confirmed by value change: SIEGE_SYSTEM 520, RaceDetected 667 -> "All life on %s destroyed." 1046 SiegeSystem // "Siege of %s system" raid RaidSystem 1045 -> confirmed by value change: summary 1042 1045 EventHeader.Galactic.RaidSystem; // confirmed by value change: first line -> "%s1 raid %2 system" 496 CreditsStolen // confirmed by value change: second row, shared with galaxy tooltips -> "%d credits stolen." - optional raid list 1045 509 ScannersHinderedRaid // "%s and scanners hindered raid operations" 499 AllTradeIncomeSeized // confirmed by value change: opposite of 500 -> "All trade income from %s was seized." 498 WereDetected // confirmed by value change: "%d %s were detected" 503 OneDetected // "1 %s was detected" 510 HinderedRaid // confirmed by value change: "%s hindered raid"
SYSTEM EVENTS
## EventDetails.System ##
POWER_OUTAGE 849 -> confirmed by value change, summary 1025 850 PowerOutage_1 // confirmed by value change: "Insufficient energy in %s system. Structures have been shut down." 614 PowerOutage_2 // "One of your colonies is producing insufficient energy..." PLAGUE_STRIKE 908 -> confirmed by value change, summary 1029 909 PlagueStrike // confirmed by value change: "Plague has stricken the citizens of %1. The death toll is estimated at %d2 million." STARVATION 1175 1177 Starvation // "One of your systems has insufficient food to support its current population..."
## EventDetails.Intel ##
UrgentIntelligenceReport 485 -> confirmed by value change, summary not from lexicon
1162 Source // confirmed by value change: first row
1393 Data.Shared.Unknown; // confirmed by value change: first row
1250 Target // confirmed by value change: second row
610 Location // confirmed by value change: third row
798 Data.Shared.NotAvailable; // confirmed by value change: third row -> "n/a"
DIPLOMATIC EVENTS
## EventDetails.Diplomatic ##
PEACE_SIGNED 487 -> confirmed by value change, summary 7 637 XMembershipSigned // "%s1 joined %2" 26 XAllianceSigned // "%s1 signed an alliance with %2" 13 XAffiliationSigned // confirmed by value change, first line: "%s1 signed an affiliation treaty with %2" 387 XFriendshipSigned // confirmed by value change: "%s1 signed a friendship treaty with %2" 870 XNonAggressionSigned // confirmed by value change, first line: "%s1 signed a non-aggression treaty with %2" 638 MinorMembership // "You have signed a membership agreement with a minor race..." 28 AllianceSigned // "You have signed an alliance with another major power..." 14 AffilitionSigned // "You have signed an affiliation treaty with another race..." 381 FriendshipSigned // "You have signed a friendship agreement with another race..." 860 NonAggressionSigned // confirmed by value change, second line: "You have signed a Non-Aggression agreement with another race..." Contact 616 MajorContact // "You have made First Contact with another major power..." 645 MinorContact // "You have made First Contact with a minor race..." WAR_DECLARED 1422 -> confirmed by value change: summary 1421 1421 Event.Diplomatic.XWarDeclared; // confirmed by value change: "%s1 declare war against %2" relationship strains NEGATIVE_PROPAGANDA 1193 1194 NegativePropaganda // "A prominent citizen has publicly questioned our motives... %1 %2." MINOR_DIPLOMATIC_BLUNDER 1195 -> confirmed by value change 1196 MinorDiplomaticBlunder // confirmed by value change: "A member of our diplomatic corps failed to observe proper etiquette... %1 %2." NEGATIVE_POLITICAL_SHIFT 1197 1198 NegativePoliticalShift // "The government of the %1 has changed... %2." MAJOR_DIPLOMATIC_BLUNDER 1199 1200 MajorDiplomaticBlunder // "A member of our diplomatic corps inadvertently forwarded a very insulting letter... %1 %2." ASSASSINATION_ATTEMPT 1201 1202 AssassinationAttempt // "A prominent leader of %1 was nearly assassinated... %2." relationship backings POSITIVE_PROPAGANDA 1203 1204 PositivePropaganda // "A prominent citizen has publicly supported our policies... %1 %2." PRIVATE_GIFT 1205 1206 PrivateGift // "One of our most wealthy citizens offered a substantial gift... %1 %2." POSITIVE_POLITICAL_SHIFT 1207 1208 PositivePoliticalShift // "The leadership of %1 has changed... %2." RESEARCHER_HONORED 1209 1210 ResearcherHonored // "One of our xenobiologists has earned the praise of %1 ... %2." DISPUTE_MEDIATED 1211 1212 DisputeMediated // "A serious governmental crisis among %1 has been mediated... %2."
Last edited by Flocke on Sun Feb 20, 2022 9:13 am, edited 6 times in total.
- Flocke
- BORG Trouble Maker
- Posts: 3258
- Joined: Sun Apr 27, 2008 2:00 am
- Location: Hamburg, Germany
- Contact:
Re: Complete list of the 1460 lexicon.dic entries
GAME NOTIFICATION HEAD LINES
Game notification head lines for popups not related to the turn progress.
E.g. for error feedback or input confirmation, but not for summary events.
APP
## NotificationHeader.App ##
GALACTIC
## NotificationHeader.GalaxyMap ##
SYSTEM
## NotificationHeader.System ##
GAME NOTIFICATION DETAILS
They often have no head lines but are plain message boxes.
APP
## Notification.App ##
GAME SETUP
## Notification.GameSetup ##
MULTIPLAYER
## Notification.Multiplayer ##
GALACTIC
## Notification.GalaxyMap ##
SYSTEM
## Notification.System ##
SYSTEM
## Notification.Combat ##
Game notification head lines for popups not related to the turn progress.
E.g. for error feedback or input confirmation, but not for summary events.
APP
## NotificationHeader.App ##
157 CDRequired // "CD-ROM required" 830 NoCD // "NO CD-ROM" 290 DIRECT_SOUND_ERROR 291 MSS_SOUND_ERROR 182 ConnectionError 316 Failed
GALACTIC
## NotificationHeader.GalaxyMap ##
832 NO_RELATIONSHIP // confirmed by value change: notifications 315|856|831 -> "NO DIPLOMATIC RELATIONSHIP"
SYSTEM
## NotificationHeader.System ##
259 CREDITS_MISSING // "CREDITS MISSING IN %s"
GAME NOTIFICATION DETAILS
They often have no head lines but are plain message boxes.
APP
## Notification.App ##
0 OptionsChange // "The 3d accelerator options have changed..." 156 CDRequired // "Star Trek: Birth of the Federation CD-ROM required" 829 NoCD // "Cannot find the Star Trek: Birth of the Federation CD-ROM" 119 DirectSoundError // "Cannot Initialize Direct Sound. Check DirectX Install" 120 MSSSoundError // "Cannot Initialize Miles Sound System Library" 183 ConnectionError // "Connection lost for" 1213 SynchronizationError // "A synchronization error has occurred..." 1164 NotEnoughSpace // "You don't have enough space"
GAME SETUP
## Notification.GameSetup ##
917 SelectRace // "Please select a race to play" 1457 SelectedX // "You have selected the" 557 ConfirmRaceSelection // "Is this the race you wish to play?"
MULTIPLAYER
## Notification.Multiplayer ##
360 AllEmpiresTaken // "All available races have been either taken or eliminated..." 181 Connecting 189 ContinueMultiplayer // "The previous game was saved as a multiplayer game..." 245 Disconnected 818 GameAlreadyInProgress // "You have chosen a multiplayer game that is already in progress..." 806 GameNameRequired // "You must enter a game name before a connection can continue" 440 JoinRequest // "requests permission to join your game. Will you allow the new player to join?" 899 PasswordIncorrect // "Your password is incorrect" 554 PasswordInvalid // "Invalid Password" 438 PlayerBecomesHost // "The host player has been disconnected. You have been appointed to be the new host." 439 PlayerDisconnected // "The host player has been disconnected" 444 PlayerInCombat // "A human player is in a tactical combat" 807 PlayerNameRequired // "You must enter a player name before a connection can continue" 1111 SessionFull // "The session is full" 1395 UnknownPlayer 819 WaitingForJoinAcceptance // "You chose a multiplayer game that is already in progress..." 441 WaitingForPlayers // "Another player must join before a game can begin" 820 WaitingForSaveGame // "Please wait for the host to transmit the autosave file." 1417 WaitingOnEmpireSelection // "All players must select an empire before a game can begin" 881 WaitingOnNewPlayer // "A new player is joining the game. Please wait for the new player to start." 1419 WaitingOnOrderSubmission // "Waiting for orders submissions from: multiplayer" 1418 WaitingOnPlayerCombat // "Waiting for %1 to finish a combat"
GALACTIC
## Notification.GalaxyMap ##
NO_RELATIONSHIP 832 315 NoTradeAtWar // "Trade is not permitted between parties at war." 856 NoTradeFriendship // confirmed by value change: "You must establish a Friendship (or better) treaty with another race in order to trade." 831 NoTradeRelationship // confirmed by value change: "You must contact another race in order to trade." system tooltip 219 OrbitalBatteries // "Orbital Batteries: %d." 220 OrbitalBatteriesShield // "Orbital Batteries: %d. Shield Generator active." processing turn 1371 ProcessingTurn // confirmed by value change other 859 AttackProhibited // "You cannot attack this system unless war has been formally declared against %s." 794 CancelMission // confirmed by value change: "Movement will cancel the %s mission for this taskforce." 655 CancelMovement // confirmed by value change: "The selected mission will cancel the movement orders of this task force." 855 CantTerraform // "This planet cannot be terraformed." 858 ColonizationProhibited // "You cannot colonize this system unless war has been declared.." 606 ConfirmLiberation // "Do you wish to liberate %1 from %2 rule?"
SYSTEM
## Notification.System ##
CREDITS_MISSING 259 804 InsufficientCredits // "Insufficient Credits: need additional %d credits for %s." 805 InsufficientCreditsForUpgrade // "Insufficient Credits: need additional %d1 credits for upgrade to %2" 1149 MissingCredits // "You can't afford to buy this" 1455 Deficit // "You would be %d credits in deficit." buy current build task 959 ConfirmBuy // confirmed by value change: "Buy %1 for %d2 credits?" 1456 DeficitCredits // confirmed by value change: "You have %d credits." full production queue 925 ProductionQueueFull // confirmed by value change: "Production Queue is full" scrap structure 961 ScrapX // confirmed by value change: "Scrap %s?" 962 ScrapXNum // confirmed by value change: "Number of %s to scrap?" no martial law effect 857 NoMoraleEffect // confirmed by value change: "This would have no further effect on morale." other 236 CancelPurchase // "Do you wish to cancel this purchase?" 237 CancelBuild // "%d industry invested. Delete current build?" 118 CannotBuildShip // "Cannot build ship; need ship yard first" 960 ConfirmUpgrade // "Buy upgrade from %1 to %2 for %d3 credits?" 963 ConfirmShipyardShutdown // "Shutting down %s may strand ships because of range. Are you sure?"
SYSTEM
## Notification.Combat ##
164 CloakedTurn // confirmed by value change: "Cloaked ships get a free move..." 854 NoTarget // "likely a combat label or error notification"
Last edited by Flocke on Fri Feb 04, 2022 2:38 am, edited 3 times in total.
- thunderchero
- Site Administrator aka Fleet Admiral
- Posts: 7963
- Joined: Fri Apr 25, 2008 2:00 am
- Location: On a three month training mission, in command of the USS Valiant.
Re: Complete list of the 1460 lexicon.dic entries
this is an interesting one
I noticed this one a few years back, those are the "ship name" used in main map and ship descriptions in game. it uses random code selection to select a name from that single lexicon. I did test and more names can be added if separated by a Vertical Bar.
IIRC 2 monsters use this lexicon for ship name.
- Tethys
- Past Administrator
- Posts: 2404
- Joined: Fri Jul 18, 2008 2:00 am
- Location: Your mom's bed ;)
- Contact:
Re: Complete list of the 1460 lexicon.dic entries
I suppose this makes my post irrelevant.
Great job Flocke!
Great job Flocke!
- Spocks-cuddly-tribble
- Code Master
- Posts: 1961
- Joined: Sun Apr 27, 2008 2:00 am
Re: Complete list of the 1460 lexicon.dic entries
Great work, but may I ask what is the main point behind the effort?
If you want to mod any ingame feature you can just use a text search in lexicon and/or for shared entries change one asm code for entry number used.
Is there any issue with extending lexicon.dic i.e. adding new entries?
And it looks as if all/most monsters use lexicon, you can check entry numbers in sub_44FAA4.
If you want to mod any ingame feature you can just use a text search in lexicon and/or for shared entries change one asm code for entry number used.
Is there any issue with extending lexicon.dic i.e. adding new entries?
Yes, but it looks as if you need to change this random multiplier to make proper use of all listed names:thunderchero wrote: ↑Thu Feb 03, 2022 4:02 pmI did test and more names can be added if separated by a Vertical Bar.
IIRC 2 monsters use this lexicon for ship name.
Code: Select all
0044FC83 mov edx, 6
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
- Flocke
- BORG Trouble Maker
- Posts: 3258
- Joined: Sun Apr 27, 2008 2:00 am
- Location: Hamburg, Germany
- Contact:
Re: Complete list of the 1460 lexicon.dic entries
So that's my full list.
I am not looking into extending the list, but I'm looking into UE that uses hardcoded indexes by number of the lexicon. This is done to list proper names for known values, which totally makes sense for mod compitability I am currently looking into. Therefore I wanted to keep using the lexicon, however it is quite a pain to read values by number and always look them up by single.
To get rid of this problem I wanted to set up a list of all values I seeked meaningful. In the end however I found I could as well complete the list.
*whisper* Oh and didn't I tell I wanted to work on some kind of a framework? I guess it'll be of good use there as well. Again not for extending the list, but for using known lexicon entries by name rather than by number. And for making sure to use the right ones.
But regarding your search for unused entries, like SCT I wonder whether it wouldn't be better to add new entries. Not only because we can't make sure there is not some hidden usage that's been overseen, but also for modding compatibility with UE, given it uses hard-coded indexing into the lexicon as well.
To clarify, for UE lexicon changes are perfectly fine, as long the meaning keeps same. Say you rename some race in every location. UE looks up the race names at their known vanilla lexicon indexes. It will read the new name and can display it just like ingame by the mod. When however you start to alter the lexicon indexes and patch trek.exe for it, UE has no clue and still reads from the very same old index.
The main point, well, investigation and curiosity I'd say!Spocks-cuddly-tribble wrote: ↑Thu Feb 03, 2022 6:16 pm Great work, but may I ask what is the main point behind the effort?
I am not looking into extending the list, but I'm looking into UE that uses hardcoded indexes by number of the lexicon. This is done to list proper names for known values, which totally makes sense for mod compitability I am currently looking into. Therefore I wanted to keep using the lexicon, however it is quite a pain to read values by number and always look them up by single.
To get rid of this problem I wanted to set up a list of all values I seeked meaningful. In the end however I found I could as well complete the list.
*whisper* Oh and didn't I tell I wanted to work on some kind of a framework? I guess it'll be of good use there as well. Again not for extending the list, but for using known lexicon entries by name rather than by number. And for making sure to use the right ones.
Interesting, I got curious on that entry as well. It is the only one of that kind and I had no clue. Will add some info.thunderchero wrote: ↑Thu Feb 03, 2022 4:02 pm ## Data.Other.MonsterDescriptions ##
160 TheChodak // "Enormous|Juggernaut|Gigantic|Colossus|Leviathan|Tremendous"
this is an interesting one
I noticed this one a few years back, those are the "ship name" used in main map and ship descriptions in game. it uses random code selection to select a name from that single lexicon. I did test and more names can be added if separated by a Vertical Bar.
IIRC 2 monsters use this lexicon for ship name.
Thx! I hope you can make some good use of it!
But regarding your search for unused entries, like SCT I wonder whether it wouldn't be better to add new entries. Not only because we can't make sure there is not some hidden usage that's been overseen, but also for modding compatibility with UE, given it uses hard-coded indexing into the lexicon as well.
To clarify, for UE lexicon changes are perfectly fine, as long the meaning keeps same. Say you rename some race in every location. UE looks up the race names at their known vanilla lexicon indexes. It will read the new name and can display it just like ingame by the mod. When however you start to alter the lexicon indexes and patch trek.exe for it, UE has no clue and still reads from the very same old index.
- Flocke
- BORG Trouble Maker
- Posts: 3258
- Joined: Sun Apr 27, 2008 2:00 am
- Location: Hamburg, Germany
- Contact:
Re: Complete list of the 1460 lexicon.dic entries
For those interested, I added same list to UE over here: https://gitlab.com/stbotf/ultimate-edit ... of/dic/idx
The list isn't in use yet, but I added a button to number all the lexicon entries and did some sav game improvemnts that I'm still working on.
It's not yet merged to the master branch and there is no pre-compiled release yet either, but you might simply follow the readme guidlines to compile it yourself.
The list isn't in use yet, but I added a button to number all the lexicon entries and did some sav game improvemnts that I'm still working on.
It's not yet merged to the master branch and there is no pre-compiled release yet either, but you might simply follow the readme guidlines to compile it yourself.
- Flocke
- BORG Trouble Maker
- Posts: 3258
- Joined: Sun Apr 27, 2008 2:00 am
- Location: Hamburg, Germany
- Contact:
Re: Complete list of the 1460 lexicon.dic entries
Triple post, I now updated all the lexicon lookups of UE with proper labels.
For now I sticked with exact same values UE already used, however with the named indexes you now can easily spot some wrong labels.
Further it now becomes obvious, how much more readable the named lookups are!
see https://gitlab.com/stbotf/ultimate-edit ... aa6711cef7
For now I sticked with exact same values UE already used, however with the named indexes you now can easily spot some wrong labels.
Further it now becomes obvious, how much more readable the named lookups are!
see https://gitlab.com/stbotf/ultimate-edit ... aa6711cef7
- Spocks-cuddly-tribble
- Code Master
- Posts: 1961
- Joined: Sun Apr 27, 2008 2:00 am
Re: Complete list of the 1460 lexicon.dic entries
Here is a bit help for the monster mess.
Monsters don't use the second ship class label in shiplist.sst+28h e.g. 'Keldon'. Instead sub_44FAA4 stores via monster race ID:
206 XCube + two mumbers -> Cube %d of %d", borg cube name
205 TheCrystalEntity
160 Enormous|Juggernaut|Gigantic|Colossus|Leviathan|Tremendous -> Chodak random
115 TheCalamarain
418 Gomtuu
893 Outcast -> Tarellians
262 TheEdoGuardian
1389 EchoPapa607_2
970 Raider -> Husnock
You got them mixed up in three sections:
PROGRESS -> borg
combat encounter, combat enemy menu & events
## Data.Galaxy.Monsters ##
fleet labels it seems
## Data.Other.ShipRole ##
EDIT: the code is an inconsistent mess.
eg 205 TheCrystalEntity is shared
235 Devices -> plural for combat drones (should be unused since BotF prevents more than one monster/sector, except for first placement of cube copies)
cf. 207 BorgCubes
Monsters don't use the second ship class label in shiplist.sst+28h e.g. 'Keldon'. Instead sub_44FAA4 stores via monster race ID:
206 XCube + two mumbers -> Cube %d of %d", borg cube name
205 TheCrystalEntity
160 Enormous|Juggernaut|Gigantic|Colossus|Leviathan|Tremendous -> Chodak random
115 TheCalamarain
418 Gomtuu
893 Outcast -> Tarellians
262 TheEdoGuardian
1389 EchoPapa607_2
970 Raider -> Husnock
You got them mixed up in three sections:
PROGRESS -> borg
combat encounter, combat enemy menu & events
## Data.Galaxy.Monsters ##
fleet labels it seems
## Data.Other.ShipRole ##
EDIT: the code is an inconsistent mess.
eg 205 TheCrystalEntity is shared
235 Devices -> plural for combat drones (should be unused since BotF prevents more than one monster/sector, except for first placement of cube copies)
cf. 207 BorgCubes
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
- Tethys
- Past Administrator
- Posts: 2404
- Joined: Fri Jul 18, 2008 2:00 am
- Location: Your mom's bed ;)
- Contact:
Re: Complete list of the 1460 lexicon.dic entries
Spocks-cuddly-tribble wrote: ↑Sat Feb 05, 2022 10:46 am 235 Devices -> plural for combat drones (should be unused since BotF prevents more than one monster/sector, except for first placement of cube copies)
cf. 207 BorgCubes
I'm sure that can be fixed.. I had a look at that git, Flocke, and if that's all there is to Java.. I think I'd pick up on that rather quickly. It looks a LOT like python. I am in the process of starting a painting business so I'm sure my progress with coding will be slowing down sadly. But I'm definitely not going away with all the cool things happening recently
- Flocke
- BORG Trouble Maker
- Posts: 3258
- Joined: Sun Apr 27, 2008 2:00 am
- Location: Hamburg, Germany
- Contact:
Re: Complete list of the 1460 lexicon.dic entries
Thanks, I will try to incorporate that info. I however trouble a bit to check this ingame, given I currently don't have a working savegame at hand with any borg and adding one with UE doesn't seem to be fully working.Spocks-cuddly-tribble wrote: ↑Sat Feb 05, 2022 10:46 am Here is a bit help for the monster mess.
Monsters don't use the second ship class label in shiplist.sst+28h e.g. 'Keldon'. Instead sub_44FAA4 stores via monster race ID:
With the cube added by UE I only found the labels #98 and #207 in use.
- #98 is shown on the map, on combat encounter, in combat fleet selection and details and even the event summary after battle
- #207 I found being displayed along with #98 in combat fleet details
For eg the Calamarain here a screenshot where you can see in galaxy map tooltips instead of the ship name some hardcoded value or one that is read from the sst or somewhere different is displayed. If it was from lexicon, it had to be a number as well, cause I replaced them all: For the Borg it seems to be same, but for the one added by UE I get to see some "UPN Invalid" error label. In battle it doesn't display any monster ship details, I can't look it up in the object database, and I can't go to redeploy screen where I otherwise might see it.
Actually, thinking about, I gave it a try and changed ownership with UE. Here you go, Borg ship details: still no number #206
edit: before you ask, I can move the cube, I can go to battle with the borg on my side, when I hit turn in battle it however immediately crashes. And even in battle with my own cube, there is still no details and I can't select the cube.
Great! It's really simple to set things up and make it compile when you follow the guide there. Getting into Java is a bit trickier, but some basic editing you often can do even when having no programming experience at all. Further, given all the source is under git source control and can be reverted all the time, there is no fear to break something, even if thunderchero gave you access to commit some updates. Ofc it always goes prettier and better somehow, but you would be welcome to participate and try! Just like Lathon if he's still around.Tethys wrote: ↑Sat Feb 05, 2022 1:01 pmI had a look at that git, Flocke, and if that's all there is to Java.. I think I'd pick up on that rather quickly. It looks a LOT like python. I am in the process of starting a painting business so I'm sure my progress with coding will be slowing down sadly. But I'm definitely not going away with all the cool things happening recently