Currently I am working on a modding tool which will generate the data for the following file: "data/sounds/events.dat". As part of this work there are a lot of "little" tasks and tests which I need to do to understand the file format better. This work isn't difficult, it just takes some spare time and preferably a clone army/henchmen to do it for you while you get on with the more challenging work. But then I thought, maybe I don't need to do that all on my own, maybe there are fans willing to help out?
So, the task of today: compiling lists of "standalone events". In M2TW there are event "banks" (recognisable by the "bank" keyword) and there are what I term "standalone" events (recognisable by the fact that they are not part of an event "bank"). What I am after is the names of all such "standalone" events.
If you have an unpacked M2TW (and/or Kingdoms) you can help by opening the *.txt files in the data/ directory and compiling a list of each of these events you find. (If you don't have an unpacked M2TW/Kingdoms but would like to help, look in the tools/ directory for unpack_all.bat, which can be used to unpack your M2TW first.) The relevant *.txt files are enumerated in data/descr_sounds.txt (by the lines which start with "include"). Alternatively the Vanilla sound code can be found here: http://www.twcenter.net/forums/showthread.php?t=74106
Additionally you can separate these events further. There are two types of standalone events: type 2, and type 3. I refer to them by these names because of the files names generated when you unpack data/sounds/events.dat with XIDX (see link in my signature) like this:
This command will generate a lot of files, some names will start with "2_" others with "3_" and these correspond to the events which we're after. If you open the ones which start with "3_" in a hexeditor the first bytes will be quite readable, as these correspond to the name of the event which is encoded in the file.Code:C:\xidx\bin\xidx_x86.exe -xeb "C:\Medieval II - Total War\mods\americas\data\sounds\events.dat"
Finally the most difficult is identifying the type 2 events. You can help here as well by opening the Type 2 events (the ones with the "2_" prefix) in the hexeditor and comparing the names of the sound files (again this will be quite readable) with the M2TW event sound code and noting which events if any match the files. (E.g. 2_a_1.bin => some_event.)
So to sum up:
You can help EB2 by helping me to compile lists of standalone event names found in M2TW event sound code.
You can help me even more by helping me to separate the events by type. Type 2 or Type 3. For this you will need XIDX (see the link in my sig) and a hexeditor (there are plenty of good free hexeditors available).
It is a lot of work, so it would be best if volunteers could first post to "claim" the files that they will work on so the workload per volunteer can be reduced to something manageable. Also it would be good if there were a couple of volunteers for each file so any mistakes can be spotted & corrected more easily.
Here's a list of the sound files used by the type 2 events that I've found. (280 events out of 313)
Code:data/sounds/SFX/Interface/button_down.mp3 data/sounds/SFX/interface/open_message_mtw2.mp3 data/sounds/SFX/campaign_map/merge_armies_02.wav data/sounds/SFX/interface/campaign/_end_turn_mtw2_bell_01.mp3 data/sounds/SFX/interface/campaign/_end_turn_mtw2_bell_02.mp3 data/sounds/SFX/interface/campaign/_end_turn_mtw2_chimes_01.mp3 data/sounds/SFX/interface/campaign/_end_turn_mtw2_chimes_02.mp3 data/sounds/SFX/interface/campaign/_end_turn_mtw2_bell_01.mp3 data/sounds/SFX/interface/campaign/_end_turn_mtw2_bell_02.mp3 data/sounds/SFX/interface/campaign/_end_turn_mtw2_chimes_01.mp3 data/sounds/SFX/interface/campaign/_end_turn_mtw2_chimes_02.mp3 data/sounds/SFX/interface/campaign/_end_turn_mtw2_bell_01.mp3 data/sounds/SFX/interface/campaign/_end_turn_mtw2_bell_02.mp3 data/sounds/SFX/interface/campaign/_end_turn_mtw2_chimes_01.mp3 data/sounds/SFX/interface/campaign/_end_turn_mtw2_chimes_02.mp3 data/sounds/SFX/interface/campaign/_end_turn_mtw2_bell_01.mp3 data/sounds/SFX/interface/campaign/_end_turn_mtw2_bell_02.mp3 data/sounds/SFX/interface/campaign/_end_turn_mtw2_chimes_01.mp3 data/sounds/SFX/interface/campaign/_end_turn_mtw2_chimes_02.mp3 data/sounds/SFX/interface/campaign/_end_turn_mtw2_bell_01.mp3 data/sounds/SFX/interface/campaign/_end_turn_mtw2_bell_02.mp3 data/sounds/SFX/interface/campaign/_end_turn_mtw2_chimes_01.mp3 data/sounds/SFX/interface/campaign/_end_turn_mtw2_chimes_02.mp3 data/sounds/SFX/interface/campaign/end_turn_arabic_01.mp3 data/sounds/SFX/interface/campaign/end_turn_arabic_02.mp3 data/sounds/SFX/interface/campaign/end_turn_arabic_03.mp3 data/sounds/SFX/interface/campaign/end_turn_arabic_04.mp3 data/sounds/SFX/interface/campaign/end_turn_arabic_05.mp3 data/sounds/SFX/interface/campaign/end_turn_arabic_06.mp3 data/sounds/SFX/interface/frontend/start_MTW2_short.mp3 data/sounds/SFX/interface/frontend/text_slide.mp3 data/sounds/SFX/interface/frontend/next_mtw_01.mp3 data/sounds/SFX/interface/frontend/remove_army.mp3 data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav data/sounds/SFX/interface/frontend/dialog_disappear.mp3 data/sounds/SFX/interface/check_button_mtw2.mp3 data/sounds/SFX/interface/check_button_mtw2.mp3 data/sounds/SFX/interface/frontend/go_back_02.mp3 data/sounds/SFX/interface/frontend/scroll_arrow.mp3 data/sounds/SFX/interface/frontend/scroll_arrow.mp3 data/sounds/SFX/interface/frontend/scroll_arrow.mp3 data/sounds/SFX/interface/frontend/scroll_arrow.mp3 data/sounds/SFX/interface/slider.wav data/sounds/SFX/interface/frontend/text_input.wav data/sounds/SFX/Interface/Frontend/tick_on.mp3 data/sounds/SFX/interface/frontend/tick_off.mp3 data/sounds/SFX/campaign_map/engage_enemy.mp3 data/sounds/SFX/interface/frontend/apply_change.mp3 data/sounds/SFX/interface/frontend/apply_change.mp3 data/sounds/SFX/campaign_map/engage_enemy.mp3 data/sounds/SFX/interface/frontend/apply_change.mp3 data/sounds/SFX/interface/frontend/apply_change.mp3 data/sounds/SFX/interface/frontend/slam_01.mp3 data/sounds/SFX/interface/frontend/apply_change.mp3 data/sounds/SFX/interface/frontend/apply_change.mp3 data/sounds/SFX/interface/frontend/apply_change.mp3 data/sounds/SFX/interface/frontend/scroll_arrow.mp3 data/sounds/SFX/interface/frontend/apply_change.mp3 data/sounds/SFX/interface/frontend/apply_change.mp3 data/sounds/SFX/interface/frontend/apply_change.mp3 data/sounds/SFX/interface/frontend/apply_change.mp3 data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav data/sounds/SFX/interface/select_building.mp3 data/sounds/SFX/interface/frontend/apply_change.mp3 data/sounds/SFX/interface/frontend/scroll_arrow.mp3 data/sounds/SFX/campaign_map/engage_enemy.mp3 data/sounds/SFX/interface/frontend/slam_01.mp3 data/sounds/SFX/interface/frontend/apply_change.mp3 data/sounds/SFX/interface/frontend/apply_change.mp3 data/sounds/SFX/interface/frontend/apply_change.mp3 data/sounds/SFX/interface/frontend/apply_change.mp3 data/sounds/SFX/interface/frontend/apply_change.mp3 data/sounds/SFX/interface/frontend/apply_change.mp3 data/sounds/SFX/interface/frontend/apply_change.mp3 data/sounds/SFX/interface/frontend/apply_change.mp3 data/sounds/SFX/interface/frontend/apply_change.mp3 data/sounds/SFX/interface/frontend/apply_change.mp3 data/sounds/SFX/interface/frontend/change_faction_mtw2.mp3 data/sounds/SFX/interface/frontend/next_team.mp3 data/sounds/SFX/interface/frontend/upgrade_armour.mp3 data/sounds/SFX/interface/frontend/upgrade_experience.mp3 data/sounds/SFX/interface/frontend/upgrade_weapon.mp3 data/sounds/SFX/interface/frontend/remove_army.mp3 data/sounds/SFX/interface/frontend/computer_choose_Army.mp3 data/sounds/SFX/interface/frontend/quick_03.mp3 data/sounds/SFX/interface/frontend/quick_03.mp3 data/sounds/SFX/Interface/button_down.mp3 data/sounds/SFX/Interface/button_down.mp3 data/sounds/SFX/interface/frontend/text_input.wav data/sounds/SFX/interface/tooltip_02.mp3 data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav data/sounds/SFX/campaign_map/merge_armies_02.wav data/sounds/SFX/interface/keep_collapse.mp3 data/sounds/SFX/interface/scroll_02_open.mp3 data/sounds/SFX/interface/scroll_03_open.mp3 data/sounds/SFX/interface/scroll_06_open.mp3 data/sounds/SFX/interface/scroll_08_open.mp3 data/sounds/SFX/interface/scroll_10_open.mp3 data/sounds/SFX/interface/scroll_12_open.mp3 data/sounds/SFX/interface/scroll_13_open.mp3 data/sounds/SFX/interface/scroll_14_open.mp3 data/sounds/SFX/interface/scroll_16_open.mp3 data/sounds/SFX/interface/scroll_17_open.mp3 data/sounds/SFX/interface/scroll_18_open.mp3 data/sounds/SFX/interface/scroll_19_open.mp3 data/sounds/SFX/interface/scroll_01_close.mp3 data/sounds/SFX/interface/scroll_04_close.mp3 data/sounds/SFX/interface/scroll_05_close.mp3 data/sounds/SFX/interface/scroll_07_close.mp3 data/sounds/SFX/interface/scroll_09_close.mp3 data/sounds/SFX/interface/scroll_11_close.mp3 data/sounds/SFX/interface/scroll_15_close.mp3 data/sounds/SFX/interface/scroll_22_close.mp3 data/sounds/SFX/interface/frontend/scroll_arrow.mp3 data/sounds/SFX/interface/frontend/scroll_arrow.mp3 data/sounds/SFX/interface/slider.wav data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav data/sounds/SFX/Interface/button_down.mp3 data/sounds/SFX/campaign_map/summary_finance_01.mp3 data/sounds/SFX/campaign_map/summary_finance_02.mp3 data/sounds/SFX/campaign_map/summary_generic_01.mp3 data/sounds/SFX/campaign_map/summary_generic_02.mp3 data/sounds/SFX/campaign_map/summary_generic_03.mp3 data/sounds/SFX/campaign_map/summary_generic_04.mp3 data/sounds/SFX/campaign_map/summary_building_01.mp3 data/sounds/SFX/campaign_map/summary_building_02.mp3 data/sounds/SFX/campaign_map/summary_training_01.mp3 data/sounds/SFX/campaign_map/summary_training_02.mp3 data/sounds/SFX/campaign_map/summary_training_03.mp3 data/sounds/SFX/campaign_map/summary_training_04.mp3 data/sounds/SFX/campaign_map/summary_training_05.mp3 data/sounds/SFX/interface/radar_click_mtw2.mp3 data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav data/sounds/SFX/interface/pickup_card.mp3 data/sounds/SFX/interface/drop_building_mtw2.mp3 data/sounds/SFX/interface/tab.mp3 data/sounds/SFX/interface/tab.mp3 data/sounds/SFX/interface/tab.mp3 data/sounds/SFX/interface/tab.mp3 data/sounds/SFX/interface/move_camera_mtw2.mp3 data/sounds/SFX/interface/select_and_locate.mp3 data/sounds/SFX/interface/select_and_locate.mp3 data/sounds/SFX/interface/drop_building_mtw2.mp3 data/sounds/SFX/interface/select_and_locate.mp3 data/sounds/SFX/interface/drop_building_mtw2.mp3 data/sounds/SFX/interface/move_camera_mtw2.mp3 data/sounds/SFX/interface/view_settlement_battlefield_mtw2.mp3 data/sounds/SFX/campaign_map/summary_generic_01.mp3 data/sounds/SFX/campaign_map/summary_generic_02.mp3 data/sounds/SFX/campaign_map/summary_generic_03.mp3 data/sounds/SFX/campaign_map/summary_generic_04.mp3 data/sounds/SFX/interface/radar_zoom.mp3 data/sounds/SFX/interface/advisor_popout.mp3 data/sounds/SFX/interface/advisor_popin.mp3 data/sounds/SFX/interface/message.mp3 data/sounds/SFX/interface/message_fall.mp3 data/sounds/SFX/interface/message_stop.mp3 data/sounds/SFX/Interface/button_down.mp3 data/sounds/SFX/Interface/select_building_city_noise_mtw2_01.mp3 data/sounds/SFX/Interface/select_building_city_noise_mtw2_02.mp3 data/sounds/SFX/Interface/select_building_city_noise_mtw2_03.mp3 data/sounds/SFX/Interface/select_building_city_noise_mtw2_04.mp3 data/sounds/SFX/Interface/select_building_city_noise_mtw2_05.mp3 data/sounds/SFX/Interface/select_building_city_noise_mtw2_06.mp3 data/sounds/SFX/Interface/select_building_city_noise_mtw2_07.mp3 data/sounds/SFX/Interface/select_building_city_noise_mtw2_08.mp3 data/sounds/SFX/Interface/button_down.mp3 data/sounds/SFX/Interface/button_down.mp3 data/sounds/SFX/interface/select_building.mp3 data/sounds/SFX/interface/remove_from_queue_mtw2.mp3 data/sounds/SFX/interface/pickup_card.mp3 data/sounds/SFX/interface/add_building_mtw2.mp3 data/sounds/SFX/interface/remove_from_queue_mtw2.mp3 data/sounds/SFX/interface/pickup_building_mtw2.mp3 data/sounds/SFX/interface/tab.mp3 data/sounds/SFX/interface/panel_close.mp3 data/sounds/SFX/interface/view_settlement_battlefield_mtw2.mp3 data/sounds/SFX/Campaign_Map/report.mp3 data/sounds/SFX/Interface/button_down.mp3 data/sounds/SFX/interface/scroll_02_open.mp3 data/sounds/SFX/interface/scroll_03_open.mp3 data/sounds/SFX/interface/scroll_06_open.mp3 data/sounds/SFX/interface/scroll_08_open.mp3 data/sounds/SFX/interface/scroll_10_open.mp3 data/sounds/SFX/interface/scroll_12_open.mp3 data/sounds/SFX/interface/scroll_13_open.mp3 data/sounds/SFX/interface/scroll_14_open.mp3 data/sounds/SFX/interface/scroll_16_open.mp3 data/sounds/SFX/interface/scroll_17_open.mp3 data/sounds/SFX/interface/scroll_18_open.mp3 data/sounds/SFX/interface/scroll_19_open.mp3 data/sounds/SFX/interface/scroll_01_close.mp3 data/sounds/SFX/interface/scroll_04_close.mp3 data/sounds/SFX/interface/scroll_05_close.mp3 data/sounds/SFX/interface/scroll_07_close.mp3 data/sounds/SFX/interface/scroll_09_close.mp3 data/sounds/SFX/interface/scroll_11_close.mp3 data/sounds/SFX/interface/scroll_15_close.mp3 data/sounds/SFX/interface/scroll_22_close.mp3 data/sounds/SFX/interface/tab.mp3 data/sounds/SFX/interface/campaign/prisoner_release_01.mp3 data/sounds/SFX/interface/campaign/prisoner_release_02.mp3 data/sounds/SFX/interface/campaign/prisoner_release_03.mp3 data/sounds/SFX/interface/campaign/prisoner_release_04.mp3 data/sounds/SFX/interface/campaign/prisoner_release_05.mp3 data/sounds/SFX/interface/campaign/prisoner_release_06.mp3 data/sounds/SFX/interface/campaign/prisoner_release_07.mp3 data/sounds/SFX/interface/campaign/prisoner_release_08.mp3 data/sounds/SFX/interface/campaign/prisoner_release_09.mp3 data/sounds/SFX/interface/campaign/prisoner_release_10.mp3 data/sounds/SFX/interface/campaign/prisoner_group_execution_guillotine_01.mp3 data/sounds/SFX/interface/campaign/prisoner_group_execution_guillotine_02.mp3 data/sounds/SFX/interface/campaign/prisoner_group_execution_hanging_01.mp3 data/sounds/SFX/interface/campaign/prisoner_group_execution_horse_01.mp3 data/sounds/SFX/interface/campaign/prisoner_execution_musket.mp3 data/sounds/SFX/interface/campaign/prisoner_group_execution_guillotine_01.mp3 data/sounds/SFX/interface/campaign/prisoner_ransom_01.mp3 data/sounds/SFX/interface/campaign/prisoner_ransom_02.mp3 data/sounds/SFX/interface/campaign/prisoner_ransom_03.mp3 data/sounds/SFX/interface/campaign/prisoner_ransom_04.mp3 data/sounds/SFX/interface/campaign/prisoner_ransom_05.mp3 data/sounds/SFX/interface/campaign/prisoner_ransom_06.mp3 data/sounds/SFX/interface/campaign/prisoner_ransom_07.mp3 data/sounds/SFX/interface/campaign/prisoner_ransom_08.mp3 data/sounds/SFX/interface/campaign/prisoner_ransom_10.mp3 data/sounds/SFX/interface/campaign/prisoner_ransom_11.mp3 data/sounds/SFX/interface/campaign/prisoner_ransom_12.mp3 data/sounds/SFX/interface/scroll_02_open.mp3 data/sounds/SFX/interface/scroll_03_open.mp3 data/sounds/SFX/interface/scroll_06_open.mp3 data/sounds/SFX/interface/scroll_08_open.mp3 data/sounds/SFX/interface/scroll_10_open.mp3 data/sounds/SFX/interface/scroll_12_open.mp3 data/sounds/SFX/interface/scroll_13_open.mp3 data/sounds/SFX/interface/scroll_14_open.mp3 data/sounds/SFX/interface/scroll_16_open.mp3 data/sounds/SFX/interface/scroll_17_open.mp3 data/sounds/SFX/interface/scroll_18_open.mp3 data/sounds/SFX/interface/scroll_19_open.mp3 data/sounds/SFX/interface/scroll_01_close.mp3 data/sounds/SFX/interface/scroll_04_close.mp3 data/sounds/SFX/interface/scroll_05_close.mp3 data/sounds/SFX/interface/scroll_07_close.mp3 data/sounds/SFX/interface/scroll_09_close.mp3 data/sounds/SFX/interface/scroll_11_close.mp3 data/sounds/SFX/interface/scroll_15_close.mp3 data/sounds/SFX/interface/scroll_22_close.mp3 data/sounds/SFX/interface/frontend/scroll_arrow.mp3 data/sounds/SFX/interface/frontend/scroll_arrow.mp3 data/sounds/SFX/interface/slider.wav data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav data/sounds/SFX/interface/panel_close.mp3 data/sounds/SFX/interface/panel_close.mp3 data/sounds/SFX/interface/radar_click_mtw2.mp3 data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav data/sounds/SFX/interface/battlefield/GUI_slide_down.mp3 data/sounds/SFX/interface/battlefield/GUI_slide_up.mp3 data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav data/sounds/SFX/interface/radar_zoom.mp3 data/sounds/SFX/interface/radar_zoom.mp3 data/sounds/SFX/interface/double_button.mp3 data/sounds/SFX/interface/double_button.mp3 data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav data/sounds/SFX/interface/pickup_card.mp3 data/sounds/SFX/interface/drop_building_mtw2.mp3 data/sounds/SFX/interface/battlefield/zoom_to_unit.mp3 data/sounds/SFX/interface/battlefield/zoom_to_unit.mp3 data/sounds/SFX/interface/Battlefield/drag_formation.wav data/sounds/SFX/interface/battlefield/move.wav data/sounds/SFX/interface/Battlefield/group_select.wav data/sounds/SFX/interface/battlefield/card_select_mtw_01.wav data/sounds/SFX/interface/battlefield/flash_units.mp3
Below is the list of the type 3 events I've found (659 event names out of 659 files):
Code:AGINCOURT_NARRATOR_1 AGINCOURT_NARRATOR_10 AGINCOURT_NARRATOR_11 AGINCOURT_NARRATOR_12 AGINCOURT_NARRATOR_13 AGINCOURT_NARRATOR_14 AGINCOURT_NARRATOR_15 AGINCOURT_NARRATOR_2 AGINCOURT_NARRATOR_3 AGINCOURT_NARRATOR_4 AGINCOURT_NARRATOR_5 AGINCOURT_NARRATOR_6 AGINCOURT_NARRATOR_7 AGINCOURT_NARRATOR_8 AGINCOURT_NARRATOR_9 ANIM_ARCHER_AIM ANIM_ARCHER_FIRE ANIM_ARCHER_LOAD ANIM_Ballista_Crank ANIM_Ballista_Finish_Crank ANIM_Ballista_Fire ANIM_Ballista_Load ANIM_Ballista_distant_Fire ANIM_Basilisk_Fire ANIM_Bell_Standard ANIM_Bombard_Fire ANIM_Bombard_Recover ANIM_Building_collapse ANIM_Building_collapse_LARGE ANIM_Building_collapse_SMALL ANIM_CAMEL_ATTACK ANIM_CAMEL_DEATH ANIM_CARNYX_SIGNAL_CHARGE ANIM_Catapult_Crank ANIM_Catapult_Crank_Finish ANIM_Catapult_Fire ANIM_Catapult_distant_Fire ANIM_Catapult_whoosh ANIM_Crossbow_Fire ANIM_Crossbow_Load ANIM_Crossbow_Wind ANIM_Crossbow_Wind_End ANIM_Culverin_Fire ANIM_ELE_ATTACK ANIM_ELE_DEATH ANIM_FALL_SQUASH ANIM_Flag_flapping ANIM_Gate_metal_DESTROYED ANIM_Gate_metal_IMPACT ANIM_Gate_portcullis_DOWN ANIM_Gate_portcullis_UP ANIM_Gate_portcullis_move_down ANIM_Gate_portcullis_move_up ANIM_Gate_wood_IMPACT ANIM_Gate_wood_LARGE_DESTROYED ANIM_Gate_wood_SMALL_DESTROYED ANIM_Gate_wood_large_close ANIM_Gate_wood_large_creak ANIM_Gate_wood_large_open ANIM_Gate_wood_small_CLOSE ANIM_Gate_wood_small_OPEN ANIM_Gate_wood_small_creak ANIM_Great_Bombard_Fire ANIM_Gunner_Fire ANIM_HORSE_ATTACK ANIM_HORSE_DEATH ANIM_HORSE_REGROUP ANIM_Huge_Bombard_Chain ANIM_Huge_Bombard_Fire ANIM_Huge_Bombard_Move ANIM_Huge_Bombard_Prepare ANIM_Huge_Bombard_Recoil ANIM_Human_ready ANIM_KICK ANIM_KILL_MOUNT ANIM_Ladder_Destroyed ANIM_Ladder_Raised ANIM_Mortar_Fire ANIM_Musket_Ammo ANIM_Musket_Fire ANIM_Musket_Gunpowder ANIM_Musket_Rod ANIM_Musket_cock ANIM_RAM_PREPARE ANIM_RL_Fuse ANIM_RL_Fuse_loop ANIM_RL_Prepare ANIM_SCRAPE ANIM_SPEAR_FIRE ANIM_SQUASH ANIM_STAB ANIM_SWIM ANIM_SWOOSH ANIM_Serpentine_Fire ANIM_Siege_Tower_Close ANIM_Siege_Tower_Creak ANIM_Siege_Tower_Destroyed ANIM_Siege_Tower_Open ANIM_Siege_Tower_Wind ANIM_Stone_HITS ANIM_Stone_collapse_LARGE ANIM_Stone_collapse_LARGE_DISTANT ANIM_Stone_collapse_MEDIUM ANIM_Stone_collapse_MEDIUM_DISTANT ANIM_Stone_collapse_SMALL ANIM_Stone_collapse_SMALL_DISTANT ANIM_TESTUDO ANIM_Trebuchet_Crank ANIM_Trebuchet_Fire ANIM_Trebuchet_Rope_drop ANIM_Trebuchet_distant_Crank ANIM_Trebuchet_distant_Fire ANIM_Trebuchet_recover ANIM_Trebuchet_swing ANIM_WARDOG_ATTACK ANIM_WARDOG_BARK ANIM_WARDOG_DEATH ANIM_Wood_collapse_LARGE ANIM_Wood_collapse_LARGE_DISTANT ANIM_Wood_collapse_SMALL ANIM_Wood_collapse_SMALL_DISTANT ANIM_artillery_Fire ANIM_cannon_ball_jam ANIM_cannon_ball_roll ANIM_cannon_creaks ANIM_cannon_large_distant ANIM_cannon_load_ball ANIM_cannon_load_in ANIM_cannon_load_out ANIM_cannon_recover ANIM_cannon_small_distant ANIM_cannon_thud ANIM_cannon_wheel_bounce ANIM_destroyed_siege_LARGE ANIM_destroyed_siege_MEDIUM ANIM_destroyed_siege_SMALL ANIM_ribault_fuse ARROW_FLY ARROW_WHIZZ_SOUND ARSUF_NARRATOR_1 ARSUF_NARRATOR_10 ARSUF_NARRATOR_2 ARSUF_NARRATOR_3 ARSUF_NARRATOR_4 ARSUF_NARRATOR_5 ARSUF_NARRATOR_6 ARSUF_NARRATOR_7 ARSUF_NARRATOR_8 ARSUF_NARRATOR_9 Agincourt_Lose Agincourt_Sergeant_1 Agincourt_Sergeant_2 Agincourt_Sergeant_3 Agincourt_Sergeant_4 Agincourt_Sergeant_5 Agincourt_Sergeant_6 Agincourt_Sergeant_7 Agincourt_Sergeant_8 Agincourt_Sergeant_9 Agincourt_Win Arabic_Tension Arsuf_Sergeant_1 Arsuf_Sergeant_2 Arsuf_Sergeant_3 Aztec_Tension BATTLE_AI_ASSISTANCE_OFF BATTLE_AI_ASSISTANCE_ON BATTLE_CHARGE_MELEE_ATTACK_UNIT BATTLE_CHARGE_MISSILE_ATTACK_UNIT BATTLE_CHARGE_SIEGE_ATTACK BATTLE_DESELECT_ALL BATTLE_DESELECT_CARD BATTLE_DISABLE_FIRE_AT_WILL BATTLE_DISABLE_GUARD_MODE BATTLE_DISABLE_LINKING BATTLE_DISABLE_SKIRMISH_MODE BATTLE_DOUBLE_SPEED BATTLE_DROP_CARD BATTLE_ENABLE_FIRE_AT_WILL BATTLE_ENABLE_GUARD_MODE BATTLE_ENABLE_LINKING BATTLE_ENABLE_SKIRMISH_MODE BATTLE_END_DEPLOYMENT BATTLE_FOLLOW_UNIT BATTLE_GROUP_SELECTED_UNITS BATTLE_HALT_STOP_CURRENT_ORDERS BATTLE_HIDE_GROUP_FORMATIONS BATTLE_HIDE_UI BATTLE_INVALID_ATTACK_TARGET BATTLE_INVALID_DESTINATION BATTLE_LOOSE_FORMATION BATTLE_MELEE_ATTACK_UNIT BATTLE_MISSILE_ATTACK_UNIT BATTLE_NORMAL_FORMATION BATTLE_PANEL_MENU_CHECK_BUTTON BATTLE_PANEL_MENU_CLOSE_BUTTON BATTLE_PANEL_MENU_SCROLLING BATTLE_PANEL_MENU_SCROLL_ARROWS BATTLE_PANEL_MENU_SCROLL_BALL BATTLE_PANEL_MENU_SELECT BATTLE_PANEL_MENU_TICK_BOX_OFF BATTLE_PANEL_MENU_TICK_BOX_ON BATTLE_PANEL_MENU_X_BUTTON BATTLE_PAUSE BATTLE_PICKUP_CARD BATTLE_RUN_MODE BATTLE_SCROLL_CLOSES BATTLE_SCROLL_OPENS BATTLE_SELECT_ALL BATTLE_SELECT_CARD BATTLE_SELECT_CAVALRY BATTLE_SELECT_GROUP_FORMATION BATTLE_SELECT_INFANTRY BATTLE_SELECT_MELEE BATTLE_SELECT_MISSILE_ BATTLE_SELECT_NEXT_GROUP BATTLE_SELECT_PREVIOUS_GROUP BATTLE_SELECT_SIEGE BATTLE_SELECT_UNIT_DESTINATION BATTLE_SHOW_GROUP_FORMATIONS BATTLE_SIEGE_ATTACK BATTLE_SPECIAL_FORMATION BATTLE_STOP_FOLLOWING_UNIT BATTLE_TIGHT_FORMATION BATTLE_TRIPLE_SPEED BATTLE_TURN_MUSIC_OFF BATTLE_TURN_MUSIC_ON BATTLE_TURN_SOUND_EFFECTS_OFF BATTLE_TURN_SOUND_EFFECTS_ON_ BATTLE_UI_END_DRAG_FORMATION BATTLE_UI_END_DRAG_SELECTION BATTLE_UI_FLASH_UNIT_UNDERLAYS BATTLE_UI_GRAB_SIEGE_WEAPON BATTLE_UI_MISSILE_ATTACK BATTLE_UI_QUICK_MISSILE_ATTACK BATTLE_UI_QUICK_SPEAR_ATTACK BATTLE_UI_QUICK_SWORD_ATTACK BATTLE_UI_RUN_TO_LOCATION BATTLE_UI_SELECT_UNIT BATTLE_UI_SIEGE_ATTACK BATTLE_UI_SPEAR_ATTACK BATTLE_UI_START_DRAG_FORMATION BATTLE_UI_START_DRAG_SELECTION BATTLE_UI_SWORD_ATTACK BATTLE_UI_WALK_TO_LOCATION BATTLE_UNGROUP_SELECTED_UNITS BATTLE_UNHIDE_UI BATTLE_UNPAUSE BATTLE_WALK_MODE BATTLE_WITHDRAW BATTLE_ZOOM_GENERAL BATTLE_ZOOM_RADAR_IN BATTLE_ZOOM_RADAR_OUT BATTLE_ZOOM_TO_UNIT BATTLE_ZOOM_UNIT BURNING_SCREAM BUTTON_DOWN Burning_building_large Burning_building_medium Burning_building_small Burning_man_sound CANNON_FIRING CANNON_HIT_GROUND CANNON_HIT_GROUND_FIERY COW_FLY COW_FLYS_BUZZING COW_IMPACT CROSSBOW_FLY CROSSBOW_FLY_CONSTANT DORYLAEUM_NARRATOR_1 DORYLAEUM_NARRATOR_10 DORYLAEUM_NARRATOR_11 DORYLAEUM_NARRATOR_12 DORYLAEUM_NARRATOR_2 DORYLAEUM_NARRATOR_3 DORYLAEUM_NARRATOR_4 DORYLAEUM_NARRATOR_5 DORYLAEUM_NARRATOR_6 DORYLAEUM_NARRATOR_7 DORYLAEUM_NARRATOR_8 DORYLAEUM_NARRATOR_9 DRUID_CHANT Dorylaeum_Sergeant_1 Dorylaeum_Sergeant_2 Dorylaeum_Sergeant_3 Dorylaeum_Sergeant_4 Dorylaeum_Sergeant_5 Dorylaeum_Sergeant_6 Dorylaeum_Sergeant_7 END_TURN END_TURN_CULTURE_1 END_TURN_CULTURE_2 END_TURN_CULTURE_3 END_TURN_CULTURE_4 END_TURN_CULTURE_5 Euro_Tension FIRE_FLARE_UP HASTINGS_NARRATOR_1 HASTINGS_NARRATOR_10 HASTINGS_NARRATOR_2a HASTINGS_NARRATOR_2b HASTINGS_NARRATOR_2c HASTINGS_NARRATOR_2d HASTINGS_NARRATOR_3 HASTINGS_NARRATOR_4 HASTINGS_NARRATOR_5 HASTINGS_NARRATOR_6 HASTINGS_NARRATOR_7 HASTINGS_NARRATOR_8 HASTINGS_NARRATOR_9 HATTIN_NARRATOR_1 HATTIN_NARRATOR_10 HATTIN_NARRATOR_11 HATTIN_NARRATOR_12 HATTIN_NARRATOR_2 HATTIN_NARRATOR_3 HATTIN_NARRATOR_4 HATTIN_NARRATOR_5 HATTIN_NARRATOR_6 HATTIN_NARRATOR_7 HATTIN_NARRATOR_8 HATTIN_NARRATOR_9 Hastings_Sergeant_1 Hastings_Sergeant_2 Hastings_Sergeant_3 Hastings_Sergeant_4 Hastings_Sergeant_5 Hastings_Sergeant_6 Hastings_Sergeant_7 Hastings_Sergeant_8 Hastings_Sergeant_9 Hastings_Tutorial_Battle Hastings_Tutorial_General_1 Hastings_Tutorial_General_2 Hastings_Tutorial_General_3 Hastings_Tutorial_Mobilize Hastings_Tutorial_Tension Hattin_Sergeant_1 Hattin_Sergeant_2 Hattin_Sergeant_3 Hattin_Sergeant_4 INCOMING MERGE_ARMIES Mediterranean_Tension Monster_Ribault_Fire NAPTHA_LOOP OPEN_MSG OTUMBA_NARRATOR_1 OTUMBA_NARRATOR_10 OTUMBA_NARRATOR_11 OTUMBA_NARRATOR_12 OTUMBA_NARRATOR_13 OTUMBA_NARRATOR_2 OTUMBA_NARRATOR_3 OTUMBA_NARRATOR_4 OTUMBA_NARRATOR_5 OTUMBA_NARRATOR_6 OTUMBA_NARRATOR_7 OTUMBA_NARRATOR_8 OTUMBA_NARRATOR_9 Otumba_Lose Otumba_Sergeant_1 Otumba_Sergeant_10 Otumba_Sergeant_11 Otumba_Sergeant_2 Otumba_Sergeant_3 Otumba_Sergeant_4 Otumba_Sergeant_5 Otumba_Sergeant_6 Otumba_Sergeant_7 Otumba_Sergeant_8 Otumba_Sergeant_9 Otumba_Win PAVIA_NARRATOR_1 PAVIA_NARRATOR_10 PAVIA_NARRATOR_11 PAVIA_NARRATOR_12 PAVIA_NARRATOR_2 PAVIA_NARRATOR_3 PAVIA_NARRATOR_4 PAVIA_NARRATOR_5 PAVIA_NARRATOR_6 PAVIA_NARRATOR_7 PAVIA_NARRATOR_8 PAVIA_NARRATOR_9 PREBATTLE_CHEERING Pavia_Sergeant_1 Pavia_Sergeant_10 Pavia_Sergeant_11 Pavia_Sergeant_12 Pavia_Sergeant_13 Pavia_Sergeant_2 Pavia_Sergeant_3 Pavia_Sergeant_4 Pavia_Sergeant_5 Pavia_Sergeant_6 Pavia_Sergeant_7 Pavia_Sergeant_8 Pavia_Sergeant_9 Ribault_Fire Rocket_Launcher_Fire SETENIL_NARRATOR_1 SETENIL_NARRATOR_2 SETENIL_NARRATOR_3 SETENIL_NARRATOR_4 SETENIL_NARRATOR_5 SETENIL_NARRATOR_6 SETENIL_NARRATOR_7 SETENIL_NARRATOR_8 SETENIL_NARRATOR_9 SM_ANIM_BATTLE SM_ANIM_FALL SM_ANIM_FOOTSTEP SM_ANIM_IDLE_CLEAR_THROAT SM_ANIM_IDLE_NECK_CRACK SM_ANIM_IDLE_SCRATCH_HEAD SM_ANIM_IDLE_SNEEZE SM_ANIM_IDLE_SNIFF SM_ANIM_IDLE_STRETCH_ARMS SM_ANIM_IDLE_STRETCH_BACK SM_ANIM_SCRAPE SM_ANIM_SMALL_SWOOSH SM_ANIM_SWOOSH SM_BODY_HIT START_GAME STRAT_ADD_BUILDING_TO_QUEUE STRAT_ADD_UNIT_TO_QUEUE STRAT_ADVICE_BUBBLE_APPEARS STRAT_ADVICE_BUBBLE_DISAPPEARS STRAT_ADVICE_PANEL_SLIDING_IN STRAT_ADVICE_PANEL_SLIDING_OUT STRAT_ARROW_BUTTONS STRAT_ASK_FOR_ADVICE STRAT_ASK_FOR_UNIT_ADVICE STRAT_BATTLE_ZOOM STRAT_BUILD_FORT STRAT_BUILD_WATCHTOWER STRAT_CLICK_ON_RADAR_TELEPORTS_SCREEN STRAT_CONSTRUCTION_DELETE_BUILDING STRAT_CONSTRUCTION_DRAG_BUILDING STRAT_CONSTRUCTION_SELECT_BUILDING STRAT_DESELECT_CARD STRAT_DESTROY_BUILDING STRAT_DIPLOMACY_AMBIENT STRAT_DIPLOMACY_ARROW_BUTTONS STRAT_DIPLOMACY_SCROLL_CLOSE STRAT_DIPLOMACY_SCROLL_OPEN STRAT_DIPLOMACY_TEXT_CLICK STRAT_DISBAND_UNIT STRAT_DROP_BUILDING STRAT_DROP_CARD STRAT_DROP_UNIT STRAT_END_TURN_DOWN STRAT_EVENT_CARD_STARTS_TO_FALL STRAT_EVENT_CARD_STOPS_FALLING STRAT_HIDE_INFO_RIGHT_CLICK_AGAIN STRAT_LOCATE_POSITION_OF_SETTLEMENT STRAT_LOCATE_SELECTED_CHARACTER_ON_MAP STRAT_LOCATION_POSITION_OF_SETTLEMENT STRAT_MESSAGE_DISMISS STRAT_MOVE_CAMERA_TO_SELECTION_BUTTON STRAT_NEW_MESSAGES_AVAILABLE STRAT_OPEN_CONTRUCTION_PANEL STRAT_OPEN_DIPLOMATIC_STANDING_WINDOW STRAT_OPEN_FACTION_SUMMARY STRAT_OPEN_FINANCES_WINDOW STRAT_OPEN_MISSIONS_LOG STRAT_OPEN_POPE_TAB STRAT_OPEN_TRAINING_PANEL STRAT_PANEL_MENU_CHECK_BUTTON STRAT_PANEL_MENU_CLOSE_BUTTON STRAT_PANEL_MENU_FACTION_SHIELD_BUTTON STRAT_PANEL_MENU_SCROLLING STRAT_PANEL_MENU_SCROLL_ARROWS STRAT_PANEL_MENU_SCROLL_BALL STRAT_PANEL_MENU_SELECT STRAT_PANEL_MENU_TICK_BOX_OFF STRAT_PANEL_MENU_TICK_BOX_ON STRAT_PANEL_MENU_X_BUTTON STRAT_PICKUP_BUILDING STRAT_PICKUP_CARD STRAT_PICKUP_UNIT STRAT_PRISONERS_EXECUTED STRAT_PRISONERS_EXECUTED_GUNPOWDER STRAT_PRISONERS_RANSOMED STRAT_PRISONERS_RELEASED STRAT_REMOVE_FROM_QUEUE STRAT_REMOVE_RALLY_POINT STRAT_REMOVE_UNIT_FROM_QUEUE STRAT_SCROLL_CLOSES STRAT_SCROLL_OPENS STRAT_SELECT_BUILDING STRAT_SELECT_CARD STRAT_SELECT_CHARACTER STRAT_SELECT_CITY STRAT_SELECT_CITY_DOWN STRAT_SELECT_DETAIL STRAT_SELECT_NEXT STRAT_SELECT_PREVIOUS STRAT_SET_FACTION_HEIR STRAT_SET_GAME_OPTIONS STRAT_SHOW_BUILDINGS_IN_SETTLEMENT STRAT_SHOW_BUILDS_IN_SETTLEMENT STRAT_SHOW_CARDINAL_LIST STRAT_SHOW_EVENTS_LOG STRAT_SHOW_FAMILY_TREE STRAT_SHOW_INFO_RIGHT_CLICK STRAT_SHOW_MISSION_TARGET STRAT_SHOW_RALLY_POINTS STRAT_SHOW_TRADE_SUMMARY STRAT_SHOW_UNITS_IN_GARRISON STRAT_SHOW_UNITS_IN_GARRISON_THAT_REQURE_RETRAINING STRAT_SHOW_UNITS_ON_SHIP STRAT_SHOW_VISITORS_IN_SETTLEMENT STRAT_TAB_SELECT STRAT_TOOLTIP STRAT_TRAINING_QUEUE_DELETE_UNIT STRAT_TRAINING_QUEUE_DRAG_UNIT STRAT_TRAINING_QUEUE_SELECT_UNIT STRAT_VIEW_SETTLEMENT_ON_BATTLEMAP Setenil_Sergeant_1 Setenil_Sergeant_2 Setenil_Sergeant_3 Setenil_Sergeant_4 Setenil_Sergeant_5 Setenil_Sergeant_6 Setenil_Sergeant_7 TANNENBERG_NARRATOR_1a TANNENBERG_NARRATOR_1b TANNENBERG_NARRATOR_2 TANNENBERG_NARRATOR_3 TANNENBERG_NARRATOR_4 TANNENBERG_NARRATOR_5 TANNENBERG_NARRATOR_6 TANNENBERG_NARRATOR_7 TANNENBERG_NARRATOR_8 TANNENBERG_NARRATOR_9 TORCH TOWER_ARROW_FIRING TOWER_BALLISTA_FIRING TUTORIAL_NARRATOR_1 TUTORIAL_NARRATOR_10 TUTORIAL_NARRATOR_11 TUTORIAL_NARRATOR_2 TUTORIAL_NARRATOR_3 TUTORIAL_NARRATOR_4 TUTORIAL_NARRATOR_5 TUTORIAL_NARRATOR_6 TUTORIAL_NARRATOR_7 TUTORIAL_NARRATOR_8 TUTORIAL_NARRATOR_9 Tannenberg_Sergeant_1 Tannenberg_Sergeant_2 Tannenberg_Sergeant_3 Tannenberg_Sergeant_4 Tannenberg_Sergeant_5 Tannenberg_Sergeant_6 Tannenberg_Sergeant_7 Test UI_APPLY_VIDEO_SETTINGS UI_ARROW_BUTTONS UI_ATTACKER_BUTTON UI_CHANGE_ARMOUR UI_CHANGE_EXPERIENCE UI_CHANGE_WEAPON UI_CHOOSE_AN_ARMY UI_CHOOSE_CONDITIONS_FOR_BATTLE UI_CHOOSE_LOCATION UI_CLEAR_CURRENT_ARMY UI_COMPUTER_CHOOSE_ARMY UI_CONTINUE_CAMPAIGN UI_CUSTOMISE_THE_ARMIES UI_CUSTOMISE_THE_BATTLE UI_DEFFENDER_BUTTON UI_DROP_CARD UI_DROP_MENUS_DOWN UI_DROP_MENUS_UP UI_DROP_MENU_ITEM_HIGHLIGHT UI_DROP_MENU_ITEM_SELECT UI_DROP_MENU_SCROLLING UI_DROP_MENU_SCROLL_ARROW_HEAD UI_DROP_MENU_SCROLL_BALL UI_ERROR_DIALOG_APPEAR UI_ERROR_DIALOG_CHECK UI_ERROR_DIALOG_DISAPPEAR UI_ESC_KEY UI_F1_HELP UI_FACTION_SHIELD_BUTTONS UI_FIELD_CHANGED UI_GAME_APPEARS UI_GAME_DISAPPEARS UI_HELP_DIALOG_APPEAR UI_HELP_DIALOG_CHECK UI_HELP_DIALOG_DISAPPEAR UI_HIGHLIGHT UI_HOST_GAME UI_JOIN_AS_SPECTATOR UI_JOIN_GAME UI_KEY_REASSIGNED UI_LEVELS_ARROWS UI_LOAD_KEY_SETTINGS UI_LOAD_SELECT_GAME UI_MULTIPLAYER_TOGGLE_RECIEVE_INCOMING UI_MULTIPLAYER_TOGGLE_RECIEVE_OUTGOING UI_NEXT_FACTION_BUTTON UI_NEXT_TEAM_BUTTON UI_NO_FACTION_BUTTON UI_PICK_UP_CARD UI_QUIT_DIALOG_APPEAR UI_QUIT_DIALOG_CHECK UI_QUIT_DIALOG_DISAPPEAR UI_QUIT_DIALOG_X UI_REFRESH_GAME_LIST UI_REMOVE_UNIT UI_RESTORE_DEFAULT_KEYS UI_RETURN_TO_PREVIOUS UI_SAVE_KEY_SETTINGS UI_SELECT_A_FACTION UI_SELECT_BATTLE UI_SELECT_CAMPAIGN UI_SELECT_FUNCTION UI_SELECT_GAME UI_SELECT_MENU_ITEM UI_SELECT_UNIT UI_SORT_BY_COLUMN_BUTTONS UI_START_REASSIGNMENT UI_START_THE_BATTLE UI_START_THE_CAMPAIGN UI_START_THE_HISTORICAL_BATTLE UI_TEXT_FIELD_CLICKED UI_TEXT_FIELD_ENTERED UI_TICK_BOX_OFF UI_TICK_BOX_ON WEAPON_SAP_DIGGING WELL ambient_Settlement ambient_Settlement_arabic ambient_Settlement_night ambient_alchemy ambient_arabic_market ambient_archery ambient_ballista ambient_barracks ambient_blacksmith ambient_brothel ambient_cannon ambient_catapult ambient_cathedral ambient_church ambient_dog ambient_dog_night ambient_euro_bell ambient_farm ambient_gunsmith ambient_horse_stables ambient_market ambient_small_church ambient_swamp ambient_tavern
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