anchor.diff:  	if      ( station_captured &&                station_was_nuked)
   		feedback_set_details("round_end_result","win - AI win - nuke")
   		world << "<FONT size = 3><B>AI Victory</B></FONT>"
  -		world << "<B>Everyone was killed by the self-destruct!</B>"
  +		world << "<B>The self-destruction of [station_name()] killed everyone on board!</B>"
   
   	else if ( station_captured &&  malf_dead && !station_was_nuked)
   		feedback_set_details("round_end_result","halfwin - AI killed, staff lost control")
   		world << "<FONT size = 3><B>Neutral Victory</B></FONT>"
  -		world << "<B>The AI has been killed!</B> The staff has lose control over the station."
  +		world << "<B>The AI has been killed!</B> However, the staff have lost control of [station_name()]."
   
   	else if ( station_captured && !malf_dead && !station_was_nuked)
   		feedback_set_details("round_end_result","win - AI win - no explosion")
   		world << "<FONT size = 3><B>AI Victory</B></FONT>"
  -		world << "<B>The AI has chosen not to explode you all!</B>"
  +		world << "<B>The AI has chosen not to detonate the station!</B>"
   
   	else if (!station_captured &&                station_was_nuked)
   		feedback_set_details("round_end_result","halfwin - everyone killed by nuke")
  
positive.code: 	return
  
  /datum/game_mode/malfunction/process(seconds)
  	if ((apcs > 0) && malf_mode_declared)
  		AI_win_timeleft -= apcs * seconds	//Victory timer de-increments based on how many APCs are hacked
  	..()
  	if (AI_win_timeleft<=0)
  
negative.code: 	name = "AI malfunction"
  	config_tag = "malfunction"
  	antag_flag = BE_MALF
  	required_players = 1 //20
  	required_enemies = 1
  	recommended_enemies = 1
  	pre_setup_before_jobs = 1
  