chore: 修改生息演算不同模式的介绍 (#10169)

* chore: 修改生息演算不同模式的介绍

* i18n: KR tweak

use official? word

* i18n: english tweaks

* chore: 修改开始界面翻译

* chore: KR 修改开始界面翻译

also aligned the format with that of the other server

chore: fix typo

---------

Co-authored-by: HX3N <128385247+HX3N@users.noreply.github.com>
Co-authored-by: Constrat <56174894+Constrat@users.noreply.github.com>
This commit is contained in:
uye
2024-08-10 00:09:25 +08:00
committed by GitHub
parent 53deb4d0d3
commit 24de93fbfb
5 changed files with 25 additions and 22 deletions

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@@ -846,15 +846,15 @@ The video aspect ratio needs to be 16:9 without interference factors such as bla
The support for reclamation algorithm is still under development at present. Please mind the following:
In normal mode, MAA:
Without save file: farm points through initial setup.
1. Cannot be used when a save already exists. (simply delete the current save)
2. Cannot be used when squads are not empty. (simply clear the current squad)
3. Can only be started at the main nav page of reclamation algorithm.
3. Can only be started at the main nav page of reclamation algorithm.
To get points by manufacturing:
1. it must be the first day after settlement, and there should be no enemy attacks entering the stationed area for the next three days.
2. It must start when entering the reclamation algorithm. (stationed location needs to be visible)
3. If the quantity that can be manufactured is exactly a multiple of 99, MAA can be confused (stuck). You can use up a little before saving. This might be repaired later.
With save file: farm points through crafting (advanced).
1. It must be the first day after settlement, and there should be no enemy attacks entering the stationed area for the next three days.
2. It must start after entering the interface of the large map. (stationed location needs to be visible)
3. If the quantity that can be manufactured is exactly a multiple of 99, MAA can get confused (stuck). You can use up a little before saving. This might be repaired later.
</system:String>
<system:String x:Key="ReclamationBePatient">Chill and relax, please be patient</system:String>
<system:String x:Key="Reclamation2ExEnable">Earn points by manufacturing</system:String>

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@@ -1,4 +1,7 @@
<ResourceDictionary xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:system="clr-namespace:System;assembly=mscorlib">
<ResourceDictionary
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:system="clr-namespace:System;assembly=mscorlib">
<!-- 設定 -->
<system:String x:Key="Settings">設定</system:String>
<system:String x:Key="GeneralSettings">一般設定</system:String>
@@ -842,14 +845,14 @@
生息演算のサポートはまだ初期段階にありますので、ご利用の際は以下の点にご注意ください:
ノーマルモードの場合:
セーブファイルなし: 初期設定でポイントを稼ぐ。
1. すでにセーブデータがある場合は使用できません(既存のセーブデータを削除します)
2. 生息演算の編成にオペレーターがいる場合は使用できません(特に戦闘の後は、現在の編成を空にするだけで十分です)
3. タスクは生息演算のメイン画面で開始する必要があります(ナビゲーションはまだ書かれていません)
道具作りでポイントを得る:
セーブファイルあり: クラフトでポイントを稼ぐ(高度な設定)。
1. 条件は、決算後初日と、その後3日間、敵襲がないこと。
2. 生息演算で開始する必要があります(駐屯地を見ることができるページ)
2. 大地図のインターフェースに入った後に開始する必要があります(駐屯地を見ることができるページ)
3. 作れる数字がちょうど99の倍数の場合、スタックしてしまうので、セーブする前に少し使い切り、後で修正することができる。
</system:String>
<system:String x:Key="ReclamationBePatient">改善するのが待ちきれません!また急いでいます</system:String>

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@@ -845,14 +845,14 @@ OF-1을 해금하지 않았다면 선택하지 말아 주세요.</system:String>
현재 생존연산 기능은 초기 단계이며, 다음 사항을 주의하세요:
일반 모드에서:
1. 기존 데이터(진행사항)가 있는 경우 사용할 수 없습니다
2. 생존연산 편성 창에 오퍼레이터가 있는 경우 사용할 수 없습니다
3. 생존연산 메인 화면에서 작업을 시작해야 합니다
저장 데이터 있음: 초회 상태에서 포인트를 모으기
1. 기존 데이터가 있는 경우 사용할 수 없습니다 (현재 데이터를 지우세요)
2. 편성창이 비워있지 않으면 사용할 수 없습니다 (편성창을 비우세요)
3. 생존연산 메인 화면에서 작업을 시작해야 합니다
제작 점수 획득 모드에서:
저장 데이터 없음: 제작을 통해 포인트를 모으기 (고급 설정)
1. 결산 후 첫 번째 날이어야 하며, 이후 3일 이내에 적의 침입이 없어야 합니다
2. 생존연산에 진입해서 기지를 볼 수 있는 화면에서 시작해야 합니다
2. 반드시 지도 화면에서 실행해야 합니다 (주둔지가 보여야합니다)
3. 제조 가능한 수량이 99의 배수일 경우 멈출 수 있습니다. 저장하기 전에 재료를 약간 사용한 후에 다시 시도하세요
</system:String>
<system:String x:Key="ReclamationBePatient">빨리 발전하고 싶어요! 또 급해져버렸네요</system:String>

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@@ -846,14 +846,14 @@
目前生息演算的支持仍处于早期阶段,使用时请注意以下几点:
在普通模式下
无存档通过开局刷点数
1. 不能在已经有存档的情况下使用(删除现有存档即可)
2. 不能在生息演算的编队中有干员的情况下使用(把生息演算中的当前编队清空即可,特别是打完浪潮之后)
3. 必须在生息演算主界面开始任务(导航还没写)
通过制造刷点数:
有存档通过制造刷点数(高级设置)
1. 要求是结算后的第一天,且后续三天没有敌袭进入驻扎地
2. 必须在进入生息演算中开始(能看到驻扎地的面)
2. 必须在进入大地图后的界面开始(能看到驻扎地的面)
3. 如果能制造的数量刚好是 99 的倍数会卡住,在存档前可以先用掉一点,这个之后再修
</system:String>
<system:String x:Key="ReclamationBePatient">牛牛,我太想进步了!你看,又急</system:String>

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@@ -843,14 +843,14 @@
目前生息演算的支援仍處於早期階段,使用時請注意以下幾點:
在普通模式下
无存檔通過開局刷點數
1. 不能在已經有存檔的情況下使用(刪除現有存檔即可)
2. 不能在生息演算的編隊中有幹員的情況下使用(把生息演算中的當前編隊清空即可,特別是打完浪潮之後)
3. 必須在生息演算主介面開始任務(導航還沒寫)
通過製造刷點數:
有存檔通過製造刷點數(高級設定)
1. 要求是結算後的第一天,且後續三天沒有敵襲進入駐紮地
2. 必在進入生息演算中開始(能看到駐紮地的面)
2. 必在進入大地圖後的介面開始(能看到駐紮地的面)
3. 如果能製造的數量剛好是 99 的倍數會卡住,在存檔前可以先用掉一點,這個之後再修
</system:String>
<system:String x:Key="ReclamationBePatient">牛牛,我太想進步了!你看,又急</system:String>