安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题








Please write something below! :)
XCom2 has highly variable combat conditions, rewards & maps. These missions get resolved with pseudo-constant factors that somewhat depend on the tasks at hand. It took us 18 different type of Backgrounds to cover the whole set. Some are hybrid compositions of common data, others are directly tied with specifics.
Much of this stuff is adaptable to your needs -- with a little busy work. What we did is quite simple... offer a proper environment with straight but functional components.
You can't save Civilians in Guerilla-Ops for example.. yet, to gather more Crates you can expect Chosen or Rulers or Lost to just appear at random -- or not. This sort of story-line dynamic is certainly expressed in every posters. That's precisely where your creative decision(s) can define how a campaign is better (or optimally) tracked with as many details as you could freely decide to exploit.
Go fill in the cool blanks as you please! But know this, nearly 80% of the tasks are already developped directly into custom strings & swift Icons by carefully designed patterns and objects.
Here's the real deal my friends.. it's all about visually balanced calibration steps of HUD elements.
Fonts and their re-sizing functionality will be your primary concerns (Refer to Snapshot #4).. but first, let's introduce a set of quick suggestions -- how to actively prepare Posters with some preferable settings.
1) Layout = MEME. No escaping that.. 4 Lines are closely fused together while each react to the Fonts & characters amount within text strings written (and edited!) in the available area(s).
2) Select your favorite LOCATION.. just in case you want to create another cool Poster after you're done with the SB-Tracker version.
3) Define the Squad Formation (suggesting WEDGE) & if needed, also do any slot swaps between side and front soldiers spots. This must be done now before you start editing the SB strings and final poster content.. since the PRB engine weirdly auto-randomizes the Layout+Text settings if alternate Squad configuration are changed anytime afterwards.
4) Choose the Mission related style from Background Options (SB00 to SB17 are available). Your squad might need some UI adjustments (Tilt/Zoom/Rotate) to fit underneath the "Monitor" with context images but above the Summary structure since their feet just might hide some text overthere.
5) Time to go into the Text-Box1 & 2 options (Fonts, Colors, Line-Picker toggle, etc) where the meat of details is pre-determined for each areas.. Top & Bottom. Warning; wide scrolling effects incoming for each variations -- per Mission types. A two letter code (on each side of the Ratings symbol) indicates which type is in focus. Haven-Retaliation == HR and so on.
6) Lastly.. recommended FONT styles..
TOP (TextBox-1) == Posterama(s) .. BOTTOM (TextBox-2) == Carplates or Alpha.
Everything after that initial process is about various editing considerations only.
A) The Text Editing HUD is larger than XC2 default to accomodate our extended 4-Lines strings and HTML instructions including Icons/IMG dispatch tricks. Once selected.. always scroll down to click Confirm for the first time. This important step will prepare the scaled "Paragraphs" for Edits both directly on the temporary Poster result & for the next corrections you'll want or need to apply.
B) Optimal results are centered and normally use between 5/9 words for the fourth line.. every other strings are either already inserted (with proper Text & Values) or could require small edits (Chosen tagging, Promoted corrections.. more on this in the "Known Issues Discussion").
C) Be aware of such typical HTML instruction for IMG inserts...
.. §o§img src='img:///PRB_UILibrary.Tug_CH-AS' width='32' height='32' vspace='-12'§c§ ..
PS: To type the rare § character within the SB TextBox, you'll need to Press ALT+0167(numpad) on most standard US keyboards. "o" = Open "c" = Close ... for these custom HTML pseudo-brackets which normally are < or >.
D) Remove the two letter Mission tags and the empty space.. they take off precious calibration width from the first line.
E) Try aligning the corner (Four of them) strings vertically (( {--}, (Turns), etc )) .. this will allow for visual balance but also prevent ugly accidental Font re-sizing in the entire framework.
F) Looking at Snapshot #2.. there are tiny little cyan dots within that Hints structure. These are indicative of the potential places where adding or removing space/characters might help balancing any of the elements on-screen. Fiddle as need be!
G--O!) Great -- you've done everything mandatory for easily detectable Text strings & Data values on these custom Posters. Enjoy our Campaign Tracking device and its cool memorabilia files.
SitReps -- (Refer to Snapshot #2) .. from their sample "Box" .. Left to Right symbols;
Row #1 >> High Explosives / Stealth Insertion / Savage / Automated Defense / Psionic Storm / Resistance Contacts / The Horde
Row #2 >> Location Scout / Low Profile / Advent Loot / Show of Force / Shadow Squad / Surgical / The Lost
Dark Events -- (Still #2).. Rows L/R;
#1 >> GoneToGround / SignalJamming / NewConstruction / Cryptography / DarkTower / UFO / Traitor
#2 >> Avatar1 / LATWarlock / LATHunter / LATAssassin / MadeWhole / WildHunt / SealedArmor / ReturnFire / LightningReflexes / StilettoRounds / MountainMist
#3 >> Avatar2 / Chryssalid (Infestation) / Faceless (Infiltration) / LostWorld / Crackdown / TheCollectors / LeftBehind / ViperRounds / NewArmor / CollateralDamage / CounterAttack
#4 >> SuppliesSeized / Vigilance / Barrier / UndyingLoyalty / BendingReed / HighAlert / RapidResponse / ShowOfForce / SpiderandFly
LAT = Loyalty Among Thieves
PS; These ID-Tags serve as their corresponding (iDKE_) "Icon Names" too, btw.
Locations -- Map types in two columns;
#1 >> Stronghold / Abandoned / Wilderness / Shanty / Facility
#2 >> Subway / Sewer / CityCenter / Slums / SmallTown
More of a bonus feature than a core device, these two gimmicky posters (SB18+19) are simply added just because i could!
It shouldn't be too difficult for everyone to grasp the editing principles for this very special framework. My explanations will have to wait a little after the initial release though.
Until then.. check out Snapshot #5 and the Samples-Pack1 zip file linked in the description for direct hints which roughly translate into ...
1) You'd have to take a snapshot of the regular Resistance Reports..
2) Note the values to be inserted in the bottom grid..
3) Fill the top with relevant details..
4) Drop your firstly ranked (SGT to COL) soldiers on the left as storyline reference(s)..
5) Select one global MVP for that period and place him/her on the right.
More info later!
.... (Released)
Firstly Ranking Up Icons..
PR0_BLK + PR1_SGT + PR2_LTN + PR3_CPT + PR4_MAJ + PR5_COL + PR6_CMD + PR7_ALL (( All is for showing Info of Mission related tasks, etc ))
Doom Bar Pips..
DBP_00 to DBP_12
Selected MVP tags..
MVP_-------- >> All + Specialist + Ranger + Sharpshooter + Grenadier + PsiOp + Spark + Reaper + Skirmisher + Templar <<
.. (To Continue)
In the explanations you say things like "Refer to Snapshot #4", where are these Snapshots? Could you add hyperlinks?
I couldn't find a reliable way to use direct IMG Hosting (to external sites & links) on these discussion posts. Steam has its weird limits. ;)