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Messages - Extremator

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1
OXCE Support / Re: FUNDS or Current Funds for buy/sell
« on: May 09, 2025, 08:47:18 pm »
No, it is not a bug.
Okay, I understand you perfectly.

It comes from OG.
OG is Original Game?
If I understood you correctly.

Because that's how it was in OG, no other reason.
Okay. Then tell me, can I change these values ​​at my discretion within my mod, so as not to bother you?
Or do I need additional tools here that are not available?

 . . .

I'll describe what I want to see:
On the left, one line, "current money" is indicated, and it should differ from what is visible in the main database viewing window (name, location, money).
On the right, two lines. The first is the amount of the purchase/sale. The second is how the storage space changes.

2
OXCE Support / FUNDS or Current Funds for buy/sell
« on: May 06, 2025, 01:11:59 am »
I don't quite understand if this is a bug. And if it is, where exactly it comes from (OXC or OXCE).

Explain to me why the same value (monetary resource) is called differently in buying and selling?
- screenshots are attached below

We have two separate text lines STR_FUNDS and STR_CURRENT_FUNDS.
- I think it would be more correct for the buy/sell windows to use the second value. Or no?

 . . .

I also noticed that something similar exists for the titles of fighter names (at the base), training statistics (shift+ctrl+E in battle), pilot experience (global view), save names (save/load game).
- STR_NAME
- STR_NAME_UC
The thing is, I wanted to stylize the "Name" header for a separate modification as a "Nick's"/"Soldier's" (I can't convey the specifics of calling friends by their husbands and/or friends by their names in my language), but in battle, when viewing the accumulated experience, the old "Name" remains there.
If I change it in both places, then now my saves will also be called like this... and when viewing the pilots experience... and when viewing the list of available targets for departure...

3
Doesn't it seem logical to you to add variations for the name of dismantling?
If the money is returned - it's dismantling. But if the money needs to be spent - what to call it?
Is it possible to add an alternative name only if dismantling causes the appearance of another structure?
Is it possible to add variations of such names for each type of structure separately?

Should I write about all this separately?  :D

4
Please note that the original discussion was not about this.
Yes, I understand that.

I have a lot of ideas, but I can't describe them all in detail and separately. So I mention something close in meaning.

5
Please note that the original discussion was not about a color palette for text, but about a message about "return -$100,000", which I would like to replace with "need $100,000". And if nothing is returned - then a completely different text (as an alternative for styling the mod).

Also, I would like to draw attention to the fact that sometimes some items are needed, and this is visible during construction. Is it possible to expand and add this information in case of demolition of buildings? (show what will be returned)

And what about negative expenses for the maintenance of buildings? Is it possible to also replace the display of this line with "Income" and remove the negative sign? ;)

6
OXCE Bugs FIXED / Re: Return to negative cost
« on: March 18, 2025, 01:18:54 pm »
Read, and don't click the button?

I can't build structures if I don't have the money for them. But I can make "improvements" if I don't have the money for them. Do you understand the difference? Or am I expressing myself incorrectly?

(I am not a student of English, sorry...)

7
OXCE Bugs FIXED / Re: Return to negative cost
« on: March 18, 2025, 01:10:17 pm »
I support this!

As well as the ability to enter colortags for text.
|c00ff0000to_red_text|r or [ color=#ff0000]to_red_text[ /color] > to_red_text

8
Modders actively use the negative cost of demolishing structures for their own insidious purposes!
If a negative price is specified, then you can destroy the structure by losing more money than you had. Is it possible to somehow prevent this and block this type of operation?

As an option: At the game engine level, change "Return -$100000" to "Costs $100000" if the cost of this action is less than 0.

9
OXCE Suggestions DONE / Re: CraftWeapon sub-info
« on: August 19, 2024, 03:21:37 pm »
Yes, I understand that.

I would use the available space as a numerical clue, eg:

”ARMOR>{ALT}+10{ALT}"
or
"FUEL>{ALT}+50{ALT}"
or
"SPEED>{ALT}+300{ALT}"

At the moment, it is not possible to open information about a weapon from the pedia by middle-clicking on its name? Without re-selecting the currently installed weapon from the list.

10
OXCE Suggestions DONE / Re: CraftWeapon sub-info
« on: August 19, 2024, 09:23:13 am »
It probably doesn't matter which color you choose.
The important thing is that the color will change when switching!

I believe that if we simply give modders the ability to arbitrarily describe bonuses or qualities of modules installed in gun positions, they will definitely use them.  :)

11
Hello!
I would like to ask questions and therefore suggest some small ideas for implementation (if possible).

1. I want to be able to specify my own text for weapons that do not have their own parameters related to displaying the amount of ammo (AMMO and MAX). Is it possible to implement?
P1.png , P2.png

2. Is it possible to make it so that the ammunition is displayed not in two different lines, but in one? For example: "AMMO>0/300"

3. Added the ability to DISABLE a certain weapon position, after which the * symbol is added to its name to indicate this effect. Is it possible to make it so that this is indicated by changing the COLOR of the name? (for example, to gray or red). I believe that the player's eye reacts faster and easier to color indication.

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