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Messages - thusky

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Tools / Re: MAPVIEW upgrade
« on: August 24, 2022, 11:10:55 pm »
I just duplicated my whole mapview working folder personally, no errors so far so I kept working, the ability to change colors is a boon for sure, I feel much better working with Mapview now, I can't stress how much this will help me on the long run!

it's things like this that makes me want to boot the software more often!

Tools / Re: MAPVIEW upgrade
« on: August 24, 2022, 09:50:47 pm »
Just shared your update on the discord servers! I'll be sure to report anything unusual/buggy so you know what's up, again big thanks for your work, it's a big help for my eyes ahah!

Tools / Re: MAPVIEW upgrade
« on: August 18, 2022, 12:58:06 pm »
color schemes ... surprisingly nontrivial

but gettin there
Thank you for your hard work! I already hyped both discord servers about your color schemes upgrade!

Tools / Re: MAPVIEW upgrade
« on: August 12, 2022, 02:30:01 pm »
oh its beginning to look lovely (screenshot2)

It's awesome! I'm sure your work will benefit many other modders as well, big thanks KevL!

Tools / Re: MAPVIEW upgrade
« on: August 10, 2022, 08:16:15 pm »
Yeah background/foreground color is what dark mode is all about, font size wasn't my request it was to make things more readable to me and you ahah.

Thank you so much for your time!

Tools / Re: MAPVIEW upgrade
« on: August 10, 2022, 01:33:22 pm »
well, i was kinda wondering about that (screenshot 1) but more about 2

did you increase fontsize in Win OS ?

I did actually! I also tweaked the font in pixel art to make some part more readable to you as a ref, even though the text on the left is pretty unreadable I'll admit!

Tools / Re: MAPVIEW upgrade
« on: August 10, 2022, 10:16:32 am »
am trying to finish a big update on another project atm - ill take a closer look sometime, maybe implement user-options for those ...

ps. Is the font in your MapTree really that borky... ?
You mean the front of the top view being that big? It's because I increase the size to see more clearly or did you refer to something else?

Tools / Re: MAPVIEW upgrade
« on: August 09, 2022, 12:39:56 pm »
Alright I'll see what I can tweak in windows already!

Here are a few modified screenshots to show roughly what I had in mind just in case!

No worries though I can work in mapview already, if it's too much work might not be worth it if I'm the only one asking.

Tools / Re: MAPVIEW upgrade
« on: August 08, 2022, 11:13:23 pm »
Heya! Sorry to revive this old thread but I suppose I can ask here for one tiny extra feature to MapView?

- Dark mode !

My eyes are literally bleeding after spending so many hours on map editing/making, not mapview's fault though I should see the sun more but I found that dark mode strains my eyes a lot less, maybe that's the case for you guys as well?

Anyways, thanks for maintaining that tool after so long, eager to see if it's already in the plans or not too hard to implement!  8)


Disabling selling is bad because how would you deal with storage overflow?

Hey Scamps! Yeah I agree it could be overly problematic, the use case of such a feature would mean you design starting base storage and missions around it, which is a lot of work for a single feature, I'm going to cancel that suggestion myself actually and place a "dropped" next to the title,

Thank you guys for the feedback!

Thanks for the feedback, yes indeed I did think this could be a potential tricky/rejected suggestion, all fine though!

If other people are interested it could still be of value but you do make good points here.

I don't have any strong feelings one way or another, but I do think a missing 'buy' button is likely to be as confusing and prone to 'is it a bug?' reports as an empty marketplace.

You're right it might confuse the player, I guess it's up to the modder to explain through an event or something!

Also, it begs the question of why you still have access to selling if you don't have access to buying? What kind of strange seller's market is this? ???

This feature would prevent both selling and buying at the same time I feel, as for transfers I imagine they could still be allowed, you just couldn't sell/buy (like an outpost for instance!)

How do you feel about that?


Those features could be linked to a facility/facilities, so it makes more sense to have a "marketplace", maybe that would be better?

Abandon reason: the concept has flaws and needs more thought

Hey it's me again, while I'm on a roll I might as well ask about this!

While it's already achievable to remove every single item from the hire/sack/buy/sell menu, I was curious if it was possible, as a request, to prevent access to this menu altogether (like newBaseUnlockResearch) until a research unlocks this menu?

It could be useful for mods with a campaign where you start from nothing, if you want to make your player learn the ropes or be in a tight spot at the beginning, until they either research the necessary topic or complete a certain mission, it would give a lot more progression to the beginning of a campaign!

Again I'm eager to see you how you feel about or if it's needed at all, it's already achievable, just less "clean" than just straight up preventing access to the menu to begin with!

This feature could also be used to prevent access to the marketplace for certain bases, but that's another kind of request I assume!


Dropped the idea since feedback makes a good point that this feature would involve a lot of headaches from both modders and the players themselves!

Question if better option would be limit by armor type?
Image XFiles where you have submarine and only armors for underwater are allowed.
Or car where you can't fit power armor.


I think it could be implemented similarly to base functions where you can create new types on the fly.

That's very good news! Of course I imagine more people would need to vouch for the suggestion before it gets on the waitlist? Would that be correct?

And yes! Armor type could also be the answer as mentionned in the presentation thread, it could really be either soldier/armor or both I think.

Not for each soldier type, but for each soldier type group. The crafts would still be restricted to their respective races.

If you'd construct a terror_ship_for_ethereals (this ship would have allowedSoldierTypes of ethereal soldier, ethereal leader, sectopod, etc..), then sectoids wouldn't be allowed on this craft. But if you added a manufacture design that takes terror_ship_for_ethereals as material and produces terror_ship_for_sectoids, then it wouldn't be a problem. Well, besides needing a lot of manufacturing designs for all combinations heh.

So restricting a group of soldiers for specific crafts would help more modders than having tags directly placed on soldiers themselves then? Fair enough, I could work around this restriction, I aim to make races a meaningful strategic choice anyways, the only reason I wanted this feature to allow for any race on any ship was mainly to be less restrictive at this level of play, but it doesn't hurt going deeper.

If more people prefer craft restriction (all the way as you propose here), I'm perfectly fine transforming that request to fit that criteria for sure!

It's a good call in the end anyways since I have alien ranks (which aren't "ranks" per say but different soldiers [Transformed, just have the rank in their name+stats really]). I could prevent certain soldiers (like terror units) from crewing a small scout ship for instance with your idea, since it's basically a list of allowed soldiers. Nice catch!

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