Question about .dxpacks

In the back of the manual, it says you can use DesktopX to modify the .dxpacks in the game. I have d-loaded the program and poked around at a couple of the .dxpacks and have a few questions. Any of the devs free to provide some answers, or should I give you guys a few weeks to recover from Launch Day?

Alternatively, if any other forum readers have a few mods under your belt, maybe you could chime in?


Jon "lets see what *this* does... ooops" S
5,151 views 2 replies
Reply #1 Top
Sure, what do you want to know? I will try and help.
Reply #2 Top
Well, I started small... the trade window sub screen TradeNumbersPopupsWnd. In my estimation, there are a couple of things that might work better. There is a script which has stubs for beginning and ending the subs, but no code. There are also references to other widgets, like InvasionOptionsWindow, for instance. Which seems to lead to another .dxpack? Which lists widgets that point to other packs, etc.

Before I get lost in a maze of recursion, where do I find the equivalent of properties, methods, events in the initial .dxpack? What I'd like to do is get a "repeat" of the firing of Spinner_Up and Spinner_Down with the mouse down state.

Yes, it is all to keep from having to click the mouse button repeatedly when negotiating credits in a trade.

Any help you can give would be great.

Jon