aDragon 10 Posted December 27, 2015 Is X:CE compatible with Linux Steam version? I just tried installing X:CE on linux and since it requires an exe I am pretty sure it won't work although I didn't try using WINE. Share this post Link to post Share on other sites
llunak 15 Posted December 27, 2015 X:CE on Linux requires Wine. Share this post Link to post Share on other sites
zolobolo 12 Posted December 27, 2015 Mod is very good, have only one questions: Are flamer and plasma torch planned to be incorporated into CE As it is almost canon that would make its usage widely acceptable as while there is already a mod for implementing it, it does not seem to get much interest though the assets are there seems to be a valid weapon type Share this post Link to post Share on other sites
aDragon 10 Posted December 29, 2015 X:CE on Linux requires Wine. Are there any plans to have it run natively in linux? Share this post Link to post Share on other sites
llunak 15 Posted December 29, 2015 Are there any plans to have it run natively in linux? Not really, at least for now. We have been given a copy of the changes done by the porter of the official game, but it's been provided as a single code drop (=all changes mixed together, whether trivial or complex), which would presumably make the merging of it on top of X:CE's year worth of changes a tedious work. Given that the Windows version appears to run just fine with Wine (in fact, possibly better than the native version, guessing from the bugreports), there's probably no good reason to spend the effort on this. Share this post Link to post Share on other sites
Axiomatic 24 Posted January 7, 2016 [*]All UFO submap have been reworded to use linked submaps in order to avoid duplication and allow greater flexibility (for example, there can be variations in the damaged UFO hull image if multiple submaps are placed in maps/ufos/shared/ufotype/hull_damaged). Hello all. Сonsidering the above, would be great to include in standard mod pack alternate UFO interiors from "Fire in the Hole". It will increase diversity of GC gameplay. Share this post Link to post Share on other sites
llunak 15 Posted January 8, 2016 Hello all.Сonsidering the above, would be great to include in standard mod pack alternate UFO interiors from "Fire in the Hole". It will increase diversity of GC gameplay. Sure, you are welcome to do the work of converting those submaps to the format matching the new UFO submaps. And it'd be also necessary to check how they affect game balance, because at least before opening doors could trigger reaction fire these UFO layouts with small rooms had made the game noticeably easier. It might actually be probably simpler to just create additional new UFO interiors anew. Share this post Link to post Share on other sites
silbrulf 0 Posted September 23, 2016 ok... i feel stupid. im running a GoG copy and i just cannot find the "modding tools"... im *ass*u*mi*ng* that it doesnt mean the mod launcher? Share this post Link to post Share on other sites
Solver 167 Posted September 23, 2016 That's the Modding Tools button in the game launcher, but your GoG copy should be patched to 1.5 or else you will not have it. (You're also hopefully downloading a version of X:CE newer than 0.34). Share this post Link to post Share on other sites
silbrulf 0 Posted September 23, 2016 (edited) game patched to 1.59 and xce i dled is 34.1... so im doing this wrong? edit:nm... i was being braindead for a moment. i think i got it. and thank you. Edited September 23, 2016 by silbrulf me being stupid... Share this post Link to post Share on other sites
Solver 167 Posted September 23, 2016 0.34.1 is right. When you run 1.59, the launcher has a Modding Tools button, just under the news feed with release announcements. Share this post Link to post Share on other sites