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Xenonauts: Community Edition 0.34


llunak

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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

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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.

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  • 2 weeks later...

[*]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.

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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.

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  • 8 months later...

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