brucethemoose wrote: Tue Mar 08, 2022 7:07 am
All of this ^.
Typically, in Cities:Skylines, Kerbal Space Program, Oxygen Not Included, Rimworld, Stardew Valley and many other games, modders mess with game mechanics implemented in C# via
Harmony without having to touch, say, Unity's C++ functions. This has the added benefit of letting all these code modifications play nice with each other, via patching and transpiling, among other things.
It sounds like DW2 may be structured differently than a typical Unity game, with many of the game mechanics implemented in C++ code? Obviously this would be great to access, and I echo Deathawaits4's suggestion above, but modders will gratefully take absolutely anything and everything we can get. We have zero expectations. If you have to obfuscate all of the C++ and part of the C# while leaving some C# open, so be it, that would be far superior than being limited to basic scripting. On the other hand, I suspect modders will do amazing things with anything and everything you choose to leave unobfuscated.
Just to expand on Stellaris some, its problems are manyfold. A big one is the scripting language, which
could be worse, but is extremely limited in terms of what it exposes and what it allows you to do. As Death said, some basic operations are ridiculously convoluted and slow, and what modders have done already is nothing short of a miracle.
Another is the primitive conflict resolution. Some fundamental files and functions have to be overwritten entirely, which is an absolute
nightmare when more than one mod needs to touch that same file or function. Again, Harmony (as well as
xml patching in Rimworld's case) takes care of this.
And yes. Frustrated modders from
many communities would jump right into DW2 modding, and drag plenty of their fans and Patreons in with them. DW2 is a perfect storm of what they've been craving: complexity, performance, competent AI, and highly automated systems.