Re: Why magic paths are like mod Nations.
Llamabeast and Endo have hit the nail right on the head here. Having seen some of the code, and all of those little snippets in basically sections that link to somewhere else where the deeper code is located, I have no idea what that looks like.
I do have enough knowledge of programming to know that to go in there and messing with it to the extent the moddable paths would require is more likely than not render the game completely unstable precisely because the magic path stuff is linked to nearly everything. At the very least it would generate a crapload of bugs that would then have to be fixed.
And since it would require coding new UI for all the relevant parts, that makes it even more unlikely, as we have both JK and KO on public record stating that they do not like programming UI. Furthermore, Illwinter is already in the middle of a new project, so should they drop that to tinker with Dom3 on such a massive scale instead?
This thread is in my opinion utterly pointless precisely because the feature requests made in it are so preposterously far from reasonable.
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