Awesome, those sound like cool changes.
With DLL and XML schemas having already changed so much, its clear all the
XML generator scripts I'd worked on for enabling easy generation of modmods of M:C will have to be totally rewritten from scratch to have any chance of being compatible.
Is there any goal or estimate of when XML schema will reach a final version, so that work can then start to focus on improving the AI and completing some playable modmods? It will be very worth it in the long run to have an awesome DLL code base that all mods can use, but real work on any planned XML modmods can't really be started until XML schema and game rules are in a relatively final state.
There's been a lot of discussion lately about the real need to improve the vanilla AI, which is very true and could improve gameplay a lot for all mods. So many additional features and new mechanics have been added, that the AI will also need to be trained to use these effectively in addition to fixing its vanilla problems, which can only happen once game rules and mechanics are in place and effort can focus on training the AI to be able to deal optimally with the set of rules/features that are in place.
There are still a lot of very interesting and good new feature ideas that have been proposed (improvements of the domestic and tradescreen economy and pricing system, big improvements to the combat system, civilian and military promotions system, and AI traders, etc).
These do all sound very cool and will likely be great ideas to add, but at some point we should try to declare a goal date for "feature lock", where we can finally say that enough additional rules / mechanics have been added, the XML schema can be finalized to ensure compatibility, and work can then focus on improving the AI to plan effectively and be a good/challenging opponent given the existing features, debugging/optimization of the existing code, and beginning work on interesting mods using the existing code base. With all the cool features in the current version plus the plans mentioned above, having a good stable code base like this would be more than enough for a variety of high quality modmods.
Anyway I'm not wanting to block development of new interesting features that would be cool to implement, but if we don't have some goal for a final codebase we would easily succumb to the all too common inevitable phenomenon of
Feature Creep meaning that no playable modmods can develop until its 2021 and no one is playing Colonization anymore
.
Also, if we do have a goal for a final common codebase, it could still be possible to make a branch for some additional mod-specific DLL feature that you later decide you really want to add specifically for a certain submod. So it's not to say it would become impossible to add another feature or mechanism for a mod if you really want, just that we could at least have a goal for reaching a final common code base, which would have a great core set of features and high quality challenging AI, and could then allow XML modmods like World History, 2071 etc to start moving toward a real stable / playable modmod.
Anyway, what do you guys think?