Here's the T
So a mod like this is "database+lua", it uses functions of the game's API and alters the database values of various tables in order to work. This is the "easy" modding. Changing the database is (at worst) just a time-sink, and sql is available to make it less tedious, and lua is an interpreted language where you can just have stand-alone files provided you know the game's hooks. Really you are creativity- (and balance-sense-) limited here.
For a mod to change the API itself, in order to compute completely new quantities (here, to affect the AI behavior), it needs to additionally alter the link library.
This is possible but it requires: setting up your computer to compile it from the source, interfacing with a complicated C++ base while modding, and of course not breaking anyone else's stuff; then finally it must be added to the VP DLL. This is the "hard" modding. You can see the github for VP development here: https://github.com/LoneGazebo/Community-Patch-DLLaaa
It's further complicated because you can only have 1 version of the DLL running with your game, which is why some mods are hard-incompatible with each other. If I changed it, and then Jarcast or someone changed it, then our mods would be incompatible. We would have to merge our DLL changes. This is why we have the central github (and why community patch became a big thing in the first place).
TL;DR I think it's too much work for me, but who knows maybe I will cave-in eventually
Azum would have a field day
So a mod like this is "database+lua", it uses functions of the game's API and alters the database values of various tables in order to work. This is the "easy" modding. Changing the database is (at worst) just a time-sink, and sql is available to make it less tedious, and lua is an interpreted language where you can just have stand-alone files provided you know the game's hooks. Really you are creativity- (and balance-sense-) limited here.
For a mod to change the API itself, in order to compute completely new quantities (here, to affect the AI behavior), it needs to additionally alter the link library.
This is possible but it requires: setting up your computer to compile it from the source, interfacing with a complicated C++ base while modding, and of course not breaking anyone else's stuff; then finally it must be added to the VP DLL. This is the "hard" modding. You can see the github for VP development here: https://github.com/LoneGazebo/Community-Patch-DLLaaa
It's further complicated because you can only have 1 version of the DLL running with your game, which is why some mods are hard-incompatible with each other. If I changed it, and then Jarcast or someone changed it, then our mods would be incompatible. We would have to merge our DLL changes. This is why we have the central github (and why community patch became a big thing in the first place).
TL;DR I think it's too much work for me, but who knows maybe I will cave-in eventually
Azum would have a field day