stealth_nsk
Deity
I'm not talking about engines. I'm talking about native vs. scripted modding. This part haven't changed in the recent not only 20 years, but recent 40 years.You keep saying civ5. Not sure why. No one would program in the fashion of 20 years ago. Civ6 and civ7 are on a completely new engine than civ5. Civ5 engine is called LORE and is primarily a rendering engine (Low Overhead Rendering Engine). Civ6/7 engine is still C++, but is written in a way to support cross-platform.
The reason why I continue bringing Civ5 is because it's the last Civ game which allowed native code modding, making it possible for Vox Populi to be made. Civ6 and Civ7 don't have that scale of modding capabilities.
Again, that's only true for scripting mods. I'm talking about mods with native code, for which you can't have those measures.Unless you said it somewhere else that I am not across, you didn't mention console hardware anywhere. I saw you say the console company needs to review code mods. Which may have been the case years ago, but current gen consoles they are not as strict as the consoles are now built with better support for modding. Not perfect, but better. There's no specific requirement for code mods to be reviewed by console makers anymore if the game has structures and supports built in place to ensure hardware and security are not compromised.
It's not what I'm saying. I'm saying you could create cross-platform modding tools only for scripted mods, which are inherently limited to the API exposed by the game.You say it's impossible to implement cross-platform modding tools.