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UI stuff can maybe be passed off to other mods if they're going dll route to fix issues like the yield library being all screwed up. But a listing of the essential bits of that would be useful here so we know what is already available elsewhere and what would need assistance.
This was my reasoning in starting this thread.
The different parts of the game, beliefs/policies/units/buildings/etc. can be easily adjusted by us, and most are fine the way they are. The problem for me arises when we want to fix something that might need to access a function that doesn't quite do what we intend it to do. In the past this would mean writing a lua function to take over that aspect and then anyone can write sql/xml to access the new functionality provided.
I wanted to see just how much of this mod is intrinsically tied to custom lua functions and how much could be divided off. Even basic yields on a lot of the game elements are using some form of custom lua code and that means ALL the UI elements need updating whenever we add a new function to something, otherwise we get the problems now faced where the core functionality works but the user gets no feedback of it working and assumes it is broken.
IF I started afresh, just what would be needed to get a reasonably working mod up and running without too much hassle. Answer, not much. CEP is at it's heart a lua mod. I wonder just how much the users of this mod appreciate the amount of code written exclusively for this mod! It is staggering. Even simple things like using a vanilla function that might, for instance, give a yield boost to
, and change it to give that boost to
means writing a new function, if the vanilla function isn't designed to be adapted. A great many of the vanilla functions fall into this category.
So, to answer my opening post's question: 'What is absolutely essential?'
Someone to steer the design of this mod so we can fix this to the best stage our current skills allow.
I'll state from the outset that someone should not be me. I have not the experience of playing the game to make balanced opinions on what does or doesn't need work.
I'm happy, relatively speaking, to oversee the actual coding, that is the HOW to proceed, but WHAT to tackle next is for someone else.