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Modding, copyright, and related issues.

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#95
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In my opinion, the situation here is not straightforward.

It would be very convenient to distribute visual mods through groups; they are easy to understand, create fewer compatibility issues, and, as you mentioned, can be easily made in two versions (as a separate mod or as additional content for the global game).

Mods based on scripts are more complex. Mods with global scripts are often incompatible, and if they also affect the executable file, it creates inconvenience for end-users. Therefore, such mods are better adapted for specific builds or released as separate projects. For example, I have an interesting mod made for a campaign and based on a global script and several modifications to the executable file, and I'm currently considering the idea of releasing it separately, but I'm not sure how to do it in the most convenient way.

In short, the approaches described are good, but there cannot be a single approach for all mods (except for a complete, universal integration).

P.S.
Regarding the 9th city, work seems to be in progress there.
Also, from a conversation with Dreadnaut, I learned that Quantomas is preparing a new release there with a lot of new features, and there may also be some features from 3.1. Just a month ago, it was said that this would be released in a month.
Нет войне.