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Well, the file is still just one, and races can theoretically be replaced from 1 to 8, so the path is the same – create a map of changes. This can be easily achieved using regular expressions + libraries for working with XML. Qt 5 has both in a fairly user-friendly form. Then, if you invent a system of designations (based on nested IDs) or line numbers (which is harder to maintain), you can modify the contents of a single pak file. If you think through the architecture well, then in principle, making changes will be easy and enjoyable. Besides, there won't be that many of them (except for everything that replaces the Orcs – every Blood Fury effect is in the same file). In theory, everything is great.
But in practice, NTR is not about that. In essence, it's a rebalancing of mods with factions to make playing them in Multiplayer interesting, unique in terms of mechanics, and not breaking the balance, and this idea is generally valid, because personally, I consider modding and this mod in particular as a contribution to the common cause; the changes made can be partially or completely adopted by the authors, integrated, and everyone will benefit. But creating separate software and working with other people's factions, which are still under development... that's already too much, no matter how you look at it. So, for now, let's put it on the back burner, along with the other brilliant ideas (and then archive it and send it by mail to Area 51).
By the way, regarding the balance, if anyone has had a chance to play, especially if you played in the latest versions (yes, the updates were too frequent, but we had to bring everything into relative order), write what you think about the mechanics. If you're shy, you can send a private message; I read and respond, you can even tear it to shreds; we'll consider all of this as an Open Beta Test