Author Topic: Aurora C# Code Protection  (Read 4159 times)

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Offline Retropunch

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Re: Aurora C# Code Protection
« Reply #45 on: December 06, 2018, 04:05:05 PM »
I'd completely agree with a checksum - I'd also add that putting a bug report button in the program itself may help; it could automatically deliver the checksum (as well as any other variables you wanted it to pass) and save a lot of hassle.


There already is decent enough mod support built in (or there was) in terms of naming/flags/colours etc. The thing most people want to do in terms of modding is play as their own race/kingdom against other preset ones (Stargate/Star Wars/Trek etc.) - as such I don't think there's any need to cover anything else which would be a lot more work.
 

Offline Alucard

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Re: Aurora C# Code Protection
« Reply #46 on: December 09, 2018, 04:01:54 PM »
Quote from: Retropunch link=topic=10217. msg111281#msg111281 date=1544133905
There already is decent enough mod support built in (or there was) in terms of naming/flags/colours etc.  The thing most people want to do in terms of modding is play as their own race/kingdom against other preset ones (Stargate/Star Wars/Trek etc. ) - as such I don't think there's any need to cover anything else which would be a lot more work.

There are many different types of mods, that could be made, if there is source or at least no protection against injection. 
One type I can imagine being popular is a mod, that would bring the game mechanics to correspond closer to some fictional universe. For example Battlestar Galactica mod making point defense for large ships next to useless while making missile interception by fighters much easier + making missiles much more expensive.  It could also add sort of fleet persuit similar to the show and maybe change hangars and on-board production modules.
 

 

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