Aractain > No... it's that no one ever designs engines with modders in mind except for shooters (Unreal Tournament series). They aren't expandable. So long as developers snub modders, modders will be disappointed. Symmetry.
EternalRequiem> I have some of the most powerful hardware on the market... so performance doesn't really concern me that much.
I can understand why sins is so limited, but it doesn't make me any less disappointed when it is easier for a company to make an engine open-ended and expansible even if it's just for themselves to later return to it and add patches/expansions. But very few companies do this, because they either don't have the time to do things the right way or they just don't care.
Re: Blizzard having to softcode half of diablo 2's DLL files just to patch the game.
X3 Terran Conflict looked like it might have been an interesting game to try modding but like so many others there is no developer support and methods to get content in the game are long-winded and needlessly complicated.
Out of all of sins what I liked the most was the particle editor. It's a simple and limited tool but I made some really amazing stuff with it. Unfortunately that's where my praise ends for the game.
I feel Ironclad should make one more expansion that opens up the game completely to modders and that's it. Soft-coded AI, perhaps in lua or C like Starcraft 2, turrets, 64-bit, multi-core support, that's it. No new content, just a paradise for modders. But they probably want to move on to other projects now.
But, eh, whatever. The only thing that could accurately depict any of my universes is CGI. Modding is problem solving. Some problems in sins I just couldn't solve. Homeworld 2 was worse than this, but the poly limit is what really shut this down.