Basically, my question here to developers is what is planned extensiveness of modding? How much we (modmakers) will be able to add/implement custom/unique content using PA's engine via, lua or something C++ like if it will be part of the engine. So here is my list of questions: Will I be able to add/implement shields like was in SupCom 1/2? Will I be able to add/implement Modular Construction system like in Warzone 2100 & Earth 2150? Will I be able to add/implement space battles/interceptions? Will I be able to import graphics and textures from SupCom 1/2 mods, using same format, or will I need to change the format? Will I be able to add/implement effects for shots, explosions & etc, to get them on level of SupCom 1/2? Will I be able to change/alter effect for construction/fabrication, to make it look like it was in SupCom 1/2? Will I be able to divide units by sets/factions to allow multiple factions in PA? Will I be able to add/implement additional tech levels, new production facility types? Will I be able to add/implement research system? Will I be able to add/implement more resource types, i.e. having 6+ different resources?
Going to answer the questions that have known answers. Everything else is varying degrees of maybe and probably. 1. You will need to change model formats. I don't believe that will be a big deal as importers and exporters exist already. 2. Welp, that's all folks. Right now, the community does not have access to the servers for modding. Any changes we make on our copies will either be ignored when we play online, or will break PA entirely. Better modding access will come between now and release. When we get our grubby mitts on that, we'll all have better knowledge of what can and can't be done. On an aside note, I'd love to have a WZ2100 mod. Also quite fond of a Sup1/FA mod.
You can do that right now, it's not require server side. I'll try to complete my effect reference soon: https://forums.uberent.com/threads/wip-reference-effects-specifications.51494/ You can even set own nanolathing effect for every commander/fabber in game, just check "fx_offsets" in unit JSON.