Tis true and why i ask for external data. That you compile the changes into the code is a highly in-effective method of going about it for more than 1 person, anyway
But the question isn't that modders are unhappy but that they have a much more illustrated fantasy as to how to change the setting. ,p One that the original developer can not, or does not want to take. (Since you pretty much have your established vision ;p)
For example one particular mod idea i have is exchanging all AI Factions to have AI-Faction specific Unique ships and none other. So AI's have 3 standard ship types and only 1 or 2 special types.
Same for the player - the ships humans can unlock should all look like Human force ships...
Well needless to say theres plenty of ways to change the game to not a mod but a different experience ,p My personal mod project would involve taking ANY AND ALL Zenith ships from the ai. Because the idea that an AI would co-exist with a organic species is.. pretty weird. In exchange every AI Type has unique ships.
2nd change would be that guard posts would no longer sit on resources but at entirely random locations, and that the ships sitting on them assist each other in a sector.
3rd would be that only the Warp-Gate allows reinforcements for the AI, and its destruction would be a 50+ Progress penalty. Data centers would only do -10 progress. etc.
4th would be that AI reinforces not the guard posts with ships, but only turrets - and that any ship in a system will protect the warp-gate with priority.
5th would be a large, 3+ screen radius around wormholes where every building and unit takes damage if it stays there for too long. Preventing lock down of wormholes by both humans and ais
6th would be to "formalize" the combat stats to be CLEAR AND SIMPLE (no hidden multipliers ,p)
7th Destroying an AI switches all its units to Rogue, no more reinforcements, but each planet now gains the ability to build a shipyard, and ships from it with the resources in that sector
8th Putting much less meaning on progress, and much more on resources. Ships become an ongoing cost, all of them.
9th Instead of Knowledge = Credits which is the currency used to buy super wtf pwnage mercs and research (so its a choice etc. p,)
I always find it really odd that i gain bigger bad-ass weapons by sitting with my labs around a planet. Something that ordinarily would .. not really happen ,p
10th Research labs (to be renamed trade hubs) produce credits at a set, and very slow rate, up to 2000 per planet at much higher rate.
So you see, all these changes would change the dynamics and speed of the game. Away from Tower Defense into much more vicious and faster flowing rts.
By the way, this mod idea is patented
(By the way, i omitted many details from this ,p) Needless to say that the AI only gets as many units as the resources it has access to allow. So that players are forced to take planets instead of cherry picking them.