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Danou

Private
Oct 19, 2015
24
37
I'm working on a mod that adds a few Building AIs to the game. These AIs can be selected when creating assets in the Asset Editor (provided you use the Asset AI Changer mod).

I have read something about signing the DLL before uploading it to the Steam Workshop, or the link between the AI and the Asset may get broken if I update the DLL afterwards. Is this true?

My questions:
  1. Is it necessary to sign my DLL when I compile in Visual Studio?
  2. What if I use the integrated CSL Compiler to compile? or if I provide the source code in a Source Folder? Will it work for other people?
  3. Are there other precautions to take? (I know the Assets get broken if I change the namespace, the class names or the DLL filename)
Btw: I already have created a few simple mods that I'm using in CSL, but I haven't uploaded any to the Steam Workshop yet.
Btw2: I use Microsoft Visual Studio 2012 Express.

EDIT: Ok, I'm quite sure it does not require signing the DLL; I misunderstood.
 
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