Is this true? What can we do to fix this?
The post was really talking about the performance of the game. There may be some truth in there.
Scripted languages tend to be slower than compiled languages, often are designed with a specific purpose in mind and not good at performing certain tasks depending on the task and language. Whether this is true in this context or not -
well, Johan has had his say.
There is also the added complication that the LUA script is interacting with the executable and it is impossible to judge the use of the LUA scripts without having a very good knowledge of the game engine itself.
I was surprised to learn that LUA was going to be used for parts of the AI.
I understand the requirement to make the AI moddable, but a scripting language was the last thing I expected to see for a part of the game that I think needs as much performance as it can get.
Are there any benchmarks for comparison?
But what was the true intention for making the AI moddable in this way? Was it for the modding community or for the developers (internal/external) themselves? Because if it were for the latter's benefit, then what was wrong with C++?
If there are certain LUA scripts that continue to be a problem performance wise then there is always the option of porting that functionality into C++; but that would be Paradox's call and one less thing for the modders to play with.
The community can point out inefficient LUA scripts - I'm sure that has been done already. But we can't change the nature of the game's construction. That's up to Paradox and I suspect it is pretty much set in stone by now.
But to say the game cannot be 'fixed' is just not true.