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Specifically, player ship name is pulled from the save file (SHIP_ID value). If it's not there, a string 'The Justice Ryder' is substituted as the name instead. I'm not entirely sure if this branch of code is run when you start the game.
Perhaps it'd be easier to edit the save file after starting the game, once the name has been saved.
As far as I remember (I poked aroudn a long while ago) XXXBrain classes indeed contain most of enemy AI logic. If you tell me what you are trying to do, perhaps I can point you towards specific classes and methods of interest...
For example, a quick way to add/remove existing abilities for enemies is to find XXXEnemy class and edit Behaviors property. This is one for Swarm:
Explicit method implementation "DungeonDefense.get_IsDead ()" cannot implement "IHasHitpoints.IsDead.get" because it is an accessor". I will try to fix the problem and check if the game accepts the code.
Here's the thing, though. I'm by no means any sort of coder, but I've spent a long time with this game, and I've spent a fair amount of time interacting with coders who actually play this game, some of whom have actually decompiled it at had a look at its innards, and from what they describe, it's a ♥♥♥♥♥♥♥ mess.
There was a person called Decavoid who actually released a bunch of unofficial patches last year (about 20 of them in all), but who has since retired from that gig. The patches made the game a lot more playable--especially the campaign mode and the weekly challenges, but they're still buggy as all get-out. The most common metaphor I think I've encountered for what the Duskers game code looks like is "spaghetti"m (or some other pasta-related term)....make of that what you will. If you want to talk with some of the players who know the game the best, the place to go is probably the unofficial Discord [okay, tried to share the link, and Steam removed it...do a google search for "Duskers unofficial Discord", follow one of the top links, and you will find your way] and then go about introducing yourself.
That said, if you want to mod, given the current (and probably permanent) state of the game, I think the thing to do is to try and learn the language of the save files. They're all .txt files, and aside from scripting new campaign modes (a lot of that, it turns out, is hard-coded into the game itself), you could do an awful lot just by manipulating those files through a text editor (or building and distributing a tool to facilitate that work). It's not for the faint of heart, because it's all kind of a mess, but if you wanted to delve into it, things of beauty could be constructed as a result, I suspect.
You might want to have a look at the tutorials and docs.