The idea is very interesting. Especially since it encourages everything I like: mixing Factions, engaging in tactical combat. I actually prefer single-player. I'll see how it goes.
So far, I've noticed that many changes work even without the executable file. And some mods require their own executables, for example, NCF (Yes, today I felt like getting new experiences in Heroes and I installed a bunch of things at once. If it doesn't crash, it will be an engineering miracle. But so far, everything has started up.)
Hence the question: what exactly does the WGE executable file generally control, and what exactly won't work without it?
And also, if I risk replaying some Campaign through the current version of WGE, what is the probability that something will break in it and it will become unplayable?
And yes, do I understand correctly that the latest version of WGE is in the first post?
P.S. I know that the creatures from NCF are unlikely to fit into the balance of the original game, and even less so into the balance of WGE. But, on the other hand, they are still neutral, so their imbalance will simply add randomness to the map. The main problem, it seems, will be that the AI has no idea how to take all these mechanics into account during combat.
In a Campaign, even if nothing breaks, the AI will simply overwhelm you because no one will reduce the number of its units. You will most likely not want to check this after the first garrison.
телами павших устлана земля.
В последний раз с противником сразившись,
сбежал герой о поражении отчаянно трубя.
Победоносной поступью шагая,
над полем брани вырос силуэт.
Склонился Серафим собратьев созывая,
в последний раз над ним сияет Божий свет.
Победой Ангелов сегодня бой окончен,
увы но тем боям конца и края нет.
Когда же миром будет люд доволен?
Ведь "Не Убий" твердит Святой Завет!