Working with the H5 code we have is a mixed blessing. Because we didn't have 3.1 proper, I had to implement the entire widescreen functionality and a lot of other features and bug fixes on top of everything else. As many of you are aware, there are still a good deal of the 3.1 fixes missing, upgrades to the scripting and multiplayer functionality broken and so on. I am reluctant to assign these tasks a high priority because it would be nothing more than to fix what had been fixed already (proper access to the 3.1 source would instantly resolve these issues).
And yes, I tried to inject um.dll, in the faint hope that the scripts would work... But they didn't. Yes, the hope was faint :D
Regarding EE, I want to note that EE has a detailed configuration of AI behavior, which cannot be achieved simply by increasing the stacks (those sliders in the game's starting interface).
Also, in EE, the process of handling the AI's turn has been reworked much more significantly than simply changing the bytes allocated for the stacks of whatever. The AI process itself is moved into a separate injected executable (correct me if I'm not describing the technology accurately, but that's approximately what the author said). However, I'm curious what will happen if the stacks are increased; will it give any result at all?
I want to see EE with full support for scripting functions from 3.1 as much as you do, but without Quantomas, or rather, without the source code, it is practically impossible. It's hard to believe in miracles.
By the way, I found this: ARMG for H5.5.
Post edited 01.11.2016, 22:13