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ACE Compat removes redundant-but-working ACE modules #465

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klausman opened this issue Sep 1, 2020 · 2 comments
Closed

ACE Compat removes redundant-but-working ACE modules #465

klausman opened this issue Sep 1, 2020 · 2 comments
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@klausman
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klausman commented Sep 1, 2020

Is your feature request related to a problem?
Using the ACE compat module removes a bunch of ACE modules, including e.g. "ACE Full Heal" which works just fine with ACE+ZEN (but compat unloaded). What was the rationale for removing it? Redundancy probably wasn't it, since even with the latest Vic attributes giving access to Pylons, the ACE Configure Pylons module is still there.

Solution you'd like:
Keep ACE modules that aren't broken, or provide a similar module, functionality-wise.

Alternatives you've considered:
Up until now I just didn't load the ACE Compat module, just dealing with the broken bits (like Unit takeover), but eventually something will break without a proper workaround.

@mharis001
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mharis001 commented Sep 1, 2020

Hiding duplicate modules is the reason and there is a setting to control that. The ACE Full Heal module is hidden because a Heal module exists in ZEN as well as a context menu action to heal units. What do you mean by "broken bits"?

@klausman
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klausman commented Sep 1, 2020

Hiding duplicate modules is the reason and there is a setting to control that. The ACE Full Heal module is hidden because a Heal module exists in ZEN as well as a context menu action to heal units.

I was woefully unaware of the CBA option.

What do you mean by "broken bits"?

I noticed some modules, when dropped, would just do nothing (not sure if vanilla or addon modules). I chalked it up to me having consciously not loaded the ACE compat. Will report details if it happens again.

@klausman klausman closed this as completed Sep 1, 2020
@CreepPork CreepPork added the invalid This doesn't seem right label Sep 1, 2020
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