First of all, I want to thank everyone who continues to support the development of mods for Heroes 5. Global mods are reaching the level of official patches, fixing many bugs and adding a lot of vibrant features to the game! :)
I thought that the most active discussion was on the official el-mods website, but the forums there are empty. Since the topic is still alive here, I'll add a couple of questions here; I'm sure I'm not the only one asking them. Sorry if something has already been discussed.
Perhaps those who know can advise on how to proceed with each point?
1. After complex manipulations with creating a map, in a scenario, loading this map, a quick battle with neutrals works perfectly, but when you click "manual" - it crashes. I started to suspect my "map creation manipulations," but after many attempts and reloads with different settings, I realized that this crash also occurs on the original maps, and the reason for all this is the "dynamic battlefield size" checkbox, used in conjunction with the EE and MegaAI checkboxes (or with either of them separately).
I even brought the EE mod to standard mode by removing all templates and special maps in the launcher.
So, the question is: is this crash error due to my actions?
2. What happened to EE? With the transition from 2.5.2 in scenarios, EE, even in conjunction with MegaAI, skips turns! There is no turn loading bar! And at the top, it says that player so-and-so is thinking! I thought that he started taking turns faster, but I dismissed this idea when I deliberately skipped my turns from the beginning of the map loading for a month and saw in the tavern that the strongest army belonged to me, not him!
3. A couple of years ago, before EE, I used the MegaAI mod. This mod displayed a window at the beginning of the game on the map with the message "Do you want to prevent the AI from fleeing the battle?" This was very convenient because the AI could lose a very strong army by fleeing, which was very frustrating because it made the game too easy for me. In EE, I don't see these windows. Am I missing something? Can I prevent the AI from fleeing without waiting for "Shackles of Fate" to appear in my inventory?
4. This is almost like question #3. Somewhere in the description or changelog, I saw a phrase that you can finely tune the AI's behavior. I didn't find this in the game settings menu. Am I correct in understanding that this "detailed setting" is done in the form of text messages at the beginning of the game on the map? I don't see any messages. Where should I look?
5. Is this a bug in the built-in map generator or template? You assign specific castles to players, but the result is different. I messed around with something in RTGM, and the map became with the desired castles, but the fact remains - the map was initially generated incorrectly.
I'll note that I took the templates from some foreign website.
6. In this built-in generator, there is a "experience" setting from 1-5. Am I correct in understanding that 1 is a low experience growth rate, and 5 is a high growth rate? I've been playing for years and can't seem to notice any difference.
7. Through trial and error, I found that some functions, like the "experience" setting, are missing in the generator if you run the generator mode with the EE checkbox enabled (or in conjunction with "MegaAI," I don't remember anymore).
Suggestion: it would be good to add information to the launcher's tooltips that "if you want to run the generator mode, uncheck the EE box" so that people don't ask unnecessary questions, like I do.
I read somewhere that EE, like MegaAI, uses patch 3.0 instead of 3.1, which is why there is a difference in the generator's functionality, but I don't know how accurate this is.
Now, with the latest update, it seems that everything has returned to normal.