Connection ErrorBad RequestSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
I found a kind of typo; I don't know if it was like that in the English version of the game, or if it's just the Russian translation. In the dwarves' warehouses, the description says +1 crystal. However, along with the crystals, they also give +1 wood, which can be seen in the detailed income description.
Can you provide the exact text? Or better yet, a screenshot.
Added 10 minutes later OFFOSORG, Here is the mod text and the translation into Russian. It seems to be this.
dredknight
8 years ago
@OFFOSORG,
From your post I understand that Fortress resource silo gives both 1 crystal and 1 wood? If this is what you are saying is it possible that this wood to come from town specialization?
OFFOSORG
8 years ago
Auto-translated
Oops, sorry for bothering you. I checked the town's specialization, and it says "The resource depot provides an additional +1 wood each day"... so everything is great! I just can't seem to tear myself away from Heroes 5.5; it's simply a masterpiece! Whoever conceived this project is a genius.
uraabk
8 years ago
Auto-translated
We have released an update for the Russian localization – download.
If you find an error, you can leave a comment here.
@dredknight sent the translation for the skill wheel in a private message.
Added 23 hours and 53 minutes ago uraabk
We have released an update for the Russian localization – download.
We have fixed some spelling errors. The new version is available at the same link.
OFFOSORG
8 years ago
Auto-translated
I had a funny, yet sad, situation. I created a map based on a template for two players. I set the AI difficulty to "Hero" and started the game. As a result, I explored almost the entire map, while the opponent continues to stay in their starting zone. Does it realize that it's extremely weak against me and that's why it doesn't leave?) I saw it venture out of its zone a couple of times, but it always returned. I'm attaching the save file and the map, just in case you can offer any suggestions. Thank you! PS: I expected to be completely crushed, but it turned out to be rather disappointing.
When starting the map, set the AI player bonus to "Aggressive". This way he will try to initiate a fight with you.
OFFOSORG
8 years ago
It's funny, because I installed the "Aggression". Perhaps something went wrong it is on this map. Because, this is the first such case. However, this is the first game on the level of AI reasonableness "Hero"
UPD: I created a new map with the same parameters. AI is extremely cruel) .. He came to me at week 3, but for mystical reasons I was able to win in that battle, having lost almost the entire army. I did not think that he would soon want to fight.. well, given that this is the first game against the AI Hero, and I won .. then I'm probably playing pretty well
PS: could you tell me the AI settings so that it does not run so intensively to me, but that in the starting zone it does not sit .. I need to collect artefacts and leveling, and then the first and last battle, deciding so to say.. AI-Hero (agression) has too many creatures, I killed his main hero with the army on week 3, but within a week I had to escape to the city, because the army he had was more of mine .. is that how it is?) Thanks!
OFFOSORG
8 years ago
Auto-translated
Hello everyone! I liked almost everything in version 5.5! Even the templates, which I spent a long time figuring out to understand what parameters and values were needed.
I especially liked the Epic template for two players.
However, after playing several maps of size Mu (medium with a Dungeon), I was once again convinced that the Dungeon should be abandoned; the underground landscape objects keep getting in the way of the camera. Currently, there are no other map sizes with this template. Also, I didn't like the fact that the landscape of the middle zone is generated randomly, which means it can turn out to be native to one of the sides, which is quite unfair. And thirdly, there are too few options for opposing factions.
Therefore, I created my own template based on the one described above. I took the next larger map size, namely XL (L is smaller than Mu). To maintain the "balance" of the zone sizes and solve the problem with the central zone's landscape, it was necessary to add another treasure zone. Full-size image * - there is no city in the zone, but the landscape type is chosen to be native to the race.
It is impossible to create a single template with this structure and idea for all races. The template and generator system does not allow this, so I had to create copies of the template, differing only in landscapes (playing races).
I am attaching a .zip archive, in which you will find a .pak file. This file must be placed in the data folder. If you don't understand anything from what I wrote here, then please read the ARMG Manual.pdf file, which is located in the TotE folder. I hope that this will be useful to someone. Good luck!)
I am attaching a .zip archive, which contains a .pak file. This file needs to be placed in the data folder. If you don't understand what I wrote here, please read the ARMG Manual.pdf file, which is located in the TotE folder. I hope this will be useful to someone. Good luck!)
Will the template work not only on version 5.5, but also on the original game?
Will this template work not only on version 5.5, but also on the original game?
Good! It will work, but to be honest, I doubt the parameter values are adequate for a regular generator. I spent a long time tweaking these parameters, and there are only a few of them (the parameters are copied from the "standard" template described above), if you can call it that (if anyone "understands" templates, the "density" of the various structures is quite low). However, this seems to be enough for ARMG... I wish I could take this ARMG and all those new generation objects and put them in a separate mod... I really want to see it in EWA :)
dredknight, hi!) Today, something strange happened. At first, everything was fine, but then the mouse pointer started constantly changing from the standby mode (hourglass) to the usual (horse). I tried to load a save from before the problem. And the problem wasn't there, but when I finish the game day, the game "breaks" again. Something is probably breaking down in the AI system. I don't know what to do with this problem; I can't solve it myself, so I'm writing to you. Thank you! Various saves for tests
What are dragon blood crystals and where can I find them? (I need them so that the guild of mages can summon creatures).
If you take a good look at the skill tree, you will see that some skills grant a certain amount of dragon blood. There are also heroes whose specialization gives them a certain amount of this blood from the beginning of the game, so they can summon creatures.
Hello everyone! Please excuse my absence; I was away for some time.
OFFOSORG
I also didn't like the fact that the landscape of the middle zone is generated randomly, which means that it can be native to one of the parties, which is very unfair.
Because it is randomly generated, and there are so many factions, it is impossible to avoid.
OFFOSORG
And third, too few variants of opposing races.
What do you mean? You can create a map and play with any race you want. Make sure you click on the "Random towns" box in the map generation properties. This option will allow you to choose your race in the game lobby.
OFFOSORG
Today, a strange thing happened. At first, everything was fine, but then the mouse pointer began to change constantly from the standby mode (hourglass) to the usual (horse). I was trying to save before the problem. And the problem was not there, but when I finished the game. Probably something is breaking down in the AI system. I do not know where to go with this problem; I cannot solve it. Various saves for tests
This is a known issue with the AI. It is known by the name "the flickering issue." It is caused by the AI, and once it appears, it cannot be removed unless you quit the game and reload an older save file.
If you save after its occurrence, it will be included in the save file. Sometimes, it gets fixed by launching the game through the Utility_64.exe file for a few turns.
This is our greatest issue, and there have been many speculations about its root cause.
What we think is closest is a flaw in Quantomas AI that puts the AI thread in a loop.
The latest suggestion is that it occurs while the AI visits an ocean building.
A community member posted a possible fix. It is still not tested enough, so if you are playing games, we will be most grateful if you use it. Download it from here and put it in the data folder and start a new game because changes do not affect already started maps or saved games.
sergeyh2
what are dragon blood crystals, and where can I find them? (needed so that the guild of mages summons creatures)
OFFOSORG is correct. There are some artifacts that also boost the number of Dragon crystals. You can see how many dragon crystals a hero has by visiting
You can find more about the feature at the bottom of this article.
OFFOSORG
8 years ago
dredknight, Hi!) Glad to see you again!dredknight
Because it is random generated and there are so many factions it is impossible to be done.
I understand, but if you set specification races, it would be possible and set a specific type of the neutral zone landscape. This is not critical, the template is still wonderful, I just changed it to my vision. dredknight
What do you mean? you can create a map and play with any race you want. Make sure you click on "Random towns" box on the map generation properties. This option will allow you to choose your race in the game lobby.
This "mechanism" works, but it allows you to configure only the start zone. If cities mean more than 1 for the player, then the city itself and the landscape of this zone will be given randomly, and this is not fair, I think so. If you want justice, then you need to manually install the "races" of all necessary zones. dredknight
This is a known issue with the AI. It is known by the name "the flickering issue". It is caused by the AI and once it appears it cannot be removed unless you quit the game and reload older save file.
In the attached files there is a save before the problem occurs, and there is a save after it occurs. Re-entry into the game did not help me, and passing the turn too. dredknight
The latest suggestion is that it occurs while the AI visits an ocean building.
Strongly in this I doubt, I never make a map with the seas, only land. dredknight
A community member posted a possible fix. It is still not tested enough so if you are playing games we will be most grateful if you use it.
Thank you very much for the coordination! All the same I do not know the free navigation on the English-language forum .. I do not know how you manage it .. I definitely try what the friend says .. but there is one small problem .. how do I know if it worked?). I only had a bug for several dozen different maps.
UPD: Seer's hut? But there are a lot of them even in the starting area .. it is doubtful .. but I'll try, it will help .. I wonder if I load a save 1 day before the start of the problem .. purely theoretically, if the lua script repair works, then the problem should not start .. or am I mistaken?) UPD2: I tested fix on the old save "before the problem" .. the problem still appears The author wrote: "Maybe it will fix it for the new games, time will tell. ", so I'll play with this "possible fix", maybe I really will never see this bug again ..
PS: At the moment I'm playing solo through MMH55.exe file (I only have 4GB of RAM, I do not need x64). Why without NCF? Because I expect to correct the NOIADE balancing program, after which I will start to process creatures from Chaos Pack.
The zip file includes about 120 files: - Application text - Text of additional MMH5.5 features that cannot be extracted automatically, so I push them manually. - Additional text that does not exist
When translating the file contents, keep the following in mind. - Do not translate text in < > brackets. For example, is used by the code to insert a value in its place, etc.. - Keep the formatting as it is. Some files have all the text on one line. Others have one line on row 1 and more on row 2. Please translate accordingly.
Vivaldi font now displays Cyrillic languages correctly.