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Posts from MMH5.5 - Heroes of Might and Magic 5.5

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#730
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Maybe I'm missing something in the lore of Ashan, but if I'm not mistaken, humans are not under the protection of the water dragon and should not replenish the garrison with water elementals.

Added after 14 minutes
If I'm not mistaken, water elementals should not join humans, as they are under the protection of Elrath (the Dragon of Light) and, in part, Ilath (the Dragon of Wind).
#731
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Can't play online with a friend... "MMH5.5 RC10 (Beta 4)"
We used GameRanger and Hamachi.
The problem: After generating a map or choosing any non-standard map during creation, my friend can't connect. It says something like "Failed to load map" right when he tries to join... This problem only occurs when launching the game from the MMH_5.5(and 64).exe files, but when launching from other files, the scripts don't work...
Has anyone else encountered this? Is there a solution?
We can only launch standard maps with easy or medium difficulty enemies from MMH_5.5, but we want to play with incredibly difficult enemies and on generated maps...
#732
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@Grey_Find, here are a few reasons why multiplayer might not be working: - The new map was not distributed to all players. - Map scripts were not activated. - Players did not remove garbage files - the index.bin file and the RMGTemp folder in <game folder>/data. Try following this Map generation guide and keep up with this multiplayer prerequisites. We also have a step-by-step Gameranger setup guide.

Added 1 minute ago
@battleredcat, check this article for an explanation
In reply to dredknight
#733
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@dredknight, I read those instructions, but they are not related to the problem.
To reiterate: We can play standard maps, but not generated ones. This applies to both maps that have already been generated and those that appear after installing the 5.5 mod.
We have no errors with hash calculation. The error message says: "Failed to load the generated map."
Transferring the map and placing it in the "Maps" folder does not help.
Both of us downloaded the game from the Coop-Land website, version 3.1.
https://coop-land.ru/rookovodstva/423-rukovodstvo-zapuska-heroes-of-might-and-magic-v-tribes-of-the-east-po-seti.html
In reply to Grey_Find
#734
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Grey_Find
We can play standard maps, but not the generated ones. This applies to maps that have already been generated and appear after installing the 5.5 mod. We have no errors with hash calculation. The error says: "Failed to load the generated map."
This error appears when map scripts are not activated.
MMH5.5 maps that come with the mod do not have scripts activated. Newly generated maps as well. When you make a map, go to the editor and activate the scripts. In the map generation guide there is a description of how to activate them right after a map is generated. Scroll down the map properties, find the MapScripts value. Click on the Null space -> New -> write down any text -> OK. Save the map and give it to your friend, and you are done.
In reply to dredknight
#735
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@dredknight
Yes, this activation really helped...
Thank you for your help and patience.
In reply to Grey_Find
#736
@dredknight
help pls cant figure out how to turn on 8 skills in LAN
MMH55_64.exe
first screenshot - one pc multiplayer
second one - LAN multiplayer
Attachments 2
2 files attached • Total size: 497.8 KB
#737
Hello Dmeyster,

Did you check this article?

1. Both players should turn 8th skills somewhere in the game lobby before joining/creating the game. You can do that in Multiplayer -> hotseat or singlplayer -> custom game

2. You should do that every time the Heroes V exe file is started and before loading/creating a game with 8th skills. This should be done because the save game does not keep track of the number of allowed skills.

Let me know if you have any questions.
In reply to dredknight
#738
@dredknight
Yea thats worked thanks for help
#739
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Hello everyone, is there any news about future updates for this mod? I've been playing with it for quite some time, but I've noticed that there haven't been any updates recently. Thank you.
#740
@Siro there are some minor fixes in the works but nothing too much that can be dedicated an update.

Certain team members are not currently around so any progress is minimal.
In reply to dredknight
#741
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" />I think I've installed everything, created a map, and populated it with creatures. But in the difficulty selection window, there are no active options for AI intelligence, AI advantage, neutral heroes, and the checkboxes for 8 skills can't be selected (although they are present), tax, and campfires instead of artifacts. Why is this happening? How do I adjust the advanced difficulty settings? Is this configured in the maps, or in the campaign? Where? In the YouTube video, everything is active. https://www.youtube.com/watch?v=4BqaiXkxPvM The mod is valuable precisely because of the neutral heroes, the intelligent AI, the normal difficulty of the game itself, and the large battlefield. I don't see any new creatures (??), and the battlefield size is 10x10 (I found out that this is only the crypt, 14x14; you can't place many large creatures without the Tactics skill). New artifacts have appeared, the icons have been changed, and the menu has been modified... There are slots for skills, but the 7th and 8th skills are not displayed - there are two question marks in the 7th and 8th slots. I guess that's how it's supposed to be? When placing creatures, the number of units in the squad is displayed incorrectly - the number box crawls onto neighboring cells, and everything gets mixed up. Also, the beta ents are incredibly ugly, and the standard map image has been changed for some reason... And the videos don't expand to full screen
#742
This looks like an installation issue. Follow this guide and reinstall the game and mod from scratch.
#743
:smile16: MMH5.5 RC11 released! :smile16:

A long overdue release which adds a lot of fixes, most notably the cursor flickering issue that appears occasionally when playing against AI.

Changelist

-FIXED RARE GAMEBREAKING ISSUE were cursor starts flickering endlessly and/or user interface becomes non-responsive and game cannot continue.
-Changed haven grass textures to be greener and closer to atmosphere of original game.
-Speed up movement of death knights, shadow mistresses when high speed is set in game settings.
-Speed up summoned hive attack animation when high speed is set in game settings.
-Stormcaller maxed ranged penalty set to 30% and 2% per titan, also modified description.
-Minor adjustments to costs of gargoyles, magi, centaurs, daughters, succubi, vampires and griffins
-Fixed guardian angel skill level limit not enforced.
-Fixed sylvan tier 3 not having enough shots without ammo cart.
-Fixed deleb having too much skills.
-Fixed bertrand not having weakness spell.
-Fixed fortress mage guild description.
-Fixed axe of mountain lords description.
-Fixed celestial shield description.
-Fixed Iron Lord/Maiden spec description.
-Fixed teleport assault description.
-Fixed call lightning description.
-added warning to installer game directory cannot be auto-detected.

MMH55 RC11 full release note
MMH55 RC11 download link
#744
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Thank you for the update. I've already installed it. When will the new MMH5.5 Manual be available?

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