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

4.6 (10 ratings)
#760
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@dredknight, hello. I have the same problem again. My friend and I installed the GOG version of 3.1 TOE, installed the new version of the mod, both ran MMH55_Utility_64.exe, and I created a standard map in a local network. After about 1 week and 1-3 days, the game stops on the second player's or bot's turn, even though they have already made their move. And when one of the players exits the game, the game continues normally.

We played through Hamachi with a direct tunnel. I tried creating an ARMG map with the script enabled. I tried using "Reanimation Patcher" and "MMH55_Mapmixer" on the map. Nothing helps. After 1 week and a few days, the game still doesn't want to continue :(

I did everything carefully and consistently according to the instructions, and didn't miss anything. We both played through a local network against 1-2 AI.
Please check the mod's functionality under these conditions. Please help me solve the problem, I really need your help.
#761
@Akigis,

The only other thing that can cause desync is having garbage files in <game folder>/data.

Go there and delete Index.bin file and RMGTemp folder.
Make sure both players have those files deleted and try again.
In reply to dredknight
#762
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dredknight
@Akigis,

The only other thing that can cause desync is having garbage files in <game folder>/data.

Go there and delete the Index.bin file and the RMGTemp folder.
Make sure both players have those files deleted and try again.

Regards,
Jordan
Thank you very much! We will try it.
Please tell me, is it possible to change the settings for teams in the map editor? When I set up the teams, I get this warning:

How can I make it so that my friend and I are on the same team against an AI team?
#763
@Akigis,

This error message can be neglected. It means that map elements will become static which is ok.

There are 2 ways:
1) At the beginning of the game each of you will be asked if you want all human players to be in one team. If you says YES then in a day or two later you will be sharing vision with the other player and be in alliance.

2) Just do it in the editor.
#764
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Hello everyone. Is there any solution for voice acting in the campaign dialogues (regardless of the language)?
In reply to Trallya
#765
Hello Traylla,

What is the problem exactly? I could not understand.

There are some translations of campaign dialogues here.
#766
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Who can give a good description of the difference between EWA and 5.5? I decided to explore the mods for Heroes and can't choose. Please advise.
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#767
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EWA is a customizable collection of a large number of mods. 5.5 is a single mod that drastically changes and diversifies the game on its own. I don't think it makes sense to compare them.
 

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#768
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Hey guys,

I'm playing (or have been playing) with the latest version of the EWA mod, but there haven't been any updates in a while, and even if there are, they won't be coming very soon. When I was installing EWA, I couldn't help but notice this mod, and now I'm thinking - should I install it and play with it?

To be honest, I'm a new player in Heroes of Might and Magic 5, and I only started playing this game seriously a year ago (and very slowly), so my priority is the Campaign.

Should I install MMH 5.5? Is it actively updated? Is it possible to have an interesting and enjoyable campaign playthrough (without script errors)? Is it possible to transfer campaign saves from EWA to MMH 5.5? Will it be possible to play online in the future? And, finally, a purely subjective question: Fans of MMH 5.5, what makes it better than EWA?

Thank you very much to everyone who answers. Good luck :)
#769
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Hello Arkkard, here are some answers: 1. Should I install MMH 5.5? - I don't know, it depends on your preferences. 2. Is it actively updated? - It's not easy to answer. We don't have a release schedule, nor are we dedicated to any specific goal besides making the game better. Making the game better depends on different findings that anyone makes and that can be implemented while remaining balanced and fun. As soon as we find something, we implement it and make a new release. Another way to answer your question is that the mod is not dead, but releases depend on new findings and are uncertain. 3. Is it possible to have an interesting and enjoyable playthrough of the campaign (without script errors)? - The campaign can be played with the new mod features. Make sure that the "Town conversion" option is disabled before starting a campaign, as it may give a huge advantage to the AI on some maps. 4. Will it be possible to play online in the future? - Yes. Many people play multiplayer even at this moment. Check this guide. 5. And, finally, a purely subjective question: For fans of specifically MMH 5.5, what makes it better than EWA? - EWA and MMH55 are mods with different purposes and cannot be compared. To understand the concept of MMH55, I would suggest installing this external manual, which showcases all the important changes to MMH55. Also, if you're going to try MMH55, I strongly suggest reading the whole FAQ before you start playing.
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#770
Hello dredknight! Thanks for answers, they are really useful, especially FAQ and manual. I'll definitely try MMH 5.5 in the future. I aslo subscribed to your Facebook group. Have you got any else forum except this one?
And, since you're here, I want to wish you good luck with this project. It is really amazing, thanks you for your work!
#771
Arkkard, you are welcome!

We have an official forum thread here.

Thank you for the good words!
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#772
dredknight
Hello Traylla,

What is the problem exactly? I could not understand.

There are some translations of campaign dialogues here.

Hello again :D
I've downloaded MMH 5.5
The problem is with Russian Translated of dialogues we can't hear any voice, and dialog box doesn't change after first phrase. The problem was solved with using Russian text and English voices, but it is not what we would like :D

Also I've got one more question(hope you don't tired of answering them). If I want to play some of users scenario maps or campain, should I do something with maps or just move them into the folder "Maps"?

Thanks for the answering(and I hope you understand my bad English) ;)
#773
@Arkkard,

Campaign dialogues and voices are not supported by us so I cannot say what the problem is.

Custom maps work just as in ToTe with one specific in mind - they shouldnt have any custom scripts.
If they have such they will most likely break the mod.
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#774
@dredknight

Sorry, I don't understand. They SHOULD have custom scripts because if they have them, scripts will likely break the mod?

Maybe you meant "SHOULDN'T"? :D