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

4.6 (10 ratings)
#895
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@AlexAnt, @Tantalass, @dredknight I apologize for the late response; I should have subscribed to this thread :smile26:.
I've updated the translation, correcting the translation of the "Readiness" skill and the "Iron Maiden"/"Iron Lord" specializations.
Link to the translation
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#896
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Hey everyone, I downloaded this mod and started playing with a friend in local multiplayer, and we ran into a problem. We set simultaneous turns in the settings, and logically, if players' interests overlap, it should switch to alternating turns, but it didn't work. Instead, my friend simultaneously captures a town while I'm running around nearby. How can we fix this?
Dzhoman Demon
#897
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@Jack Jock, in MMH5, the simultaneous turns function never ends under any circumstances. There are 2 things you can do: - agree on some understanding of what to do when you are approaching - use the Deflaktor tool to remove the patch.
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#898
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I can’t figure out how to use it.
Dzhoman Demon
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#899
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Is it possible to restore the normal map function using Lua scripts? In the XDB files, the material is labeled as "bump."
#900
@dzhek.dzhok@mail.ru Deflaktor's page explains how to use it. Select exe, select patch and apply or remove it.

@footman can you be more specific about what functionality you want to remove from the mod?
In reply to dredknight
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#901
dredknight
@footman can you be more specific about what functionality you want to remove from the mod?
Not remove... fix function bump in material xdb files, if i used this function model will turn purple, it this function broken... possible fix this function lua scripts?
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#902
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cannot
Нет войне.
#904
Make sure to do the command line operations. So you have disabled it and you are still dropped from the game?

Try disabling Antivirus program, sometimes it may cause an issue.
#905
Dear community,

MMH55 RC13a has been released!
This iteration focus primary on balance and bugfixes.

Download: https://www.moddb.com/mods/might-magic-heroes-55/downloads/mmh55-patch-rc13a
To install overwrite the .pak files in the TOE\data folder with the ones in the archive.

- firewall, changed duration to 1+(0.1SP), instead of 2+(0.1SP), increased cost to 30
- phantom forces cost decreased to 24
- summon phoenix cost increased to 50
- summon hive cost increased to 20
- earthquake cost increased to 10
- curse of the netherworld and word of light dmg multipliers decreased to 10-12-14-16
- chain lightning dmg multipliers decreased to 20-24-30-36

- stalkers -1 initiative +1maxdmg
- scouts +1min and max dmg
- assassins +1 min and max dmg
- dung tier1,2,3 all lowered cost by 10
- Upgraded centaurs +1HP, unupgraded +2HP
- Warriors +1Speed, +2HP
- Maulers +1Speed -1Initiative +2HP,
- Warmongers +1Speed
- Changed rage level 1 for tier 3 orcs to give less HP and Initiative instead of speed, the speed and HP are available without rage
- bloodrage drop for waiting is same as defending (was higher)
- Gorshak increases centaur initiative by +0.25% per hero level
- rune patriarch mana increased to 37

- added effect to eternal servitude for living hero's, they will resurrect more than 50% of tier2 after every battle at zero mana cost
- extra skeleton growth was moved to lord of undead perk
- lowered necromancy cost divisor from 15 to 12 (increases dark energy cost)
- lowered power ratings of necro t6,7 by 10% (decreases dark energy cost)
- fixed necro upgrades having different dark energy costs
- increased max bonus of off/def formations from 6 to 10
- fixed faiz having 2 specials
- fixed alaron having extra skill

- improved gremlin repair ability text
- improved incorporeal text
- improved casters luck text
- fixed mass spell perk desc
- shortened and clarified desc of resurrection artifacts

Enjoy!
#906
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Updated the translation for version RC13a.
link
#908
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Hello, I finally managed to play against the AI without any errors. Here's what I can say, is it a bug or not:
1) I couldn't rebuild AI cities (Warlocks) after capturing them (although I could rebuild a Demon city into an Undead city without any problems).
2) Playing as Necropolis and capturing enemy cities (Warlocks), the artifact shop was unavailable (I know it's 1 per faction, but I didn't have it initially).
3) Is it possible to make new artifacts appear at the beginning of the list, or have an auto-filter?
4) I haven't checked all the magic, but this was surprising: http://prntscr.com/qxbgcx
Overall, the mod is interesting, thank you.
#909
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@Tantalass, regarding point 4, the damage should decrease:), the error was in the original Russian localization.
Updated the translation, same link (also corrected the description of the artifact "Ring of Sar-Issa," it reduces Knowledge, not Spell Power).