Connection ErrorBad RequestThis page went staleSession 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.
This page went stale
Your security token was rejected, usually because the page sat open too long or you signed in elsewhere. Nothing was saved. Reload the page and try again.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
Error Details:
Share Link
MMH5.5 - Heroes of Might and Magic 5.5Auto-translated
Hello. Sorry to bother you, but could you tell me if it's possible to combine this mod with "NCF Chaos Pack"? I only found the "NCF Utility" program, but it only works with the older version of Heroes of Might and Magic 5.5 v10, and it doesn't work with newer versions.
Please help if you have the time. I really enjoy Heroes of Might and Magic 5.5.
I'm playing RC13a. The hero (Gorshak) has learned five out of six possible skills. I visited the Witch Hut, but the hero didn't gain the sixth skill - Defense. When leveling up, I was given the option to choose a new skill, and that's how I noticed that I didn't receive Defense at the Witch Hut. I reloaded the game and visited three Witch Huts to check, but the new skill didn't appear. However, the game registers that the hero visited the building. The existing skill (Attack) was developed in the Witch Hut without any problems. The new skill obtained upon leveling up also appeared without any problems. At the beginning of this game, I took a new skill (the second one) in the Witch Hut, and it appeared. I ran the game as an administrator, but there were no changes.
In a game with 6 skills, it's the 6th slot; in a game with 8 skills, it's the 8th slot.
To the community - we are planning on releasing RC14 Beta 4 version of the skillwheel. If anyone is willing to make an update from the current translation, we will add it to the external application wheel as well.
@Kjfast just letting you know that we are working on it, but we have some technical issues.
Excuse me, I dare to wonder whether you have translated your text into the correct language, as it is hard to understand what is written, and it is definitely not the Russian language. Though you might have written it yourself... Anyway, do you want me to rewrite this text correctly, but with the English original of it, of course?
This is Bulgarian. The author simply wrote in their native language, but everything is clear anyway.)
TranslationJust so you know, we are working on it, but there are some technical difficulties.
Hello everyone. I've been interested in these games for a long time, starting with the first Heroes.
I installed a mod for HOMM5 - 5.5 R13 the other day. Everything is great, but I noticed that some buildings, the so-called All-terrain buildings, work differently.
For example, the Altar of Sacrifice doesn't offer sacrifices, but adds stats, mage huts also just add something, Oracles don't change weeks, etc. Judging by everything, these aren't minor bugs but rather intentional changes, since this is already release 13. And release 14 is coming soon.
Has anyone looked into these issues, and if so, how did you fix them?
It might have already been discussed here, but there are 60 pages...
Yes, the game was played on two different maps in "scenario" mode, i.e., hot seat. Both are available at the following links:
https://www.maps4heroes.com/forum/opinio ... 6&game=5https://www.maps4heroes.com/forum/opinio ... 6&game=5
The starting settings were chosen as for version 5.5. The difficulty was medium (+/-), with an 8-stack skill set, and it seems that's all.
The functionality of the quest buildings on both maps is the same and differs from the original Heroes 5 in both cases. For example, for assembling set artifacts, no exchange for another relic is offered at the Altar of Sacrifice. Moreover, even the building itself looks different, which is why I thought it was designed that way from the beginning.
Another example: the Thieves' Guild. Instead of its previous functionality, it simply adds 1 Knowledge.
Similarly, taverns on the map work: instead of hiring a Hero, they simply add 1 Knowledge.
Another interesting feature was noticed. The size of the AI army grows when it engages in battles. In the settings of 5.5, there is an option to compensate for AI losses in battles, but in many cases, after battles with monsters, their armies do not decrease, but grow.
Thank you for your promptness.