Posts from MMH5.5 - Heroes of Might and Magic 5.5
Heroes 5.5 (RC14 Beta 6) - bug with the elemental dwelling that cannot be converted into its native dwelling. Although the conversion option is offered, the money is deducted, but the conversion does not occur.
Most likely, the total limit of dwellings of the corresponding level for your faction has been exceeded.
You can change the limit manually (requires starting a new game); details can be found at the following link:
There, you can also change the governor's experience gain and the ability to rebuild buildings. You can only change the numerical values within the specified ranges; changing the text will cause errors.
Hello everybody. We were looking for a 64 bit exe, because we are playing with my husband a large card and running exe 32 bit is extremely unstable. We installed this mod because the original game often failed and the AI took a long time to move. Everything works and the game is cool, there is one thing. In this mod it is possible to choose a portal to ANY CITY. AI can choose, but we do not. When choosing a city, all the turn points are simply spent and the hero seems to be transferred, but he stands still. And that's all. How to fix this, tell the knowledgeable. The game was licensed from Buka.
Hello trololo_woman,
If you want to play Tribes of the East without modifications and with 64 bit exe, just use the 4GB patcher on the heroes V exe and you are ready to play! More about it here...
Regarding the teleportation bug in the mod, can you elaborate a bit?
MMH55 has 2 types of map teleports:
- The one that comes with ToE which teleports you to the nearest city
- The advanced teleport that can teleport heroes to a choice of towns which must have Magic Guild level 5 built.
When you use the advanced teleport the game go to first castle and asks if you want to teleport there. If you say OK - hero is teleported; if you say Cancel - the game goes to the next owned castle with Magic Guild level 5 and asks you again. This process continues until player chooses a town to teleport or there are no more towns to iterate.
Hello trololo_woman,
If you want to play Tribes of the East without modifications and with 64 bit exe, just use the 4GB patcher on the heroes V exe and you are ready to play! More about it here...
Regarding the teleportation bug in the mod, can you elaborate a bit?MMH55 has 2 types of map teleports:
- The one that comes with ToE which teleports you to the nearest city
- The advanced teleport that can teleport heroes to a choice of towns which must have Magic Guild level 5 built.
When you use the advanced teleport the game go to first castle and asks if you want to teleport there. If you say OK - hero is teleported; if you say Cancel - the game goes to the next owned castle with Magic Guild level 5 and asks you again. This process continues until player chooses a town to teleport or there are no more towns to iterate.
@dredknight Yes, we are talking about an advanced teleport. AI teleports by choice, the real player supposedly teleports, turn points are lost, but he just stands still. It's the same in a single player game with AMG. The guild is level 5 everywhere.
When advanced teleport is used - hero is moved to the town of choice and all his movement points are substracted for this turn.
@dredknight Yes, we are talking about an advanced teleport. AI teleports by choice, the real player supposedly teleports, turn points are lost, but he just stands still. It's the same in a single player game with AMG. The guild is level 5 everywhere.
This is possible if a hero is in the Castle.
With a normal teleport, the hero is transported to the Castle gate.
With an advanced teleport (with a choice of a city and a mages guild of level 5), the hero is transferred to the Castle itself.
Make sure that another hero is not blocking the indicated positions for each of the teleports.
This is possible if a hero is sitting in the Castle.
With a normal teleport, the hero is transported to the castle gate.
With an advanced teleport (with a choice of a city and a mages guild of level 5), the hero is transferred to the castle itself.
Make sure the other hero is not blocking the indicated positions for each of the teleporters.
Thank you, kind person. We placed governors everywhere, and nothing worked.
A bug that was also present in previous RC13 versions.
When a creature has gone invisible, its stack numbers are visible at the location where they are during movement.
Once it stops, the numbers disappear.
In other words, during gameplay, if an enemy's invisible unit makes a move, you always know exactly where those invisible creatures are located.
A bug that was in previous versions of RC13
When the creature has gone into invisibility, when it moves, the numbers from the stack are visible in the place where they are at the moment of movement.
After stopping, the numbers disappear.
That is, when playing, if the invisible enemy made a move, then you always know where these invisible creatures are.
Unfortunately this is not caused by the mod, this bug is either from original ToE (Utility_64.exe) or it is only present in Quantomas exe version (MMH55_64.exe).
/topic/15361/
(issue with fixing Imbue Ballista on Normal / NCF executable, 7th entry to be changed)
Added 20 hours 24 minutes ago
wtf, creating maps with MMH55_Utility_64 or using MMH55_Editor makes maps which i cant see in folder. and when i trying to copy them from editor open list i have message - can't find rout to this image or it doesn't exist xD im so triggered
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