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

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In reply to Rober Brike
#1199
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Rober Brike
I did as you said, but nothing changed. I reinstalled it. Still nothing. What should I do? Can I manually edit the map in the editor, make a copy, and then rename it to set up the factions? Is that possible?

Added 2 minutes later
I looked at the article you suggested. Thank you. But I can't even rebuild a single town. I unpacked the file and saw that everything is activated there; there's nothing to change. I reinstalled the game along with the mod (downloaded it from the link on this site). Nothing changed. Can you suggest anything else?


I think the problem is with the map. It's better to create a random map according to the instructions. Or use the editor. And be sure to activate the scripts.
In reply to dredknight
#1200
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dredknight

Try this.

1. Install ToE 3.1
2. Install MMH55
3. Unzip MMH55-Settings_20.zip and place the content in DATA folder
4. Create a random map and activate scripts
5. Create a new game on the map and try to convert.

Thanks. Thanks to step 4, I manually configured the alliance using MapMixer. It works. Now if only I could rebuild cities, or at least 1 city.
In reply to Rober Brike
#1201
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Rober Brike
Thank you. Thanks to point 4, I manually configured the alliance using MapMixer. It works. Now, if only I could rebuild cities or at least 1 city.

The number of cities and dwellings that can be rebuilt directly depends on the total number of buildings of your faction on the map.
For example, if you are playing as Humans or another faction, and it is allowed to have 3 cities, and there are 3 or more cities of your faction on the map (including neutral ones), then you will not be able to rebuild additional cities. The same applies to each of the dwellings. There are separate limits for each city and each level of dwelling.
Information on where to view or change the limits can be found in the instruction.
In reply to cohopx
#1202
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cohopx

The number of towns and dwellings that can be rebuilt directly depends on the total number of buildings of your faction on the map.
For example, if you are playing as Humans or another faction, and you are allowed to have 3 towns, but there are 3 or more towns of your faction on the map (including neutral ones), then you will not be able to rebuild additional towns. The same applies to each of the dwellings. There are separate limits for each town and each level of dwelling.
Information on where to view or change the limits can be found in the instruction.
Thank you.

Added 2 minutes later
Another question, in which file are the data for alternative archers (red ones) stored? I want to restore their ability to shoot without a penalty, instead of having the "accurate shot" ability. Please tell me the name of the file.
In reply to Rober Brike
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#1203
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Rober Brike

Another question, in which file is the data for alternative crossbowmen (red ones) stored? I want to restore their ability to shoot without a penalty, instead of having a precise shot. Please tell me the file name.
\GameMechanics\Creature\Creatures\Haven\Renegates\Longbowman.xdb
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In reply to fktifzobr
#1204
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fktifzobr@mail.ru
\GameMechanics\Creature\Creatures\Haven\Renegates\ Longbowman.xdb
Could you provide the file name? Is it data.pak? Or MMH55-Data.pak? (It doesn't contain "Creatures," but rather a "Creatures Visual" folder, which is different. Could you please tell me how "shooting without penalty" is written in English, as an ability for a unit?
#1205
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You can find the original abilities at the specified path in the Data.pak file.
New units are defined at the specified path in the MMH55-Index.pak file.
To avoid any conflicts, copy the Longbowman.xdb file, modify the desired properties, and place it in a folder with the same name as specified in the path \GameMechanics\Creature\Creatures\Haven\Renegades\
Then, archive the GameMechanics folder into a Zip archive. Rename the extension from .zip to .pak and place it in the Data folder.
The game reads all files, but only uses the one with the latest modification date.
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#1206
ABILITY_NO_RANGE_PENALTY, вроде так.
С уважением, }{0TT@6bI4
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In reply to cohopx
#1207
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cohopx
You can find the original abilities by following the specified path in the Data.pak file.
New units are defined in the MMH55-Index.pak file at the specified path.
To avoid any issues, copy the Longbowman.xdb file, modify the desired properties, and place it in a folder with the same name as the one specified in the path \GameMechanics\Creature\Creatures\Haven\Renegates\
Then, archive the GameMechanics folder into a Zip archive. Rename the extension from .zip to .pak and place it in the Data folder.
The game reads all files, but only uses the one with the latest modification date.
Thank you very much.

Added 1 minute ago
}{0TT@6bI4
ABILITY_NO_RANGE_PENALTY, I think it's like that.
Thank you.
#1208
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Hello, I can't seem to play with 8 skills. The checkbox is checked, but the in-game menu only has 6 slots. I'm playing with RC13a installed on a clean GOG version of the game. I've tried reinstalling the game and launching different maps. I'm playing with MMH5.5 (64bit).
In reply to retr
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#1209
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retr
Hello, I can't play with 8 skills. The checkbox is checked, but the game menu has only 6 slots. I'm playing RC13a installed on a clean GOG version of the game. I've tried reinstalling the game and launching different maps. I'm playing with MMH5.5 (64bit).
The ability menu always has 6 slots; when leveling up to 7 and 8 skills, a button with an arrow should appear, which will allow you to scroll through the skills.
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#1210
Hello retr,

In RC13a have the following considerations about the 8 skills option:
- not available in campaigns even if you switch it on.
- will not work with MMH55_Utility exe
- available with MMH55.exe and MMH55_64.exe and must be reenabled every time you launch the exe and load the map that you have started with 8 skills.

I hope that helps!
#1211
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Good evening, everyone!

Gentlemen, could you please tell me if it is at all possible to add new NCF creatures and new heroes along with this mod? :)

If someone has done this, could you briefly describe how: where did you get the files and how did you install them?

Thank you very much :)

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#1212
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NCF creatures – definitely, yes, but NHF heroes have scripts for working with specializations, and combining the scripts of both mods is a difficult task!
С уважением, }{0TT@6bI4
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In reply to }{0TT@6bI4
#1213
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}{0TT@6bI4
NCF creatures – definitely, but NHF heroes have scripts for working with specializations, and combining the scripts of both mods is a difficult task!

 

Good evening!

 

Thank you for the encouraging words regarding the port.

Now, I just need to figure out how to do it, and regarding the transfer of heroes – they aren't even needed, since this mod has its own, more balanced ones, or something like that?