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

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#1304
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Hello everyone, I'm having an issue with the text translation. I followed all the instructions, downloaded the latest versions of the mod and localization, but some things are still in English, such as descriptions of cities, skills, and biographies. Could this be related to playing in Scenario mode?
In reply to MalgusVi
#1305
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MalgusVi
Hello everyone, I'm having an issue with the text translation. I followed the instructions, downloaded the latest versions of the mod and localization, but some things are still in English, such as descriptions of cities, skills, biographies, and so on. Could this be related to playing in Scenario mode?

RC15 beta 2 has been translated, but the current game version is RC15 beta 5.
Everything that has been changed since beta 2 is displayed in English.
#1306
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Hello everyone, I saw a video about this mod on YouTube, and it showed an option to form an alliance when loading a map. I downloaded the latest version, but that option isn't there. Does it still work?
That video

#1307

This message is now removed. There is a new way to do that.
Create a game and all human players should select "Savage mode" as a starting player bonus.

 

In reply to dredknight
#1308

🕹🕹🕹 RC15 Beta 6 released 🕹🕹🕹
 

Since there has been a significant increase in PvP games and streams, a lot of remaining balance issues
were discovered (mostly war machines). This was too much for a non-beta campaign release, so this is a quick patch, allowing them to be tested for a few weeks, before the campaigns will be released.

Balance changes to War Machines

Overall the purpose of these changes is to make ballista weaker early game while stronger late game
and make the ballista path more equal to tent+ballista. Also to prevent magic heroes abusing ballista
HP with summoning magic. Only heroes with WM skill will get machines with high HP. Tent is more expensive
to better reflect its value, while the cart and ballista got a bit cheaper.
  • Ballista base HP lowered from 500 to 200 and cost decreased to 2500g, ballista perk will increase HP by 4x instead of 2x
  • Ballista amount of shots lowered to 20
  • Ballista dmg lowered to 3-4AK, 3-4AK, 3-5AK, 4-6AK
  • Triple Ballista changed to Quadruple Ballista and shoots 4 times
  • if the hero attacks the ballista using the chain attack exploit it will inflict very little dmg
  • Ammo cart base HP lowered from 400 to 100 and cost decreased to 1200g, catapult perk will increase HP by 4x instead of 2x (to force the player to protect ammo cart better during creeping, unless catapult perk was obtained)
  • Brimstone Rain makes catapult shoot 4 times
  • Tent base HP lowered from 400 to 100 and cost increased to 1500g, tent perk will increase HP by 4x instead of 2x
  • tent healing = 0 + X per level instead of 10 + X per level
  • Quadruple ballista is removed from Avenger class and replaced with Imbue ballista, Imbue ballista is replaced with new perk giving +4 spellpower
  • Gremlin Sabotage threshold reduced from 10x to 1x its own HP

Other Balance changes
  • spirit link is nerfed: formula is changed to sqrt(damage inflicted+6)/12
  • unicorn horn bow has -1 luck penalty

ARMG

  • ARMG template Ladder-L was split in Ladder(A)-L and Ladder(B)-L, (A) is the same as the old one,(B) is a new one
    with rare resource mines in zone 2 and higher tier dwellings in zone1 (instead of lower tier), if overall gameplay is better
    changes could move also to some other templates in later versions.
  • in PvP matches Battle sites have by default +10% growth (as in nightmare mode) and additionally on heroic +5% and on impossible +10%
  • significantly increased strength of hill fort guards on (newly generated) ARMG maps

Bugs

  • Kragh now has the old pounder spec but the extra turn is performed by the AI to prevent the broken exploit,
    no other hero can have this spec since the fix doesn't work if 2 of such heroes would meet each other.
  • Davius starts with eldritch arrow instead of regeneration
  • Shak doesn't start with a wyvern
  • Fixed emilia having hidden special
  • fixed malustar start with 4 skills
  • fixed mephala not starting with light magic
  • fixed nathir having hidden special
  • fixed darkstorm not starting with confusion
  • Fixed sometimes hero starting with additional scroll or wand artifact
  • Fixed Thant not getting luck bonus from specialization
  • fixed code for seer hut levelup bonus
  • prisoner rewards from battle sites adjust by default to player race (can be changed to herorace in settings.pak)
  • fixed forgotten ring artifact being in wrong loot pool
  • ARMG manual: updated guide for mapmixer and mapmixer screenshot
  • ARMG manual: added explanation about generating undergrounds for competitive PvP maps

Hero starting conditions

A lot more heroes got starting spell changes, in some cases to balance them, in other cases to consistently apply the same rules to everyone

  • heretics start mostly with confusion spell
  • knights start mostly with haste spell
  • druids start mostly with eldritch arrow spell
  • Melodia starts with haste instead of deflect arrows
  • Mephala starts with haste
  • conjurers mostly start with fist of wrath
  • Kastore starts with lightning bolt
  • Zoltan starts with magic arrow
  • Kha Beleth starts also with stone spikes
  • gatekeepers mostly start with vulnerability
  • runemages mostly start with eldritch arrow or fire trap
  • flamekeepers mostly start with lightning bolt

Submod compatibility

These changes are not visible in game but serve to improve submod compatibility in the future:
  • Split out hero visual files, so that unique hero models can be added to the game without using any files that are required for balancing and therefore will never require updating after release.
  • Redirected in-town background scene maps to separate locations, so that they can be visually different from adv-map background scene maps.
In reply to dredknight
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#1309
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Is there a translation for the first and second parts? I installed MMH55_RC13.exe, and the Russian language is only available in "Tribes of the East." Is this the case for everyone? I downloaded and installed the following files: MMH55-Dialogs-Subs-RU.zip TotE_Russian.zip MMH55-Texts-RU_RC13a.1.zip MMH55_RC13a.zip MMH55-Texts-RU.zip However, the Russian language did not appear in the original game or the "Hammers of Fate" expansion.
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#1310

I just checked and all works properly. Here is how it should be installed:
 

  • Install RC13a game as per the guide
  • MMH55-Texts-RU.zip - extract contents in <game folder>/data. Remove MMH55-Texts-EN.pak
  • MMH55-Dialogs-Subs-RU.zip - extract contents in <game folder>/UserMODs. Remove MMH55-SPMaps-Dialogs-EN.h5u and MMH55-Cam-Dialogs-EN.h5u
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#1311
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dredknight, thank you for your response. The text appeared, but the voice acting has completely disappeared 🙁. In the comments to the Russian localization, people were already writing about this problem back in March 2019. https://www.moddb.com/mods/might-magic-heroes-55/addons/mmh55-russian-dialogues-subtitles-all As a workaround, in the latest comment, they suggest: Copy the contents from the "Sounds" folder in the MMH55-Cam-Dialogs-RU.h5u archive and replace them in the MMH55-Cam-Maps.h5u archive (bin\sounds folder). I checked, and the method works.

dredknight,
do you have the ability to contact the developer of the MMH55-Dialogs-Subs-RU.zip localization and ask them, if possible, to make corrections?

They probably just didn't pay attention to the comments.

UPD: In the "Hammers of Fate" add-on, in mission 3.1, I approached the artifact shop, but it doesn't open 🙁. There is an error in the console: "Invalid artefact ID 120". In mission 2.5, the artifact shop also doesn't work.

UPD2: If you run the game with MMH55_64.exe instead of H5_Game.exe, the artifact shop works... But the game has a different balance 🙁.
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In reply to gangstervano
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#1312
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gangstervano
.

UPD:
In the "Hammers of Fate" add-on, in mission 3.1, I approached the artifact shop, but it doesn't open 🙁. There's an error in the console: "Invalid artefact ID 120". In mission 2.5, the artifact shop also doesn't work.


I will answer on behalf of the respected representative, as this is a frequent question. You are installing a whole bunch of things in the mod, and to make it work correctly, you need to launch the game through the modified executable. In the files that you put in the data folder, there are scripts that mention various new things, such as new artifacts. The original executable doesn't know anything about new artifacts, etc. If you are not happy with the rebalanced AI, launch the game through MMH55Utility_64.exe. Or, better yet, wait a couple of weeks, and a patch for the campaigns will be released.


Не уходи безропотно во тьму,
Будь яростней пред ночью всех ночей,
Не дай погаснуть свету своему!

Хоть мудрый знает – не осилишь тьму
Во мгле словами не зажжёшь лучей –
Не уходи безропотно во тьму.


                                                                                       
#1313
Regarding executables follow Jewily's answer.
 
 
Regarding sounds you are correct I verified the sound is not working. I passed the issue to the community hopefully somebody will take the task and check how to go around it without having to move sounds.
Regarding moddb comments - it is very hard to track user activity on moddb because no notification is given to the admins. So we have to go in each article, file, tutorial scroll down and check if there is anything new. Best place for giving feedback are discord, here on the forum or latest  mod release files and articles on moddb (that is what we check occasionally).
#1314
Auto-translated
Hello everyone. Thank you for the update. Could you please tell me if there will be a Russian language pack?
#1315
Russification is maintained by community.
It is very likely it will have one for the next release but when it will be done I cannot say as the mod dev team is not involved.
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#1316
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Is it possible to have all the game parameters in the mod for "Hammer of Fate" be the same as in the original addon?

For example, there are some differences:

1. The Shadow Matriarchs have the spell "Cleansing" instead of "Confusion"
2. Ylaya from the HoF 3.1 mission has the basic skill "Basic Destructive Magic" instead of "Basic Attack"
3. There are creatures with modifications that became available only in "Tribes of the East".
4. Some spells that didn't seem to exist in HoF, for example "Blade Barrier"

There are probably other differences as well.

Is there a way to play an equivalent version of HoF, but only with the improved graphics?


Is it possible that all the game parameters in the mod for "Hammer of Fate" are the same as in the original addon?

For example, there are some differences:

1. The"Shadow matriarch" in the spells of "Cleansing" instead of "Confusion"
2. Ylaya from the HoF 3.1 mission, instead of the basic skill "Basic Attack", the basic skill is "Basic Destructive Magic"
3. There are creatures with modifications that have become available only in "Tribes of the East".
4. Some spells that didn't seem to be in HoF, for example, "Blade barrier"

There are probably other differences.

Is there an opportunity to play an equivalent version of HoF, but only with an improved graphics part?
In reply to gangstervano
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#1317
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gangstervano


Is there a way to play a version of HoF that is equivalent, but with improved graphics?
Install a mod to unlock campaigns (there is one somewhere on the forum), install version 3.1 of the game, and the GemRed mod by Xuxo (there is a corresponding thread). The mod is purely visual.


Не уходи безропотно во тьму,
Будь яростней пред ночью всех ночей,
Не дай погаснуть свету своему!

Хоть мудрый знает – не осилишь тьму
Во мгле словами не зажжёшь лучей –
Не уходи безропотно во тьму.


                                                                                       
#1318
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gangstervano,
- it is not possible to have separate versions of creatures. They have the same properties in all game modes.
- Spells can be banned on a per-map basis.
- Campaign-specific custom heroes can be created.

Added after 6 minutes
RU campaign dialogues sounds are now fixed. Download and install, and they should be working!