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

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In reply to lunaki
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#1624
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lunaki

Good afternoon! I need help! After installing Heroes 5.5, the spellbook looks very distorted, stretched in width: (see attached screenshot)

 

(Clarification: screen resolution: 3440x1440. At the same time, in the regular Heroes 5, version 3.1, the spellbook looks normal on my screen. The problem is specifically with the 5.5 mod. Please tell me if there is a way to fix this?)

This is most likely a bug in the engine; a similar bug occurred in the mod that added 8 skills instead of 6. It seems this issue came with that feature.
Мои мини-моды

Мод RTF

Мои NCF существа
#1625
You are both correct the problem is that the QAI version (MMH55_64.exe) is a bit older then the original ToE release (MMH55_Utility_64.exe) and at that time the wide screen support was not included.
In reply to dredknight
#1626
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dredknight
You are both correct; the problem is that the QAI version (MMH55_64.exe) is a bit older than the original ToE release (MMH55_Utility_64.exe), and at that time, wide-screen support was not included.

Thank you, dredknight! Am I right to understand that there is no way to fix this bug?



Added after 3 hours and 32 minutes

Another question, please: are there hotkeys in Heroes 5.5 for quickly splitting units? For example, for such an operation: 98 skeletons into 97 and 1 skeleton (like Ctrl + left click in Heroes 3 HotA). Or splitting a unit in half with some hotkey + left click?

#1627

Currently no fix for widescreen.

Regarding shortcuts - no such are possible for the moment. :(

#1628
Auto-translated
Hello, after installing Heroes 5.5 version 19d, it is impossible to play with a friend over a local network; the game takes forever to process moves, and the map lags significantly. It's one thing that my friend has a weak computer, but I'm hosting the server, and my computer is quite decent – it has an 11900K paired with an RTX 3090TI.
#1629

Assuming he plays on minimal video requirements, the bottleneck can be his CPU. The game is single core and the mod increase the CPU load due to the LUA scripts running on the background.

Minimum requirements for the mod are mentioned here.

#1630

🕹🕹🕹 RC19e released 🕹🕹🕹

 >>> Download <<<

We have finally released a new patch after long break. This patch will include many technical updates to the executable, such as improved widescreen functionality and windowed mode. Combining fullscreen + borderless video settings will force windowed mode on monitor resolution. This makes app switching seamless while enjoying fullscreen experience. Balance changes based on last tournament will also be included.

WIDESCREEN SUPPORT 
MMH55/MMH55_64, as a fork of an earlier Tribes of The East executable version, did not support widescreen resolution but included faster and better AI. This was a trade off we had to live with until now. Starting with this release resolution handling capabilities across exes are now equalized.

MH55_64/MMH55(QAI) executable
  • fix: wrong offset cursor when using wide screen resolutions
  • fix: software cursor icon is bumped up when moving camera using mouse right-click button
  • fix: spellbook dimmensions on higher resolutions was too zoomed and skewed on wide screen resolutions
  • fix: hero level up box not in the middle of the screen
  • fix: map mouse scroll in left/down directions not working on specific resolutions
  • fix: right click tooltip location was off on wide screen resolutions
  • fix: clicking on minimap would not change camera location on wide screen resolutions
  • fix: minimap drawing area offset to match wide screen resolutions
  • change: map will not scroll anymore when game window is not in focus
  • change: when game is in window mode it will disregard the resolution menu. Instead window can be resized via dragging the border (does not work in borderless mode so should be set before switching).
For both executables
  • change: Combining fullscreen + borderless video settings will force widow mode on monitor resolution. This makes app switching seamless while enjoying fullscreen experience.
  • change: always active is now always considered ON and its toggle is removed from the UI options pane.
OTHER FIXES
  • Avenger Hut Sylvan town structure wrongly provided NCF creatures for picking (presented by Arcane Eagle icon) without passing the Avenger kill threshold
  • Spirit Link hero ability gave negative mana on very high damage calculations
  • Crash when loading combat replay with creature ATB option enabled for Utility and Utility_64 exes
  • crashes in long games due to memory overflow
  • (QAI) Fear and Bear Roar logic now works as in ToE. Affected units with (see balance changes below):
    • nowhere to run will not retaliate but will still lose ATB and Rage
    • Hold Ground ability will not run but will still lose ATB and Rage
  • Vampirism spell did not remove existing Venom/Poision even though it made target Undead which are immune to these effects.
  • (QAI) Wheeling Attack ability was activated when creature was forcefully moved (fear, roar, etc..)
BALANCE CHANGES

Shatters
  • Shatter skills are reversed, meaning for the basic level they decrease the effectiveness of high level spells (4-5), while they progress to also decrease the effectiveness of lower level spells.

19e01

Necropolis and Necromancy

Necropolis can now build tier 6 and 7 a lot easier and the shrine of the netherworld a lot harder:
  • shrine of the netherworld requires town level 15 and the tier 6 building instead of the other way around
  • greatly increased cost of shrine of the netherworld and subtracted all those costs from tier 6 and 7 buildings
Necromancy comes 'online' slower:
  • necromancy raises 5-10-15% instead of 10-15-20% per mastery
  • lord of the undead perk boosts necromancy by 5%
  • necromancy amplifier boosts necromancy by 2% instead of 5%
  • necromancy amplifier boosts mana regeneration by 4 instead of 2.
  • zombies -2HP, rot zombie -3HP
  • all liches: -1 max dmg
  • cloak of death's embrace: added -2 Defense penalty
  • buffed spirit link to (sqrt(damage inflicted+5))/10
  • Deirdre and Svea swap specializations
19e01

Academy and Summoning
  • heroes with the summon fire mines specialization are nerfed with a slower ATB reset
  • Deleb and Minasli start with a -1 Attack penalty
  • hypnotize will be nerfed significantly when cast with low spellpower, reduced base initiative of hypnotized creature from 0.8 to 0.4 on expert level and made it scale double as strongly with spellpower, reduced duration of hypnotize by -0.1 at expert level.
  • summon hive loses more HP when shattered
  • summon elementals summons 20% less elementals
  • water elementals +2 max dmg
  • earth elementals -2 max dmg
  • all djinns + 5HP
  • all magi -2 Attack, -2 Defense
  • amount of djinns gained from magistrate perk is increased to hero level*0.33 instead of *0.2
Sylvan
  • Sharpshooters: +1 HP
  • Warding arrows reduces ATB by -0.1 instead of -0.2
  • Emerald dragons: -2 Defense
  • unicorn hornbow no longer has luck penalty
  • unicorn hornbow reduces ranged penalty by 50% instead of removing it completely, also gives +1 damage bonus to sharpshooters
Dwarfs
  • all dwarven defenders: +1 max or min dmg, -3HP (unupgraded -2 HP)
  • harpooner: +1 Attack
  • rune keeper: +2 Attack
  • bear roar and fear abilities now delay target ATB by 0.3 instead of 1
  • rune of charge increases speed by 3 instead of 100%
  • rune of elemental immunity changed to 'rune of magic protection' and gives 25% magic proof
  • rune of berzerk gives 'no enemy retaliation' ability instead of double attack
  • rune of dragonform gives flat +10 Attack and defense instead of % bonus, to be better balanced across tier
19e01

Stronghold
  • chieftains have 5% lower odds to gain defense and 5% higher odds to gain Knowledge on levelups
  • centaur nomads: +1 max dmg, -2 attack
  • executioners: +2 defense, -1 min dmg, -2 max dmg
  • frightful aura reduces morale by -2 instead of -3
  • horde's anger warcry is lowered to tier 2
  • fear my cringe warcry is lifted to tier 3 and now costs 32 mana
Haven
  • Inquisitor: -1 Attack, -1 Defense
  • Zealot: -2 Attack
Dungeon
  • blood sisters have 50% instead of 25% magic proof
  • all riders: +1 Attack, +1 Defense
  • unupgraded hydra: -1 Attack, added regeneration ability, removed 'no enemy retaliation'
  • foul hydra: -5HP +1 speed
ARMG
  • changed LoopAlt to 'loop' a bit faster
  • fixed hero getting movement points refunded with snatch at dimension door
  • gold piles on the map now provide twice as much gold
  • unguarded resource piles chance of being a common resource(wood & ore) increased from 22% to 36%.
OTHER CHANGES

Text
  • improved logging for Fear and Bear Roar abilities
  •  Poison spell effect now shows the damage dealt per turn.
  • fixed desc of mass spells saying they are cast with 33% less effectiveness, while the actual number is 25%
  • fixed desc of mass spells saying 'enemy' when it can also be 'friend'
  • desc of curse of the netherworld clarifies it inflicts damage to elementals
  • fixed arcane ritual desc giving wrong values
  • added to frenzy desc that spell cannot be cleansed.
  • fixed creaturepedia not showing paladins having mana
  • fixed pronoun mess in spymaster and swift mind desc
Modding
  • fixed inconsistencies in NCF files (no ingame effect)
Installer now auto-detects game folder
In reply to dredknight
#1631
Auto-translated
I just downloaded and installed the mod today and am still getting familiar with it. I immediately noticed an error in the skill description:
clickHero Ingvar, skill "Runic Renewal". In the game, it works as described in the skill wheel (gives a rune, resources are returned after the battle), but when viewing the hero himself, the description no longer matches: the name itself is "Scream of Terror," and the description says that the Banshee's Scream also reduces the enemy's morale by -6 and applies Grief. Maybe someone has already written about this, or maybe incorrect descriptions in the mod are a common occurrence; I don't know – I've only just started playing with the mod.
And a question:
clickWhich of the generators (for very large and huge maps) is closest to the standard in terms of the areas/mines it creates? Let me explain – I like (or I'm just used to) the fact that at the beginning, you calmly clear your area, capture mines/dwellings, gain levels/artifacts, and only then do you go to explore the rest of the map. (Personally, I just don't see the point in going somewhere without troops and leveling up the main hero, wasting movement points if there are still places to explore near the castle). But in the generator in the mod (on the map itself), everything seems scarce – there are practically no mines, and there are huge areas without any visible mine/dwelling buildings. By simply trying out the generators in the list, I found the most suitable one, "8P Standard," but maybe there are others? (Starting with 2 mines might be interesting, but it takes a long time, and I don't have much free time, but I still want to try different factions and heroes).
In reply to Grabber
#1632

Ингвар issue - Do you play with Russian or English language pack? On my side all is good. Can you show me a screenshot?

 

ARMG - In game folder there is a file called ARMG Manual V2.7.pdf . It describes every single template very thoroughly so you may want to check it.
If you want to take your time I will suggest templates like Epic and Jebus. Make sure Resource is high so you have plenty of free piles around.

In reply to dredknight
#1633
dredknight

Do you play with Russian or English language pack? On my side all is good. Can you show me a screenshot?

Russian language pack (MMH5.5: Russian Translation (RC19d) v2).
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In reply to dredknight
#1634
Auto-translated
dredknight

Does it happen on a specific map or on any map you try? When does it happen? after turn 1 or later?


Playing with 8 players; set up teams of 2x2x2x2; in the first team, it's me and a friend, the rest are bots. On the very first turn, after we finished and passed the turn to the bots, they started moving very slowly, and the last one got stuck in the middle of his turn. My friend couldn't stand it and left after waiting for 20 minutes.
#1635
Kristran_21 I suppose you are not using the correct executable. For LAN multiplayer with AIs, all human players should launch the game from MMH55_Utility_64.exe. That is because the new AI does not work in LAN.
#1636
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Guys! Please try to express your thoughts, questions, and suggestions to the mod author clearly. The mod author is not a Russian speaker. He sometimes finds it difficult to understand sentences that are poorly constructed. He uses a translator for feedback.

If he doesn't understand the essence of your question or suggestion, he will provide a poor response or be unable to help due to the misunderstanding.

 

dredknight, please tell me what the correct sequence is for launching your mod. I'm asking you this because a new file, H5_AIProcess_31j.exe, has appeared in the bin folder.

If I'm not mistaken, this file was not present before when I played (2022). I have the following shortcuts on my desktop: MMH5.5 (64bit), MMH5.5 Editor (64bit), MMH55_Utility_64.exe, MMH55_Mapmixer.exe, MMH55 Manual.

Now, should I also place this file, H5_AIProcess_31j.exe, on my desktop and launch it?

Thank you very much for your help!

Я есть сама Неотвратимость! 
In reply to Mustaaurinko
#1637
Auto-translated
H5_AIProcess_31j.exe is an improved AI launch program for the game, and it has been around since the mod was created. You don't need to launch it; it runs in the background when you start the game.
  • To play a single-player game, Hotseat, or LAN multiplayer (without AI) - use MMH55_64.exe.
  • To play LAN multiplayer with AI - players must use MMH55_Utility_64.exe; this executable uses the original ToE AI, as the new one does not support LAN games.
  • To create a random map - use M55_Editor_64.exe or M55_Utility_64.exe.
#1638

On the hardest level, the AI lacks removed days that could destroy the hero's creatures in the town.

That's my take on the game's difficulty.

Я есть сама Неотвратимость!