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Posts from Heroes 5 Armageddon’s Blade

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With the Dwarves, you can’t capture a Shielded Castle and hire units. Is this a bug? v25.02.2025. I downloaded it on April 9th, and it was the same before. Also, on some scenarios, the game crashes after 30-40 minutes, even when loading other saves.
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masgak
With the Dwarves, you can't capture a Shield building and hire units. Is this a bug? v25.02.2025. I downloaded it on April 9th, and it was the same before. Plus, on some scenarios, the game crashes after 30-40 minutes, even when loading other saves.

Yes, there's an issue with the Dwarves. Because their buildings are now 3x3 cells (and used to be 3x2), the game doesn't always place or rotate the building correctly. As a result, the active cell for interaction is on the side where you can't access it. I haven't figured out how to make the map generator account for the fact that the building occupies more cells.

And what are the sizes of the scenarios on which the game crashes? The game has 2 GB of memory; the more objects involved in the game, the more space it takes up, and when it reaches the limit, the game crashes.
I think I'll conduct an experiment in the next patch and try the method that Zobr suggested, increasing the memory from 2 GB to 4 GB. I'm worried that it will break the multiplayer.
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Scholss map, 4 players, large size. Cove of Destiny map, 5 players, large size. Uploaded to two save slots before the game started. On the Cove of Destiny map, the Shielded Town works as intended; I've taken two buildings so far.
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masgak
The Schloss map is for 4 players and is large in size. The Bay of Destiny map is for 5 players and is large in size. I uploaded it to two save files before starting the game. On the Bay of Destiny map, the shield dwellings are working as intended; I've taken two buildings so far.
This bug with the shield dwellings and blade dwellings won't always occur.
If the map already exists, you can go into the map editor and simply rotate the object or place it again in the position it needs to be in.

Did I understand correctly that after reloading, the "large" map continued to work normally?
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Waterfall_13

Well, this bug with the Castle and Stronghold won't always occur.
If the map already exists, you can go into the map editor and simply rotate the object or place it again in the position it needs to be in.

Did I understand correctly that after restarting, the "large" map continued to work normally?

The Scholss map crashes every time. Other maps work fine so far.
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breed911
Good afternoon!
There's a problem with the game crashing after a few turns. I deleted the account. Is there a way to update the map for the mod?
Good afternoon, what is the map format?
Is it huge?
Does it only crash on this map, or on any map? Does it crash on small or medium-sized maps?
Was the map already in the mod, or did you add it on top of the mod?

---
Yes, it crashes on huge and gigantic maps; I added it after.
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breed11

Good afternoon, what is the map format?
Huge?
Does it only crash on it, or on any map? Does it crash on small or medium maps?
Was the map already in the mod, or did you add it on top of the mod?

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Yes, it crashes on huge and gigantic maps; I added it after.

Yes, there is such a problem; it is related to the fact that the game uses only 2 GB of video memory. If this limit is reached, the game crashes (on huge maps, there are a lot of objects, and all of them have textures that "weigh" a certain amount of memory and fill up the limited volume). There are fewer crashes on large maps.
That is, if you have, for example, a GTX 1070 video card with 8 GB of memory, then its efficiency will be = 2 GB.

On this forum, they suggest an option to expand from 2 GB to 4 GB, but they write that it does not always work correctly. I am afraid to start expanding the used video memory so as not to break everything completely.
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Waterfall_13

Yes, there is such a problem; it is related to the fact that the game uses only 2 GB of video memory. If this limit is reached, the game crashes (on huge maps, there are a lot of objects, and they all have textures that "weigh" a certain amount of memory and fill the limited volume). Fewer crashes are noticed on smaller maps.
That is, if you have, for example, a GTX 1070 video card with 8 GB of memory, then its effectiveness will be = 2 GB.

Here, on the forum, they suggest an option to expand from 2 GB to 4 GB, but they write that it does not always work correctly. I am afraid to start expanding the used video memory so as not to completely break everything.
Release the patched engine separately from the main mod; let the brave ones install it and write whether it has improved or not.

One of my acquaintances unexpectedly expressed gratitude to me, saying that for the first time in a long time, he was able to play with the maximum graphics settings... this is what happens if you install too many mods
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Hello, I've encountered a clear problem. I have a clean version of 3.1 installed, and I took the mod link from Boosty. However, following the instructions in the archive, I can't get the game to launch through the H5_Game_Pest application. All files are intact, and the game is installed correctly. I've been struggling for two hours and can't figure out why it won't launch. Please help...

Update: Perhaps I didn't fully understand the "duplicate" part. Does this mean completely copying the root folder and then moving the folders from the archive into it? I thought I just needed to replace the root folders...
Телеграм канал, где я публикую интересные рассказы: Вселенная Мрачного?
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Mrachnyi
Good day, I've encountered a clear problem. I have a clean version of 3.1 installed, and I took the mod link from Boosty. However, following the instructions in the archive, I can't get the game to launch through the H5_Game_Pest application at all. All files are intact, and the game is installed correctly. I've been struggling for two hours and can't figure out why it won't launch. Please help...

Update: Maybe I didn't fully understand the "duplicate" thing. Does it mean completely copying the root folder and then moving the folders from the archive into it? I thought I just needed to replace the root folders...

We had a Discord call with screen sharing.
The mod is installed correctly by "Mrachnyi" and launches, but the Windows system forcibly terminates the launch, perceiving the modified executable as a threat. I don't know what can be done about this; attempting to add the game folder to the exceptions for checks did not yield positive results.
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A fresh patch v25.05.2025 is now available on Boosty for Crusaders and higher tiers https://boosty.to/waterfall

For those who want to play the mod for free, a link to patch v25.02.2025 (the previous version of the mod) is now available.

In addition, I've included extra maps that Alexey Matveev sent me (there may be bugs, although I mainly included maps that don't change the game files).
There are about 40 maps.

Thank you to those who subscribe to Boosty; thanks to you, I have the opportunity to pay people to develop my ideas for the mod, which I cannot implement myself.
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Is there an option in the mod to extract only the artifacts? I'm really tired of the standard set in Heroes of Might and Magic V compared to the previous installments.
I'll look into it myself, but maybe they're also added by editing the executable file.

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Inquisitor Okabe †

Is there an option in the mod to extract only the artifacts? I'm really tired of the standard set in the fifth game, compared to the previous installments.
I'll dig around myself, but maybe they're also added by editing the executable.

This is the executable file + game files, but theoretically, the game should work with the executable from NAF, or you can use this engine - in any case, you'll have to remove everything unnecessary.
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Inquisitor Okabe †

Is there an option in the mod to extract only the artifacts? I'm really tired of the standard set in the fifth game, compared to the previous installments.
I'll dig around myself, but maybe they are also added by editing the executable file.


New artifacts in the mod:
- Editing the EXE file so that it recognizes more artifacts, in my case, 198
- Creating a registry of artifacts in TYPES.XML + assigning an ID to the artifact's name in another location
- Creating a registry of artifacts in GameMechanics
- Creating the artifacts themselves in GameMechanics with their characteristics (available: Attack, Defense, Magic, Knowledge, Combat Spirit, Luck)
- Creating their images in Textures
- Creating their names and descriptions in Text
- Creating their appearance on the adventure map in MapObjects
- Creating links to them in the map object so that information about them appears when highlighted
- Editing the list of artifacts so that they are included in the list (the list "Any" - "any")
- Each map that you want to play with new artifacts needs to be rewritten. At the end of the map file "map" there is a list of available artifacts on the map "Available". You either need to close this list completely so that everything is available, or manually add all the new artifacts to the list of available artifacts on the map. I usually make all artifacts available so as not to enter everything new, because there are many of them, more than 50.
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Waterfall_13

The new artifacts in the mod are:
- Editing the EXE file so that it recognizes more artifacts; in my case, this is 198.
- Creating a registry of artifacts in TYPES.XML, and assigning an ID to each artifact's name in another location.
- Creating a registry of artifacts in GameMechanics.
- Creating the artifacts themselves in GameMechanics, along with their characteristics (available attributes: Attack, Defense, Magic, Knowledge, Morale, Luck).
- Creating their images in Textures.
- Creating their names and descriptions in Text.
- Creating their appearance on the adventure map in MapObjects.
- Creating links to them in the map object so that information about them appears when highlighted.
- Editing the list of artifacts so that they are included in the list (the "Any" list).
- Each map that you want to play with the new artifacts needs to be rewritten. At the end of the map file ("map"), there is a list of available artifacts on the map ("Available"). You either need to close this list completely so that everything is available, or manually add all the new artifacts to the list of available artifacts on the map. I usually make all artifacts available so that I don't have to enter everything new, because there are many of them, more than 50.

 

Thank you for the information; I was just about to start working on setting up a map for playing with friends, so I wouldn't have to bother with editing other maps.

And thank you for the work you've done. I've only seen one artifact mod, and it seems to have been abandoned a long time ago.

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