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Heroes Community > Heroes 5 - Modders Workshop > Thread: [MOD] Might & Magic: Heroes 5.5
Thread: [MOD] Might & Magic: Heroes 5.5 This Popular Thread is 435 pages long: 1 ... 6 7 8 9 10 ... 50 100 150 200 250 300 350 400 435 · «PREV / NEXT»
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 25, 2015 11:40 AM

IMPORTANT

Frequent use of the map editor (also for RMG) can cause the game to throw a corrupt index.bin in the data folder (this is not a MMH55 issue, the game always did that and i don't know why). This file can always be thrown away because the correct index.bin is in the data files. This file can cause serious editor issues as well as cause LAN issues because installations will not be synced if only one player has it. Make sure when playing LAN everyone uses the same .exe so if only one person wants to use the 64bit file he will have to use the regular .exe just like the others.

About the treant pic: i see it is based on a staticshared, this is not the internal game file for the treant, it should be a monstershared

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 25, 2015 11:46 AM

Quote:
Is this compatible with the reanimation mod?

Edit: And I really only care about town conversion specifically.


No, it might be possible to reprogram and add tc, but i can't promise anything at this point.

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homeros
homeros

Tavern Dweller
posted May 25, 2015 12:32 PM

There seems to be a bug in the battle queue:

Whatever I do with sprites, scouts will jump the queue before my hunters. Similar has also happened in other battles, anyone else noticed this? Thanks for the mod though!

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lotihoti
lotihoti


Famous Hero
posted May 25, 2015 12:33 PM
Edited by lotihoti at 13:17, 25 May 2015.

dredknight said:
@lotihoti, I am trying to troubleshoot this issue.

I need the following info:

1. How big is the map you play?
2. is there underground?
3. are there teleports on the map?
4. What is the level of your hero? or have battle?
5. did you level up on the turn that crashed?
6. Did you try loading the game and pass turns without doing anything? it works for that day but it is no workaround as the game will hang on the next day.



1. 216x216
2. yes
3. yes - and scripts
4. About 19 - other ppl were around 17 - 18
5. no - we played in a 6 man party, the game gave my turn to another, but then his turn crashed my game: On my screen player 2 was still playing while player 3 had to wait. In reality player 3 played (on all other computers it worked - only on my (i was hosting) not).
6. yes - worked - but only sometimes - most of the time, the game remained in this phase when we hit a specific monster (in this case black bear rider - but only on this position - others werent a problem)

Got another problem:
The AI does absolutly nothing - i created a map with armg played a bit and came to the ais city:
No buildings were build, hero was lvl 1 with starting army. Setting was impossible, lookahead impossible, 8 skills and artifacts guardian.
I use the MMH5.5_64 exe. Player 2 - 8 "ponders"... "solved it - antivirus removed the H5_AIProcess_31j"

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 25, 2015 01:49 PM

Quote:
Whatever I do with sprites, scouts will jump the queue before my hunters. Similar has also happened in other battles, anyone else noticed this? Thanks for the mod though!


There are many in combat modifiers in H5 that can cause creatures to jump up and down the ATB (to which I did not make any systematic changes), if the move was properly animated the game probably had a reason. very specific combat info would be required to see if there is really a bug and if there is it was probably also in the original game.

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homeros
homeros

Tavern Dweller
posted May 25, 2015 02:44 PM

This hasn't happened to me in vanilla games, and now there's some fishy movement in the ATB bar going on in almost every battle. I can't think of any reason why it would be happening, no good morale occurred, I don't have any perks/artifacts or anything that should affect ATB, no other mods are used and so on. If you want to try, [url=https://www.dropbox.com/s/7xrjz5jsrqazrpe/save_4.sav?dl=0]here's the save game file[/url]. Just fight the neutrals where I'm going and keep the stacks as they are, see if scouts cut the line for you too.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 25, 2015 03:00 PM

I think I noticed the behavior you are talking about, could you do me a favor place the following exe file in your bin folder (it can be used with MMH55), run it and see if it is gone:

http://www.mediafire.com/download/42s626jddq0ude9/H5_RPE_QAI-31j.exe

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homeros
homeros

Tavern Dweller
posted May 25, 2015 03:25 PM

Yes now it seems to work correctly, thank you very much!

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xuxo
xuxo


Responsible
Known Hero
posted May 25, 2015 03:51 PM

I have been exactly the same as lotihoti in a multiplayer game after charging. What I've noticed is that if we do not attack any of the players, you can spend turn, but when one of the two struggle and passes turn, waits forever.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted May 25, 2015 04:45 PM

I experienced same issue last week. It happens because of 31AJ.exe (this was prior MMh55). I dont know if it is fixable, usually it happens on big maps where there is underground and teleports (but teleports you can find on all maps so that is not so relevant).

Can you try map with no uderground? I think it is a long shot but still.


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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 25, 2015 04:54 PM
Edited by magnomagus at 17:00, 25 May 2015.

Ok first things first, I have just uploaded a hotfix for the ATB issue, check the download section. The file I gave to homerus, does not have full MMH55 functionality so it can be thrown away.

Quote:
Can you try map with no uderground? I think it is a long shot but still.


I have noticed memory related CTDs on 32bit occur more frequently with UG maps even when surface maps are bigger, so it isn't bad advice anyway.

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Maxima1
Maxima1

Tavern Dweller
posted May 25, 2015 07:55 PM

Quote:
No, it might be possible to reprogram and add tc, but i can't promise anything at this point.


I always disliked that about the series. But if you're able to add that as an option as some point, shut up and take my money!
____________

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Tiptoe_McGuffy
Tiptoe_McGuffy


Adventuring Hero
posted May 26, 2015 01:59 AM

First of all, this is crazy awesome!
Second of all, bug reports:

1. (Non-gameplay changing) While fighting one of the new Haven outpost building things, some Griffins had been hit by Lethos's initial Decay. They were at a low enough number to be killed by decay when their next turn came. When that happened, though, the cinematic camera from the last creature's turn was still going, so it didn't show their death. Next turn, the model is still there instead of the corpse. Everything works normally; they're counted as dead and troops can go over the spot where they died, but they're just standing there.

2. The new Town Gate spell (The one that asks you which town to go to) didn't work. I hit 'OK' for the first town it asked, and the blue teleportation spiral thing showed up in the middle of the town, not the entrance; my hero stayed where he was and lost the movement points.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 26, 2015 02:23 PM

1. probably minor glitch that existed before the mod, not something i can fix.

2. Please make sure the internal garrison has enough space.
____________
MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ

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frostymuaddib
frostymuaddib


Promising
Supreme Hero
育碧是白痴
posted May 26, 2015 02:55 PM

Tiptoe_McGuffy said:

1. (Non-gameplay changing) While fighting one of the new Haven outpost building things, some Griffins had been hit by Lethos's initial Decay. They were at a low enough number to be killed by decay when their next turn came. When that happened, though, the cinematic camera from the last creature's turn was still going, so it didn't show their death. Next turn, the model is still there instead of the corpse. Everything works normally; they're counted as dead and troops can go over the spot where they died, but they're just standing there.


I can confirm that this happens in plain TotE.

I noticed two bugs, I'm not sure if they were reported:

1. I was fighting some undeads, and enemy Vampire Princes attacked my Champions. They casted Torpor, but my Champions just acted next. Torpor was present as affecting spell, but it wasn't working.

2. Artifact set Will of Urgash (helm + ring) says it boosts skills with +4 to magic heroes of Necro and inferno. But, it worked on my Paladin as well.
____________
"Occam's shuriken: when the answer is elusive, never rule out ninjas." -- Dr. Gordon Freeman (Freeman's Mind)
"lol" -- VERRIKER VON ERWINSSEN

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 26, 2015 03:23 PM

1. this must also be pre-existing, but torpor has a trigger chance so probably the bug only extents to falsely adding the affected indication.

2. This is correct +4 attack for everyone, but the morale bonus only for demons and heretics.
____________
MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ

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frostymuaddib
frostymuaddib


Promising
Supreme Hero
育碧是白痴
posted May 26, 2015 03:25 PM

magnomagus said:
2. This is correct +4 attack for everyone, but the morale bonus only for demons and heretics.


Oh. That just means that I cannot read
____________
"Occam's shuriken: when the answer is elusive, never rule out ninjas." -- Dr. Gordon Freeman (Freeman's Mind)
"lol" -- VERRIKER VON ERWINSSEN

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 26, 2015 11:13 PM
Edited by magnomagus at 23:44, 26 May 2015.

Quote:
I found a work around. Change the difficulty when you start the campaign and it will work (tested with Q31J.exe before the mod but should be applicable here).


Now I understand, there is a mismatch between profiles used before MMH55 and after. this actually also fixes the 2nd isabel mission. I just finished it. Perhaps creating new player profile after installing MMH55 is not a bad idea. I cannot assure at this point the campaigns are fully working, therefore they need to be completely tested. For this purpose I had already implemented an easy cheatcodes:

@H55_Speedrun(1);

adds 999 blackies to all heroes from player 1

EDIT: Ok, I was wrong, only the higher difficulties work, but this is not caused by the name changes, it is something else i haven't found yet.

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lotihoti
lotihoti


Famous Hero
posted May 28, 2015 09:36 AM
Edited by lotihoti at 11:43, 28 May 2015.

Just one more question:

Are you guys working on more Content for it?
Im just wondering what future will bring.

Another question:
Is it possible to add the new heroes to existing maps?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 28, 2015 07:29 PM

I have found some major issues with the campaigns and old SP missions, they are fixable, but this will be a major update, not a hotfix. Anyone can stop playing campaigns, it is pointless until I have this sorted out.

Another priority is the LAN-exe file.

@dredknight: I was wondering, can you confirm the pass-turn issue is unsolvable with regard to what I said about synchronised games on top of this page and another exe file is required? (page 8)

Quote:
Another question:
Is it possible to add the new heroes to existing maps?


What kind of maps are we talking about here? i was under the impression i already added them.

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