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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 ... 46 47 48 49 50 ... 100 150 200 250 300 350 400 435 · «PREV / NEXT»
Lichtsang
Lichtsang

Tavern Dweller
posted August 19, 2015 05:02 PM

I have a problem with the campaign of the Necromancers. The Academy heroes in "The Temptation" doesn't move and thereby blockes the way. You posted already a link for a fix, but it's defect:

"Invalid or Deleted File.
The key you provided for file access was invalid. This is usually caused because the file is no longer stored on MediaFire. This occurs when the file is removed by the originating user or MediaFire."




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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 19, 2015 05:12 PM
Edited by magnomagus at 17:16, 19 Aug 2015.

Hi, this fix and more fixes are included in the newly uploaded version RC2a.

Download RC2a
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radolkin
radolkin

Tavern Dweller
posted August 19, 2015 05:29 PM

Something seems to be seriously wrong with version RC2a, at least for me. I can't even get to the main menu. Instead, I get a CTD right after the last intro video. In my infinite wisdom I have deleted all the older versions, so now I have no working MMH5.5 any more, I think I'm going to cry. ;(

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 19, 2015 05:51 PM

Did you do anything that made windows recognize .pak or .h5u files as zip files.
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etore
etore


Adventuring Hero
posted August 19, 2015 06:00 PM

zmudziak22 said:
I found out bug Smart Witch Hut don't give a skill on 6th slot.


The same occurs with the 8th slot when playing with 8 slots.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 19, 2015 06:04 PM

This is an issue with 31j source code and was already mentioned under knwon issues since beta 1.
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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted August 19, 2015 06:10 PM

The Aliance(4th Academy Mission):

Script detect that are 2 or more human players on map and want create a team against AI.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 19, 2015 06:14 PM

Don't know yet what causes that, possible Ai starting without heroes, but its harmless press cancel.
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radolkin
radolkin

Tavern Dweller
posted August 19, 2015 06:39 PM

radolkin said:
Something seems to be seriously wrong with version RC2a, at least for me. I can't even get to the main menu. Instead, I get a CTD right after the last intro video. In my infinite wisdom I have deleted all the older versions, so now I have no working MMH5.5 any more, I think I'm going to cry. ;(


I take back my accusation. There's nothing wrong with the mod. It was a problem with my system. I don't know, what had happened, but a restart of the system solved the problem. Next time I better check this first before posting such nonsense. My bad. All-clear.

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LucPatenaude
LucPatenaude


Famous Hero
Owning all 7 Heroes games
posted August 19, 2015 07:11 PM

Antivirus reacts to the download of the new RC2a.

Everybody!

Make sure to tell your antivirus software that this file is trustworthy so to make sure that such protection software does not delete your file by automatic action!

Enjoy the upgrade, otherwise!


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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 19, 2015 10:30 PM

Quote:
My friend has two items boosting the growth rate of blood maidens by +6 per week and with the right skills he is able to cross the whole battlefield. Now he has big stacks of upgraded blood maidens who may attack first in nearly each and every combat !? (theory crafting, not tested yet). Not sure how to handle this.


I think for blood furies this change is irrelevant since they have such high initiative, they are going to act first anyway.
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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted August 19, 2015 11:48 PM

Pre-TOTE Dungeon used Blood furies for fighting neutrals and building hero. In TOTE Stalker and his invisible is way better. You can cast spells and win a battle with no losses or minimal ones.

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3lion
3lion


Known Hero
posted August 20, 2015 12:26 AM

magnomagus, do you have a bug report thread or something? Or list of knowing bugs and issues?
Unfortunately artifact Bag of Endless Gold doesn't work neither in current version nor in previous. Same issue with Sack of Endless Gold. I put it into bagpack of my hero and.. nothing changes.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 20, 2015 12:52 AM

Hi, one of these artifacts is replaced by the golden goose, so if you see both in your game you must have a conflict with a custom map or other mod.
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etore
etore


Adventuring Hero
posted August 20, 2015 02:59 AM

I had the Bag of Endless Gold and the Goose in a few maps and none of them worked.

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StevenAus
StevenAus


Adventuring Hero
posted August 20, 2015 03:30 AM

I am using RC2 and I had both the Golden Goose and the Endless Bag of Gold appear in the same Artifact Merchant screen.  I bought the Golden Goose in-game and it is working - it updates the gold total after adding your normal income from towns, etc.  I bought HOMM5 from GOG in the last few days expressly to play this mod, and I removed the RC1a that I had before.  So I think there must be a bug.

Here is a save file that has both Golden Goose and Endless Bag of Gold in the Artifact Merchant at one time.  It is from the Epic 6P map that is included with the mod.

https://www.dropbox.com/s/kcmyy8kf3g4k4ad/GoldenGooseAndBagOfGold.7z?dl=0

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etore
etore


Adventuring Hero
posted August 20, 2015 06:29 AM

Steven, I loaded your saved game and bought both artifacts.
I tested with just one, just another and both. None worked, the daily income was 4500 with or without them.

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lotihoti
lotihoti


Famous Hero
posted August 20, 2015 08:10 AM

the dayly income doesnt change - you get +1k Gold after the income.

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StevenAus
StevenAus


Adventuring Hero
posted August 20, 2015 08:41 AM

You get your normal gold amount (I think towns plus Gold Mines) and then at the last moment it adds on the bonus.  But it isn't included in the income, maybe because it is a scripted addition.

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LarkinVB
LarkinVB


Known Hero
posted August 20, 2015 09:12 AM
Edited by LarkinVB at 09:14, 20 Aug 2015.

magnomagus said:
Quote:
My friend has two items boosting the growth rate of blood maidens by +6 per week and with the right skills he is able to cross the whole battlefield. Now he has big stacks of upgraded blood maidens who may attack first in nearly each and every combat !? (theory crafting, not tested yet). Not sure how to handle this.


I think for blood furies this change is irrelevant since they have such high initiative, they are going to act first anyway.


Now they are reliably being first which makes a big difference imho. In old times ranged units sometimes were able to be faster and damage them.

Where is the problem with a 25% deviation at start ? Can you please tell me the hex position and the value to change it back ? I don't like deterministic battles against neutrals.

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