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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 50 100 150 200 250 300 ... 324 325 326 327 328 ... 350 400 435 · «PREV / NEXT»
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 02, 2018 02:45 PM
Edited by magnomagus at 14:47, 02 Jan 2018.

yes it can be planted in a save file and then computers who otherwise never have the issue can also have it. But on my computer if the AI turn in which it first happens is redone with utility and then switched backed the issue dissappears.

@dredknight: did the map you tested have sand or snow terrain?
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sarisa
sarisa

Tavern Dweller
posted January 02, 2018 06:52 PM

Hi guys, apparently these were my files you are talking about.
Feel free to download them here. Hope this will help debugging issue.
https://drive.google.com/file/d/1R97prOef7It_Hqfh7rZFEiuj8TkjiNmh/view

Map was generated with ARMG, then mapmixer was used with default settings. Map template was 4P-Ultima-I/XLu(PFDS). Default AI's Lookahead. Heroic difficulty. There is sand on this map (just seen part of it - just discovered 10%).

@dredknight
Well, when flickering appears you may have chance to click few times. Then in few minutes flickering gets more and more intensive. Sometimes you have small chance to click somewhere and commit a move if you bash LMB long enough. Hence the impression that hypothetically you could play, but practically it's impossible.
Sometimes wait cursor (hourglass) is stalled for several seconds when you can't do anything. Then flickering begins again. This is all quite nonlinear and makes me feel like if some script was working in background.



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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted January 02, 2018 09:07 PM

@Sarisa, the script thing is exactly my thought. It feels like there is some kind of infinite loop.

@Magno, It has both of them.

Switching exe getting a turn + save and switching exes back + loading from the new save does not help in anyway.

What I noticed is that the issue is more unplayable with Utility_64.
With MMH55_64.exe I can continue to play the game and it does not deteriorate ( based on 5 turns after the save game ).

I can boil down this to:

1. This is an exe issue which regards CPU specifics and it is out of our hand.

2. Certain MMH55 function gets gets looped which also explains the change in user experience on different stations with the same save game.

I tried to load the save on clean tote so I can neglect the scrpits but the games crashes mid-load. I assume it is because it fails to find MMH55 scripts.

Is it possible to stop all MMH55 scripts during the game?
BtW it will be nice if you make an article of all available MMH55 commands that are in-game or is it just H55_WTF() ?

Could it be the logistics script that evens out the movement speed on terrains?

   
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Skeggy
Skeggy


Promising
Famous Hero
posted January 02, 2018 10:47 PM

Only thing that removes flickering bug for me is loading the save of day BEFORE it happens with MMH55_Utility_64.exe, (and then ending the turn and saving new save with while MMH55_Utility_64.exe is still active) and then loading that save with standard MMH55_64.exe.
This way flickering is completely removed.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 02, 2018 11:01 PM
Edited by magnomagus at 23:03, 02 Jan 2018.

h55 scripts can be switched off completely with @H55_Off() which I already tried of course long time ago and changes nothing, the single time it happened to me the script engine ran bug free until it happened and kept running bugfree during the flickering. There are no logistics related scripts for the AI.

I think it is some sort of loop in the AI code, but the trigger is completely unknown, it may not even be in the mod (like a windows update), I have noticed most people who have the issue report it after trying an 'ultima' type map which strains the AI a lot.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted January 02, 2018 11:15 PM

magnomagus said:

I think it is some sort of loop in the AI code, but the trigger is completely unknown, it may not even be in the mod (like a windows update), I have noticed most people who have the issue report it after trying an 'ultima' type map which strains the AI a lot.


Does it happens with Q's AI and the default AI or just Qs?

I got an idea. What if we go on 1 vs 1 (AI) and when the issue happens save and load the game but instead of the AI a human player joins instead?
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 03, 2018 02:37 AM

AFAIK it has never happened with Toe AI.
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Mario
Mario


Known Hero
posted January 03, 2018 09:55 AM
Edited by Mario at 10:52, 03 Jan 2018.

RC10 Beta 4 Polish Translation (a lot of fixes included):
https://www.dropbox.com/s/dp6pccu8bx3590w/MMH55-Texts-PL.zip?dl=0

Mario said:
I tried to fix some of the texts on the adventure map.
Here is the result:
before - https://www.dropbox.com/s/y4yzvmxoyfb5of1/before.jpg?dl=0

after changes - https://www.dropbox.com/s/g9igpw86sippjai/after.jpg?dl=0

Ofc it's not perfect, but at least the text fits.
The interesting thing is that the game does not read the ">" sign, that's why I exchanged ">1000" for "1000+"



If someone want to try this above:
English version: https://www.dropbox.com/s/nelyh4o01cd8pf7/sevENG.pak?dl=0
Polish version: https://www.dropbox.com/s/ny7cxs68b3tp2up/sevPL.pak?dl=0
Put file in Data folder

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Skeggy
Skeggy


Promising
Famous Hero
posted January 04, 2018 04:07 PM

If possible, it would be good to add additional effects to artifact sets, because sets take lot of slots, they are ideal for various cost/benefit equations and ratios.
So, at the beginning of the battle:

Power of Dragons: complete set (all 8 items) cast mass suffering and mass confusion.

Death’s Embrace: complete set (all 6 items) cast mass slow and mass weakness.

Armor of Forgotten Hero: complete set (all 4 items) cast mass divine strength.

Armor of Dwarven Kings: complete set (all 4 items) cast mass righteous might.

Sar-Issus Regalia: complete set (all 4 items) cast summon elementals and fire trap.

Garments of the Saint: complete set (all 5 items) cast mass haste and with combination Shield of the Sentinel (ultimate artifact) enables resurrection of tier7 creatures.

Tunic of the Prophet: complete set (all 4 items) casts mass endurance.

The Lion Spirit (all three items) together with all legion artifacts (all 8 items) cast mass deflect missile, and together with all cornucopia artifacts (all 6 items) cast mass endurance. If Hero has all cornucopia and all legion artefacts together with Lion Spirit, both mass deflect missile and mass endurance is casted at the beginning of the battle.

Vest of enlightenment (two items) with all legion artefacts cast mass haste, and with all cornucopia artefacts cast mass divine strength. If all legion and all cornucopia artefacts are present together with vest of enlightenment, both mass haste and mass divine strength are casted at the beginning of the battle.

This way cornucopia and legion set can become weaponized end thusly can empower playstyles that doesn’t use governance.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 04, 2018 08:19 PM

all impossible
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boozuka
boozuka


Hired Hero
posted January 05, 2018 11:51 PM

May i ask why crossbowman was nerfed so much (he no longer has his "No range penalty") while Arcane archer's only nerf was reducing his dmg by 1-1. Can someone explain this to me?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 06, 2018 12:04 AM
Edited by magnomagus at 00:05, 06 Jan 2018.

you cannot compare units like that, the crossbowman must be equal in strength to the marksman, the arcane archer equal in strength to the grand elf.

also crossbowman have more dmg and precise shot now, no penalty can be gained from artifact.
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Thoto
Thoto

Tavern Dweller
posted January 06, 2018 12:35 AM

Hi guys!

Big fan of HOMM 5, I love what your mod does. I've been wondering if there's a way to improve the city views and how hard it would be. I don't have much knowledge of modding, same goes for actual textures and such. However, I do have a big desire to learn and possibly create something that would improve the city views (always have been my most favorite part of the game).
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thGryphn
thGryphn


Promising
Famous Hero
posted January 06, 2018 08:22 AM

Thoto said:
Hi guys!

Big fan of HOMM 5, I love what your mod does. I've been wondering if there's a way to improve the city views and how hard it would be. I don't have much knowledge of modding, same goes for actual textures and such. However, I do have a big desire to learn and possibly create something that would improve the city views (always have been my most favorite part of the game).


What do you mean by "improve"?

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Thoto
Thoto

Tavern Dweller
posted January 06, 2018 11:19 AM

thGryphn said:

What do you mean by "improve"?



Well, the textures in some of them seem pretty rough, like the grass in Haven. I mean, people nowadays have pretty good GPUs, so running something more graphically intensive should be possible, depending on if it's viable to even attempt to improve the textures of city views and what not.
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Skeggy
Skeggy


Promising
Famous Hero
posted January 06, 2018 01:36 PM
Edited by Skeggy at 20:59, 06 Jan 2018.

Perhaps the golden mascot of the legion doesn't really belong to the legion artefact set because it gives gold and the rest of the legion artefact set gives creatures. More likely it is connected with the cornucopia artefact set, after all, cornucopia gives money together with all other resources, and gold is after all, a resource before everything else.

It does make sense that grail boosts the gold production, since it is defined as a tear of asha, and asha is a dragon of order, so it does make sense that essence of order gives boost to everything, regardless if it's alive or not.

So, perhaps it would be better to make golden mascot of the legion part of cornucopia artefact set, and to define tear of asha as a reward for both sets. Cornucopia could still be achieved through cornucopia artefact set but now with golden mascot of the legion.

This way tear of asha would be much harder to achieve and it would be more thoroughly postulated as a synthesis of two kinds of boosters sets.

Or, perhaps just put the golden mascot of the legion in cornucopia set, leave the present way of achieving tear of asha, and the grail loses the gold boosting component.

EDIT 1: I've tested it and it works very nice. I didn’t change any artefact sets, both artefact sets are same as before, exchanging cornucopia artefact set for cornucopia artefact at spellshop remains the same but visit to the sacrificial altar takes away all artefacts from both legion and cornucopia sets and player receives tear of asha (grail).

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Thoto
Thoto

Tavern Dweller
posted January 07, 2018 02:25 AM

I'm having a bit of trouble; in multiplayer, the turns after a while become incredibly slow. We're using mmh_utility.exe to play with as recommended. Does anyone know what's the matter?
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 07, 2018 01:34 PM

@Thoto: TOE has always been like that, that is why the Ai was revamped, but the revamped AI doesn't work in LAN.
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Thoto
Thoto

Tavern Dweller
posted January 07, 2018 03:58 PM

@magnomagus

So LAN is completely out of the question with this mod?
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thGryphn
thGryphn


Promising
Famous Hero
posted January 07, 2018 05:31 PM
Edited by thGryphn at 17:34, 07 Jan 2018.

Thoto said:
@magnomagus

So LAN is completely out of the question with this mod?



You said you're playing LAN with this mod, and then asking it's out of question??

As magnomagus described, the AI engine by Quantomas (used in the regular executables of this mod) does not work in LAN. That is why, @magnomagus has also provided the "Utility" executables so that you can play LAN with this mod (or in case, for whatever reason, you do not like Quantomas's AI implementation).

Quantomas is no longer working on this iteration of the AI engine, which means it will never work in LAN.


EDIT: To further elaborate, the "Utility" executables use the stock ToTE AI, which has always been slow (even in non-LAN), increasingly so with the number of computer players. Quantomas's AI is not only very fast, it's simply better.

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