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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 ... 327 328 329 330 331 ... 350 400 435 · «PREV / NEXT»
Skeggy
Skeggy


Promising
Famous Hero
posted January 28, 2018 12:05 PM

maduroman said:
Magog said:
thGryphn said:
Magog said:
Heroes, is it possible to win pc in 1x1 game on impossible RMG map with impossible monsters strength and on highest difficulty?


Do you mean to 'beat the AI'? Why wouldn't it be possible?




Problem not in beating AI. Problem is in incredible difference between armies and army's strength between player and neutrals.


this is really my only complain so far with the scaling, that the possibility of killing them without loses goes from 100% if it is a living stack of neutrals to 0% if it is a stack of undead/eles/machines


This sounds like a problem that Mapmixer utility could solve.
Mapmixer utility will replace single stack with a group of creatures of the same alignment and thusly address the problem very neatly.
If you want to address just creatures problem, activate only “creatures” rectangular and deactivate all other.

Doesn’t matter that one mood in “creatures mood” rectangular is always selected because if you deselect “swap” option in “creatures mood” rectangular, all rectangular is deactivated.

In the “creatures” rectangular push the “mixed stacks” slider to 100% so all stacks are affected. Keep “neutral ratio” as it is (-2), and you can increase the “power ratio” to your liking.

MMH5.5: Mapmixer Utility tutorial

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Skeggy
Skeggy


Promising
Famous Hero
posted January 28, 2018 01:58 PM

Perhaps it would be nice that all casters have summon elementals spell. That could enable tactical element of reinforcements without the need for hero casting, and could provide a lot of help for the siphon mana/caster combo factions.

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fidanas
fidanas


Adventuring Hero
posted January 29, 2018 11:14 AM

I've always want to ask this. Not related to the mod, but you are my mentors nowdays.

There are SIGNS on the map. The text content crawls upwards and dissapears eventually.
Is there a way to pause OR slow down the text, in order to read it easily?
____________
Just another turn and i'm done...

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Skeggy
Skeggy


Promising
Famous Hero
posted January 29, 2018 04:44 PM

fidanas said:
I've always want to ask this. Not related to the mod, but you are my mentors nowdays.

There are SIGNS on the map. The text content crawls upwards and dissapears eventually.
Is there a way to pause OR slow down the text, in order to read it easily?


You have to edit
setvar ui_flying_signs_speed
variable, which is located in autoexec_a2.cfg file, which is located in C:GamesHoMM5toteprofiles folder.

Default value is 1 I think, it looks like this:
setvar ui_flying_signs_speed = 1

I like to reduce the speed variable to 0.1, so my line looks like this:
setvar ui_flying_signs_speed = 0.1

There are also other values in this file you can edit, especially the camera values and the speed of ATB icons. I use examples on this page:

Here is how You hack the camera:

Information on the page is little bit out of date, but camera values and ATB icons speed values seems to affect results correctly.

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twidel
twidel


Adventuring Hero
posted January 29, 2018 05:37 PM

the glitching crosser doesn't leave
i'm playing rc10 beta 4 and after 3 mouths and 3 weeks the flickering became so instance i couldn't click even the manu
anybody has a solution?
I've tried playing on the utility exe and it didn't help
map is impossible no underground and everything set to normal

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Skeggy
Skeggy


Promising
Famous Hero
posted January 29, 2018 07:25 PM
Edited by Skeggy at 19:56, 29 Jan 2018.

twidel said:
the glitching crosser doesn't leave
i'm playing rc10 beta 4 and after 3 mouths and 3 weeks the flickering became so instance i couldn't click even the manu
anybody has a solution?
I've tried playing on the utility exe and it didn't help
map is impossible no underground and everything set to normal


You could go to “Options” -> “Game” and enable “Autosave” option, and when flickering occurs:
step 1. load autosave form 1 day BEFORE flickering starts with MMH55_Utility_64.exe. That means if flickering starts on day 3 week 2 month 3, you should load autosave from day before, day 2 week 2 month 3 with MMH55_Utility_64.exe
step 2. end one next turn and after that save new save with MMH55_Utility_64.exe you have started in step 1
step 3. quit MMH55_Utility_64.exe
step 4. start standard MMH55_64.exe and load save you have made with MMH55_Utility_64.exe

This way flickering is completely removed.


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twidel
twidel


Adventuring Hero
posted January 29, 2018 08:12 PM

Skeggy said:
twidel said:
the glitching crosser doesn't leave
i'm playing rc10 beta 4 and after 3 mouths and 3 weeks the flickering became so instance i couldn't click even the manu
anybody has a solution?
I've tried playing on the utility exe and it didn't help
map is impossible no underground and everything set to normal


You could go to “Options” -> “Game” and enable “Autosave” option, and when flickering occurs:
step 1. load autosave form 1 day BEFORE flickering starts with MMH55_Utility_64.exe. That means if flickering starts on day 3 week 2 month 3, you should load autosave from day before, day 2 week 2 month 3 with MMH55_Utility_64.exe
step 2. end one next turn and after that save new save with MMH55_Utility_64.exe you have started in step 1
step 3. quit MMH55_Utility_64.exe
step 4. start standard MMH55_64.exe and load save you have made with MMH55_Utility_64.exe

This way flickering is completely removed.



nigga the flickering start at day 1 week 1 month 1
it's just flickering slower so i can play
with every day the flickering become faster and faster to the point where i can't click between flickers

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twidel
twidel


Adventuring Hero
posted January 29, 2018 08:17 PM

edit to last post:
will it help if ill just start games and play only on the utility exe or is it problematic?

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Skeggy
Skeggy


Promising
Famous Hero
posted January 29, 2018 08:36 PM

twidel said:
edit to last post:
will it help if ill just start games and play only on the utility exe or is it problematic?


If flickering starts immediately on the first day of the game then you should definitely try to play the game with MMH55_Utility_64.exe. You will have only six skills instead of eight, and you will play against old AI, but scripts should work just fine.

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twidel
twidel


Adventuring Hero
posted January 29, 2018 08:38 PM

Skeggy said:
twidel said:
edit to last post:
will it help if ill just start games and play only on the utility exe or is it problematic?


If flickering starts immediately on the first day of the game then you should definitely try to play the game with MMH55_Utility_64.exe. You will have only six skills instead of eight, and you will play against old AI, but scripts should work just fine.

if i start in the not utility exe and than after a few turns move to the utility one will i be able to play against new ai and 8 skills?

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Skeggy
Skeggy


Promising
Famous Hero
posted January 29, 2018 08:44 PM
Edited by Skeggy at 20:45, 29 Jan 2018.

twidel said:
Skeggy said:
twidel said:
edit to last post:
will it help if ill just start games and play only on the utility exe or is it problematic?


If flickering starts immediately on the first day of the game then you should definitely try to play the game with MMH55_Utility_64.exe. You will have only six skills instead of eight, and you will play against old AI, but scripts should work just fine.

if i start in the not utility exe and than after a few turns move to the utility one will i be able to play against new ai and 8 skills?



If you start the game with standard MMH55_64.exe and then switch to MMH55_Utility_64.exe for one or few turns, and then back to MMH55_64.exe, you will have 8 skills and you will play against new AI because you started the game with MMH55_64.exe.

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etore
etore


Adventuring Hero
posted January 30, 2018 12:48 AM

The flickering cursor appeared to me this week, after almost a year.
I was playing the H55-6P-Triangle map with the green player (Arantir), with all default configurations but 8 skills and started with an artifact as
starting bonus.
The flickering started slow and after few weeks the game was not playable anymore.
I started the a new game with the same configuration and the problem started again at week 3 month 1.

I didn't played this map size (huge) recently, this is the only difference I can remember.

5.60b4
Win10 16G RAM i5 4440 GTX 460

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fidanas
fidanas


Adventuring Hero
posted January 30, 2018 10:08 AM

I think i've said that before, but never the less, i'm pointing it out again.
I was one of the first that complained about the flickering error.
Since then, i don't have it so far. Never? Not never. I've had it once and that's it.
The reason in my opinion is the pre-maid maps the mod adds.
So far i'm playing all my old maps (tweaked with mapmixer utility), and everything seems fine.
The flicker appeared when i decided to play again, one of the mods maps.
Consider this.
____________
Just another turn and i'm done...

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted January 30, 2018 05:39 PM

Findas. Hm... there is one difference to what you say that is the premade maps for some reason have RME (random map elements) unlike ARMG generated maps.

This is why premade maps do not work in multiplayer as well (the user sees red RMG sign and cannot join).

I am not sure how this can cause the issue but this can be tested with another beta release that does not include maps.
____________
Join our official discord channel | NCF Utility Beta

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twidel
twidel


Adventuring Hero
posted January 30, 2018 07:42 PM

ok
ive played over 10 games and had to quit at month 3-4 duo to flickering crosser issue ill just come back when there a fix out

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 30, 2018 08:08 PM

various rmg demo maps were actually processed back then with RTMG instead of mapmixer, which changed their structure to multiplayer, so there is no difference for the issue between multiplayer and RMG.

It is unlikely the cause will ever be found, since there is no trace to follow, also the issue only happened to me once in 10 year. so for some reason my PC is not the environment that triggers it.

'Beta' also has nothing to do with stability, stability issues are impossible to mod and can only be circumvented. It was jsut called beta for gameplay changes, on hindsight I should probably not have called beta 4, beta anymore.
____________
MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ

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Magog
Magog


Hired Hero
posted February 01, 2018 12:26 PM

Guys, does bloodrage gives demage absorb in this mod or not(according to  manual)?
____________

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thGryphn
thGryphn


Promising
Famous Hero
posted February 01, 2018 12:33 PM
Edited by thGryphn at 13:38, 01 Feb 2018.

Bug: Since Phoenix is now Elemental, it should not be in the Necromancy list.

Bug2: Fortress Mage Guild says it will produce Arcane Eagles, not Air Elementals as it should. It does produce Air Elementals as it should though...

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boozuka
boozuka


Hired Hero
posted February 01, 2018 04:45 PM

How can i edit a map so it will enable new champions from 5.5 as starters?

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted February 02, 2018 10:56 AM

@Magno,

Some questions from a FB fan.

1. A bigger UI backpack so we can look at more of them at the same time.
2. A way to sort them somehow.
3. An easy way to sell all the crap, even if it's for peanuts.
4. All the quest artifacts should display their rewards. I still don't know what trading all the dragon set actually gives me, for example.
5. Question: do the legion artifacts work in such a way that only the highest tier one is active? Do they even work inside a town? Sometimes they work for me and sometime they don't and I don't understand it.


I am not sure if you saw my post about the text bug from the previous page:

Quote:
Small inconsistency - Celestial Shield text says that the invulnerability cap is reached at 50 spellpower but the spell formula is such that it is actually reached at 60. Which one is the wrong one ?

____________
Join our official discord channel | NCF Utility Beta

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