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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 377 pages long: 1 50 ... 93 94 95 96 97 ... 100 150 200 250 300 350 377 · «PREV / NEXT»
3lion
3lion


Known Hero
posted December 12, 2015 07:02 PM

dredknight said:


This may happen because you have not cleared index.bin and RMG template folder in data only.


Cleared

dredknight said:
Did you installed the 3.1 patch before installing the mod?
absolutely


dredknight said:
I will advise you to reinstall the whole game from scratch as pointed in this guide -> https://www.facebook.com/notes/might-magic-heroes-55/installation-guide/760314834079382.
Already done before. Every step precisely as described in guide.

dredknight said:
Disable all firewalls is a must!

Even Windows Firewall with allowing rule for the game?

dredknight said:
Do you play next to each other (LAN) or use some kind of software (hamachi or tunggle)?
next to each other, connected via wi-fi router.

magnomagus said:
I think it would be good thing first to compare the data folders and map folders from your PC and your friend and see if there is any difference that could have caused the desync.

Okay, we'll do this.
Is it possible to cure this save? Could the issue which causes this desync somehow corrupt save files so we won't be able to continue this game?

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Creature Scale mod (patch 2.2.1 compatible)

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted December 12, 2015 07:09 PM

maybe you could try continuing use MMH55-Utility.exe?
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Dredknight
Dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted December 12, 2015 07:45 PM
Edited by Dredknight at 19:46, 12 Dec 2015.

I think I know what is the issue. Did you start the map with 8skills enabled on both sides? If you did and later you loaded without it (or just one player activated them) it is highly likely desync to occur.

Try loading the map with both players activating the 8 skills.
If it doesn't work (likely because game git desynced before the save),
try enabling 8 skills but load a few saves behind.
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3lion
3lion


Known Hero
posted December 12, 2015 09:51 PM
Edited by 3lion at 00:53, 13 Dec 2015.

Dredknight said:
If you did and later you loaded without it (or just one player activated them) it is highly likely desync to occur.

Nah.. The game session wasn't interrupted when a desync took place at first time. Lately we loaded the latest save we had and a few turns later a desync occurred.

We even made a complete reinstall of the game on both computers. We might try to load an old save on this map. But not now, as we dropped this map and started a new one
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Creature Scale mod (patch 2.2.1 compatible)

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yjjhero001
yjjhero001

Tavern Dweller
posted December 13, 2015 04:00 AM

magnomagus said:


@jjyhero: the current system favors flexibility, because only this way you are not cut off from ANY skill you possibly want to learn.



yeath, I agree with you on initial sub skills. But for initial main skills, it is not necerarry to set the same initial skills for 4 heroes.

Orason,Vladimir,Lucretia and Xerxon. they all start with basic combat,bascic necromancy and revenage attack. Maybe basic necromancy can be changed to anothor skill to create more possibility
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted December 13, 2015 11:45 AM

@jjyhero: Necromancy used to be necessary balance wise, but since I'm planning to balance that in next release, some heroes can be cleared having it obligatory from the start.  
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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted December 13, 2015 12:54 PM
Edited by dredknight at 12:55, 13 Dec 2015.

2 more bugs:
Situational bug: when governor dies he remains the governor of the castle (but no bonuses apply). When trying to assign a new one this message appears - there is already a Governor for this town.

class bug: Engineers cannot obtain ultimate protection. I tested it with 3 engineers and despite the fact they can get it classwise (very hard due to different starting skills) the perk do not appears even though all prerequisites are fulfilled.

P.S. actually not sure if they should be allowed to get as it will make them the strongest late game class but this is just my opinion.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted December 13, 2015 01:10 PM

Thanks, I have those covered.

Also just found out weaken/detain shatter perks are hardcoded so they actually do -25%

and because of all the spell buffing shatters have become too weak, expert level should also decrease by 2 levels.

new pattern:

11110
22211
22222
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MagiCollector
MagiCollector


Hired Hero
posted December 13, 2015 01:51 PM

This mod is simply god-like, thank you for your efforts guys, this content will keep me busy for virtually FOREVER
One question though: is there a skillwheel or somewhere where i can see what each perk does?
I'd like to plan ahead my hero level progression, but i don't know what half these perks do. I surely can just see what they do each level-up, but again, i'd like to plan. Thanks in advance!
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted December 13, 2015 02:46 PM

@MagiCollector: have you noticed the ingame manual button, see first post, screenshot with sandro.
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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted December 13, 2015 03:29 PM

magnomagus said:
Thanks, I have those covered.

Also just found out weaken/detain shatter perks are hardcoded so they actually do -25%

and because of all the spell buffing shatters have become too weak, expert level should also decrease by 2 levels.

new pattern:

11110
22211
22222


I think tier 5 may be good with even -1 but first it should be tested.
Great!
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Belisarius
Belisarius


Promising
Known Hero
posted December 14, 2015 04:36 PM

new pattern for shatters:

11110
22211
22222

I like the new pattern. Level 5 spell will also decrease for two skill levels. That is excellent. It changes enough to compensate for spell buffs made. Especially for Stronghold, cause their game-play depends a lot on shatters. By the way, now anybody can get a shatter. So this means a lot in balance perspective.

Expert shatter dark will decrease every dark spell enemy casts by two skill levels. Example mind control or vampirism. If enemy has expert dark they will be cast at basic skill level. (Am I right?)
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Belisarius
Belisarius


Promising
Known Hero
posted December 14, 2015 05:09 PM
Edited by Belisarius at 17:10, 14 Dec 2015.

Single player vs AI.
@H55_KillMe(x); console command works by joining all players against "x" player. Even if "x" player is computer AI player. In this case human player is allied with all other AI players against "x" AI player.
This command can be reissued. @H55_KillMe(y); will change alliances and bring every player (AI and human) against "y" player.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted December 14, 2015 05:47 PM

Quote:
(Am I right?)


Yes.

I don't understand your point about KillMe(y), it's the same thing?
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Belisarius
Belisarius


Promising
Known Hero
posted December 14, 2015 07:00 PM

This console command is good option to be aware of. Maybe it can be reworked as a menu choice, for setting up alliances with or against AI in custom games.
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MagiCollector
MagiCollector


Hired Hero
posted December 14, 2015 07:59 PM

magnomagus said:
@MagiCollector: have you noticed the ingame manual button, see first post, screenshot with sandro.

Found it, thank you
One question though: I've clicked the "how to read the tree" button, but tell me if i got it right.

For example:

Base     PerkA PerkB PerkC
Advanced PerkD PerkE PerkF
Expert   PerkG PerkH

Does this mean that, to get perkC, i have to get PerkA, then PerkB?
Does this also mean that i can get PerkG, PerkH and PerkD/PerkA as well? Or have i got it wrong?
So i can never, say, get PerkH, PerkF and PerkC together?

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted December 14, 2015 08:13 PM

@Belisarius: Requires source code.

@MagiCollector: Answer to all your questions is yes
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MagiCollector
MagiCollector


Hired Hero
posted December 14, 2015 08:34 PM

magnomagus said:
@Belisarius: Requires source code.

@MagiCollector: Answer to all your questions is yes

Thanks again, you are truly helpful
Last thing and i'll not bother you again: is there a way to generate random maps and not have the towns "locked in"?
For example,. the game's default maps let you choose what town to play each time in whatever position you wish.
When i use the Random Map generator, the positions are "locked", so if i select Inferno for Player 5, player 5 can always and only be inferno on that map.

Thanks in advance and sorry for being a bother, you did an amazing job with this mod

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted December 14, 2015 08:43 PM
Edited by dredknight at 20:44, 14 Dec 2015.

MagiCollector said:

Thanks again, you are truly helpful
Last thing and i'll not bother you again: is there a way to generate random maps and not have the towns "locked in"?


Open editor go to tools -> advanced RMG

There set your map preferences and then choose the tick box that says "Random Towns Only". It will do the trick!
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MagiCollector
MagiCollector


Hired Hero
posted December 14, 2015 08:54 PM

dredknight said:
MagiCollector said:

Thanks again, you are truly helpful
Last thing and i'll not bother you again: is there a way to generate random maps and not have the towns "locked in"?


Open editor go to tools -> advanced RMG

There set your map preferences and then choose the tick box that says "Random Towns Only". It will do the trick!

Aaaaaaand it worked, you rock man
Seriously, this mod renewed my passion for Heroes, there's so much to play, it feels like an Heroes 8 came out.

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