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tzening
Adventuring Hero
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posted July 01, 2018 04:09 AM |
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Edited by tzening at 11:32, 01 Jul 2018.
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tzening said:
magnomagus said: I don't really know what is supposed to happen, but I guess since the issue wasn't reported before, the script engine crashed because of some weird performance issue.
Since the map contains the following script function maybe you can try type
@GiveStaffOfVexings("Berein")
in the console.
How do I do so? Will this count as a cheat by the CPU? I take it that it was supposed to be called the "Staff of Vexings" before it was changed to "Staff of the Netherworld" along with "Berein" to "Ziyad" in the original?
I lucked out. The artefact merchant to the north of the map ended having the Staff on sale and somehow the Ring of the Unrepentant was guarded by some friendly Wraiths, which triggered only the first main objective to prevent script-breaking the game. Only to run into another problem.
How do I trigger the town conversion? I kept going to the town management screen in front of the town as Markal with the staff equipped but it only offered the town gate option without the conversion option. To add salt to the wound, Isabel can convert the towns instead.
EDIT: It's all over. I looked up the guide in this forum and thankfully was able to clear the scenario. Even the infamous 20 Bone Dragon bug that won't let you past even if you have 20 Bone Dragons and they are all attained using the Death Lord Skill.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted July 01, 2018 07:51 PM |
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Kabiki
Tavern Dweller
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posted July 02, 2018 11:37 AM |
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Quick and stupid question, but I dont see the ultimate abilities appearing in the skill wheel. Are they still in this mod?
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted July 02, 2018 11:42 AM |
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Hey @Magno,
Some feedback from the Russian guys.
Could you add the tent ability or perk or place that describes the usage in general that it can be used only 3 times as people are baffled when suddenly stops casting. I've had this request/complain several times from Facebook page as well.
Another thing I have had many questions is how to get Tear of Asha.
Could you give me a full list of the ways it can be collected and which one are certain (always get the tear) and which one are possible (multiple rewards where one of them can be the tear).
Also the idea of prizes is a bit of mystery for many people. If you have a list of what things are given by what adventure sites I can make a list in the Skillwheel.
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Join our official discord channel | NCF Utility Beta
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Muzinzafrika
Tavern Dweller
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posted July 06, 2018 05:38 PM |
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Hi! I am loving this mod, however I seem to have an issue: the backpack artifacts which are supposed to give me reinforcements every week as long as I have them in my army don't seem to work. Any idea what is wrong? Or am I misunderstanding something?
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted July 06, 2018 05:54 PM |
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Hey Muzinzafrika,
In order the artifact to work you need to have at least one creature of that tier in hero army slots.
Another reason why the artifact may not work is if the map scripts are not enabled. You can check that by visiting a Witch hut. If a menu pops up and asks if you want a skill or not, this means the scripts are activated. If your hero is directly given a skill, this means the scripts are not activated.
You can activate the scripts by using Mapmixer. In case of mapmixer not working you can do it through the editor.
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Join our official discord channel | NCF Utility Beta
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Muzinzafrika
Tavern Dweller
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posted July 06, 2018 06:55 PM |
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I am playing on one of the sample ARMG-created maps provided with the mod so I didn't think I would need to do anything extra. Also, the right creatures are present in the hero's army so this is not it..
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Muzinzafrika
Tavern Dweller
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posted July 06, 2018 06:57 PM |
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Also the Witch huts give me proper messages.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted July 06, 2018 08:42 PM |
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Give me a name of the:
- faction
- hero
- name of the problematic artifact
- screenshot of all artifacts that the hero has
- Screenshot of the units hero has
Also are you aware that units arrive on day 1 each week? When day 1 begins there is a hover message above the hero's head saying how many creatures joined the army.
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Join our official discord channel | NCF Utility Beta
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thGryphn
Promising
Famous Hero
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posted July 06, 2018 10:08 PM |
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Muzinzafrika said: Hi! I am loving this mod, however I seem to have an issue: the backpack artifacts which are supposed to give me reinforcements every week as long as I have them in my army don't seem to work. Any idea what is wrong? Or am I misunderstanding something?
If you have multiple legion artifacts only the highest tier artifact will work.
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tzening
Adventuring Hero
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posted July 07, 2018 03:07 AM |
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Kabiki said: Quick and stupid question, but I dont see the ultimate abilities appearing in the skill wheel. Are they still in this mod?
No. The closest you get to ultimate abilities would be the 3rd tier skills that require obtaining the other two before it. For example, in Expert Luck to get the "Dead Man's Curse" perk, you need "Warrior's Luck" and "Magic Resistance". Also to get the number of sub-skills is determined by mastery: Basic=1,Advanced=2 and Expert=3.
Even the hero type determines what skill you have on level one and what skill you can get when you level up. FYI, there is a third kind of hero for each faction in this mod instead of just the "Might" and "Magic" hero.
Be warned. Plan your skill build in advance. The sub-skills work by moving to the adjacent perk on level-up.
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i-kk
Tavern Dweller
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posted July 08, 2018 01:52 AM |
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Edited by i-kk at 01:55, 08 Jul 2018.
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magnomagus said: No, we have no evidence it is related to graphics at all, in case of the reshade user it could just be the extra workload causing some other process to malfunction.
Hello everyone, #firstPost
Potential fix for flickering mouse cursor / hourglass issue
I have experiend once again annoying bug with mouse flickering - as many here did, and decided to take a closer look.
It seems to occure at a given turn - after AI turn. Switching to Utility (= disabling smart AI) seems to resolve the issue for a turn or a few more, but the issue seems to happen again, so my thought process is: AI is doing something on the map to trigger it.
So I did:
@H55_NoFog(1);
and i noticed that one AI player visited Seer(Mermaid?) Hut. I reloaded the save and bullied him out of there - the flickering didnt start!
Then i spend way too much time trying to fix it with .pak before realizing that editing H55-AdvMap.lua only works for new games and not for my current save game..
I have prepared a dirty quick fix .pak with edited functions (basically i tried to disable seer hut):
function H55_MermaidVisit(hero,mermaid)
MarkObjectAsVisited(mermaid,hero);
end;
function H55_SeerHutAccept(hero,mermaid,minoramount,minorart)
MarkObjectAsVisited(mermaid,hero);
end;
function H55_SeerHutRewardA(hero,mermaid)
MarkObjectAsVisited(mermaid,hero);
end;
function H55_SeerHutRewardB(hero,mermaid)
MarkObjectAsVisited(mermaid,hero);
end;
Link to .pak [url=https://idevteam.net/2018-07-07-mouse_flickering_fix.pak]2018-07-07-mouse_flickering_fix.pak[/url]
Maybe it will fix it for the new games, time will tell.
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tzening
Adventuring Hero
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posted July 08, 2018 02:31 AM |
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Edited by tzening at 02:32, 08 Jul 2018.
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During Raelag's Campaign, why are do the level 4 and 5 Dungeon Mage guilds have the same build (Destructive and Dark) as Inferno? I thought it was Destructive and Summoning.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted July 08, 2018 01:37 PM |
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@i-kk,
Welcome to the forum! Please keep as updated on the issue .
tzening said: During Raelag's Campaign, why are do the level 4 and 5 Dungeon Mage guilds have the same build (Destructive and Dark) as Inferno? I thought it was Destructive and Summoning.
MMH5.5 swaps spell schools from some factions.
This is due to the reason some schools are ok with low spellpower/knowledge (light and dark) and others are efficient only if spellpower/knowledge is high (Summoning and Destruction).
If one faction (dungeon) has both - Summoning and Destruction this means Might heroes will not be able to learn spells that can be used in battle effectively (pvp and pve) because they have limited mana pool and zero to no mana.
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Join our official discord channel | NCF Utility Beta
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted July 08, 2018 01:59 PM |
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@Muzinsafrica:
This is a serious install issue, read FAQ
Quote: Another thing I have had many questions is how to get Tear of Asha. Could you give me a full list of the ways it can be collected and which one are certain (always get the tear) and which one are possible (multiple rewards where one of them can be the tear).
-artifact sets are fixed.
-obelisks, discs are random only on RMG maps.
-on maps that have a real puzzle, the price is always tear of asha
Quote: Also the idea of prizes is a bit of mystery for many people. If you have a list of what things are given by what adventure sites I can make a list in the Skillwheel.
this is highly randomized, only some objects like orc tunnel don't give spells for lore reasons.
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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tzening
Adventuring Hero
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posted July 09, 2018 04:54 PM |
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dredknight said: @i-kk,
Welcome to the forum! Please keep as updated on the issue .
tzening said: During Raelag's Campaign, why are do the level 4 and 5 Dungeon Mage guilds have the same build (Destructive and Dark) as Inferno? I thought it was Destructive and Summoning.
MMH5.5 swaps spell schools from some factions.
This is due to the reason some schools are ok with low spellpower/knowledge (light and dark) and others are efficient only if spellpower/knowledge is high (Summoning and Destruction).
If one faction (dungeon) has both - Summoning and Destruction this means Might heroes will not be able to learn spells that can be used in battle effectively (pvp and pve) because they have limited mana pool and zero to no mana.
If that's the case, then why the skill build on level up is still oriented to Destructive and Summoning for Raelag or Warlocks in general in MMH5.5? I even got the option for LIGHT magic upon levelling up in the first scenario! Not to mention, this effectively meant that I wasted a skill slot that could have been used for Sorcery or some other stuff. This puts him at a disadvantage against Assassins who are more than happy to spam Mass Slow and Weakness on me, effectively stopping me cold on the second scenario. (Hordes of Deep Hydras aside...)
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted July 09, 2018 05:49 PM |
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tzening
Adventuring Hero
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posted July 10, 2018 02:26 AM |
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Edited by tzening at 12:01, 11 Jul 2018.
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magnomagus said: When something has a low chance of happening, that doesn't mean it cannot happen. It can even happen multiple times.
That still doesn't answer my question as to why the magic skill priority upgrades for Warlocks are Destructive>Summoning>Dark>Light when their mage guilds are now set to Destructive and Dark in 5.5
Couldn't you switch their places in the Warlock's Skill Wheel?
EDIT: Second Question. As I said in an earlier post, I am now stuck in the Dungeon campaign second scenario. It's Day 1, Week 4, Month 2 and I just seized control of the crossroads (Central Area with Magic well and Stables with this army:
Tier 1-177
Tier 2-91
Tier 3-103
Tier 4-62
Tier 5-44
Tier 6-27
Tier 7-14 (Non-Upgraded)
No enemy town was taken yet because in the NW area I needed to access the first 2 Obelisks and flag the mines and the enemy Assassins kept sneaking in and flagging said mines and constantly out-paced Raelag before I could finally secure the area.
I ended up running into an army that had an Assassin with Expert Offence, Defence and Luck while having their army outnumber me in every way, even having Black Dragons. I kept getting crushed thanks to Mass Slow.
How did they even get an army this size? Even with three towns they still had to contend with resource shortages like any player. Right?
Or was I too slow in the scenario? At what week should I start capturing one of the towns and meet up with Shadya?
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osemoka
Tavern Dweller
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posted July 11, 2018 04:35 PM |
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hey, didnt know where to write about this issue
I wanted to play ur mod via lan with my friend.
Maps preapared for 5.5(rc9c and rc10beta4) and maps random generated maps don't work - game exits itself after a few turns without any error prompts ( we used reanimation patcher of course)
>normal maps from tote works
we also have problems with connection(when player one creates the game - it is not seen to player 2, but when player 2 creates, player one sees it) - maybe it's connected with previous crashes
we have exacly same version of the game from gog
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted July 14, 2018 08:23 AM |
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We have a note from heroes community mod creator from a while back.
Dodec a.k.a. ManiaCCC (I correlated his FB info to mod creators's accounts info and he was the only fit) said: Hello MMH5.5 team, I just want thank you for this awesome revision of one of the best Homam game in the series (in my opinion)
Dodec Vilhan
I am also glad I could unintentionally contribute to your mod I am original creator of treant mod(xManiaCCCx), bringing beta model back to game, it seems like ages ago, but when I saw this mod, I was so glad this work of mine has still some use these days. So also thank you also for that, not letting this littlle mod die and be forgotten
Also your profile picture I still remember taking this picture on my old old machine back in days and posting it on official Homam forum such memories.
Anyway, thank you for all your work and good luck in the future, I am really happy that someone is still keeping this game alive.
Have a nice day
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Join our official discord channel | NCF Utility Beta
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