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Heroes Community > Heroes 5 - Modders Workshop > Thread: New (unofficial) patch for ToE / AI mod
Thread: New (unofficial) patch for ToE / AI mod This thread is 46 pages long: 1 10 ... 16 17 18 19 20 ... 30 40 46 · «PREV / NEXT»
bingdevil
bingdevil

Tavern Dweller
posted June 29, 2011 05:01 PM
Edited by bingdevil at 05:49, 30 Jun 2011.

Quantomas, I suggest!

Quantomas I have an idea:
you can make AI use Surrender in the battle like H3 or H4
it will be more interseting
ok?

anf I  want to say  I very like your MOD  I'm your Supporter

I think AI can't use Surrender is not bug  
and I found sometimes  AI fled from the field of battle too early

sometimes  AI has strong troop but AI flee very early even make any moves before flee
____________

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allancaixeta
allancaixeta

Tavern Dweller
posted July 02, 2011 08:54 PM

I just found out about this mod and bought Heroes 5 insntantly on steam (well, it was also a very good deal, 2,50 ^^), and now I have a suggestion, i read somewhere that the mod doesnt work with online multiplayer games, is that right? I think it would be very great if you guys could make it work somehow, i like to play with my friends against the AI, but i hate the original H5 AI!
anyway tks for your hard work!

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VastAire
VastAire


Adventuring Hero
posted July 04, 2011 12:57 PM

Just wanted to say thanks for this great mod and I hope it will expand in the near future

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PyroStock
PyroStock


Adventuring Hero
posted July 07, 2011 11:01 PM
Edited by PyroStock at 23:02, 07 Jul 2011.

In My Humble Opinion...

No new bugs/problems with f or g that I've seen.

Quote:
No worries about the treasure vaults, this will be switched on/off dynamically on the assessment of the human player strength by the AI. If it feels already strong it will exercise restraint, if it needs a boost it will go for it.


We often play Extra Large and Huge random maps on Hard Difficulty with Strong & Extra Strong Monsters.  The AI sometimes seems reluctant to fight the neutral guards which separate the regions of the map.  This can result in the AI not conquering new towns (which leads to us humans winning - no AI victories yet).  Therefore, at the moment, I'm in favor of anything that will strengthen the AI (AI cheats beings last resort) including giving back the AI it's treasure vaults.

Since the dynamic assessment isn't an option yet the AI is being handicapped by being denied the treasure vaults in it's starting area.  Many treasure vaults have L4 & L5spells (pyramids, mage vault, dragon utopia) which also leads to more interesting final battles against an AI who can use them.  I recently fought an AI who was limited to it's starting town's 2 L5 spells... if it had it's Dragon Utopia & other buildings available it could have had many more.  By the time I'm in the AI's starting area I already have the upper hand and often don't need them for victory on the map.  I would also wager many map makers who placed treasure vaults in the AI's starting area expected the AI to use them (since that was the default AI's behavior).  That could throw off the balance of those maps (even a single treasure vault could have +20%Initiative items and L5spells).

All that aside, we could start playing on Heroic but I would rather be so humbled from a superior AI that I'm forced to play Normal than go Heroic.  The only thing after Heroic are cheats to help the AI.
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troggy
troggy

Tavern Dweller
posted July 08, 2011 03:06 AM

Hot-Seat

I couldn't find this in the thread, but are the 8 skills, taxes, and artifact guards intended to be unavailable in Hot-Seat mode?

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Hellglory
Hellglory


Hired Hero
posted July 08, 2011 04:40 AM
Edited by Hellglory at 04:47, 08 Jul 2011.

Quote:
I just found out about this mod and bought Heroes 5 insntantly on steam (well, it was also a very good deal, 2,50 ^^), and now I have a suggestion, i read somewhere that the mod doesnt work with online multiplayer games, is that right? I think it would be very great if you guys could make it work somehow, i like to play with my friends against the AI, but i hate the original H5 AI!
anyway tks for your hard work!


The man has a point quan, may multiplayer support priority elevate ever higher!  I got a friend on the sidelines just waiting to playtest the hell out of a shiny new multiplayer patch...  
Don't worry, Allan, he's got it in the pipeline but has some other pressing polishing to do before he can implement multiplayer support.  Just keep an eye out and be patient.  Play my [url=http://heroescommunity.com/viewthread.php3?TID=35267&pagenumber=1]Axis of Evil 2.2a[/url] in the meantime and you can fight side by side with a carefully tailored robo-ally.  You can name him and have pretend dialogues and... ahem... I've said too much.

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rpgyay
rpgyay


Known Hero
posted July 08, 2011 05:35 AM

Troggy I actually spoke about this in the bugs thread, until those options are available on the latest AI client the only way i've been able to solve this issue is to use the 3.1c client and set the options on single player then go to hotseat and the options stay intact, after you start your game before you do anything just save the game and restart with the desired AI client.

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Hellglory
Hellglory


Hired Hero
posted July 08, 2011 10:50 AM

Quote:
No new bugs/problems with f or g that I've seen.

Quote:
No worries about the treasure vaults, this will be switched on/off dynamically on the assessment of the human player strength by the AI. If it feels already strong it will exercise restraint, if it needs a boost it will go for it.


We often play Extra Large and Huge random maps on Hard Difficulty with Strong & Extra Strong Monsters.  The AI sometimes seems reluctant to fight the neutral guards which separate the regions of the map.  This can result in the AI not conquering new towns (which leads to us humans winning - no AI victories yet).  Therefore, at the moment, I'm in favor of anything that will strengthen the AI (AI cheats beings last resort) including giving back the AI it's treasure vaults.

Since the dynamic assessment isn't an option yet the AI is being handicapped by being denied the treasure vaults in it's starting area.  Many treasure vaults have L4 & L5spells (pyramids, mage vault, dragon utopia) which also leads to more interesting final battles against an AI who can use them.  I recently fought an AI who was limited to it's starting town's 2 L5 spells... if it had it's Dragon Utopia & other buildings available it could have had many more.  By the time I'm in the AI's starting area I already have the upper hand and often don't need them for victory on the map.  I would also wager many map makers who placed treasure vaults in the AI's starting area expected the AI to use them (since that was the default AI's behavior).  That could throw off the balance of those maps (even a single treasure vault could have +20%Initiative items and L5spells).



Well said.  Also, I've recently realized the AI does not take over lighthouses, hopefully this changes as well in future versions.  That global ship movement speed can be a big deal after all

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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted July 08, 2011 06:21 PM

Quote:
The man has a point quan, may multiplayer support priority elevate ever higher!

I wished things were that simple.

Technically, I didn't change anything in the multiplayer code.

The thing is, what I started out with, was a private build. I asked Ubisoft for access to the required information to fix multiplayer but to no avail. I got the impression that they have no interest in seeing our project go multiplayer.

This leaves us with the options, either me figuring out what's the problem or hoping for goodwill or that somebody does know what's wrong. The former is a major task, it completely dwarves all the effort we put in to get this Windows 7 compatible. So far, I haven't seen any good bug reports that do more than state that multiplayer is broken. If someone can figure out what's the problem, e.g. a version conflict, crc mismatches, latency in the networking code, hosts not responding, clients not communicating or whatever, and pinpoint the problem I could try to apply a quick fix.



Sadly, you guys have no idea how hard it has become to keep this project tenable. Thinking that I would have the leeway to work on an additional major task for multiplayer support.

The reality is that I am supposed to earn some money for the company, and that I have to sign a contract very soon to keep things going. Hopefully, this will be some AI work but I have more skills that are equally strong.

For the project this means, I will finish the strategic end stage as planned, this will take a couple of weeks, and yes this will include dynamic assessments of the AI to utilize treasure vaults and other adventure map objects. The strategic AI end stage is a truly powerful upgrade, and I guess we can then start to open a veteran league with players who can still beat the AI on an evenhanded map.

I hope that there will be enough leeway that we can finish the Hall of Decision before I have to start my contract work.

Once I have finished this contract, I hope to work on my own game project, ideally that would be EE if we get a chance to do this. If this is not possible, my main focus will be to get the EE mechanics going and for us to create a campaign that is truly worthy of a high profile strategy game.

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Hellglory
Hellglory


Hired Hero
posted July 08, 2011 06:32 PM

Quote:
Quote:
The man has a point quan, may multiplayer support priority elevate ever higher!

I wished things were that simple.

Technically, I didn't change anything in the multiplayer code.

The thing is, what I started out with, was a private build. I asked Ubisoft for access to the required information to fix multiplayer but to no avail. I got the impression that they have no interest in seeing our project go multiplayer.

This leaves us with the options, either me figuring out what's the problem or hoping for goodwill or that somebody does know what's wrong. The former is a major task, it completely dwarves all the effort we put in to get this Windows 7 compatible. So far, I haven't seen any good bug reports that do more than state that multiplayer is broken. If someone can figure out what's the problem, e.g. a version conflict, crc mismatches, latency in the networking code, hosts not responding, clients not communicating or whatever, and pinpoint the problem I could try to apply a quick fix.



Very well! Rather than waiting, I shall do what I can and begin multiplayer testing with your latest version and report my findings in detail.  Also, congratulations on the deal Quan.  Well deserved

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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted July 08, 2011 06:45 PM

Quote:
congratulations on the deal

That's premature, just a requirement, something that needs still to be done.

Still thanks, I like the sentiment.

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Pliskin
Pliskin

Tavern Dweller
posted July 08, 2011 07:35 PM

Quote:
Quote:
congratulations on the deal

That's premature, just a requirement, something that needs still to be done.

Still thanks, I like the sentiment.


When you say, that you plan to get the EE mechanics going what game features aside from AI do you mean with regard to the original plans for the project? Do you think that you will be able to reach the stage where one can implement new factions/ swap and integrate new models and spells?

Thanks for the effort again.

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Pliskin
Pliskin

Tavern Dweller
posted July 12, 2011 04:33 PM

Quantomas, I know you have posted a couple of general positions on your website where you would like to get help.
I think it would be useful though, if you could also post a list of more specific single tasks where you would like to get help right now
(Like finding out about coordinate settings when adding new buildings etc.).
This way a lot of people that have only very limited time, which are exactly the ones that have most of the time the greatest skillset, can contribute to the project regulararly without having to commit an unrealistic high amount of their time.

What do you think?

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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted July 13, 2011 06:40 PM
Edited by Quantomas at 18:41, 13 Jul 2011.

Quote:
Quantomas, I know you have posted a couple of general positions on your website where you would like to get help.
I think it would be useful though, if you could also post a list of more specific single tasks where you would like to get help right now
(Like finding out about coordinate settings when adding new buildings etc.).
This way a lot of people that have only very limited time, which are exactly the ones that have most of the time the greatest skillset, can contribute to the project regulararly without having to commit an unrealistic high amount of their time.

What do you think?

Yes, you are right, a task overview in a single place would be helpful. People could just take a glance and see what is required and what is tackled already.

I posted a first very rough mind map in the design thread for an overview. I will refine this, to show proper dependencies between the tasks, the required subtasks once we have identified these, and who does what.

Additionally, the two most important tasks are briefly explained in the new factions thread.

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AndreasNoldor
AndreasNoldor

Tavern Dweller
Heroes the best!
posted July 15, 2011 01:21 PM

H5_AIadv_31g.exe not work properly on a widescreen monitor (I have a 1920 to 1080). For example clips are cut from the edges and in obtaining the level and move down the window so dalee.A earlier example: H5_AIadv_31b.exe working correctly and all the windows in the normal
sostoyanii.U me if windows 7 is like a vliyaet.Izvinyayus of English, wrote to Google.

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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted July 15, 2011 09:56 PM
Edited by Quantomas at 21:56, 15 Jul 2011.

We have now a new public release 3.1h.

It further improves the balancing of neutral champions and also adds monster tooltips that show you to what extent neutral champions alter the threat level. The lists of spells removed from the repertoire of neutral champions includes now also frenzy, and the access of neutral champions to runes is somewhat reduced.

This release also implements the suggestion to have the enhanced options default to the behaviour of ToE vanilla.

--

Current stable build:
3.1h public release (8.3 MB)

Latest beta build:
3.1.11 beta release (12.3 MB)

Project website:
Heroes 5.5 - Eternal Essence

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted July 16, 2011 02:47 AM

Great stuff Q!

I've intended to share the following for a bit, sorry for the delay.

Although I had some encounters where all of my shooters were toast, I soon realized; that was generally my fault. What happened was;  that I had not changed my habit of playing on "Hard". Never even gave it a thought.

What that has shown me is: how much variablity you've given us in difficulty of gameplay now. I really enjoy the options you've made available and the way they affect difficulty. As you intended, the game is so much deeper now. Great ideas and implimentation. One last comment; After my medium-sized army was fried by 51 fire-Thanes along-side an equal-to-me level 16 Hero, I find myself "saving" much more frequently now  


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daniela
daniela

Tavern Dweller
posted July 23, 2011 08:47 AM

I played a random game today with the 3.1h AI version. It was pretty stable and defiant but...

I think it's urgent to balance Battle Griffins. If my game was not bugged, they actually have an impressive amount of 52 hit points with this mode, wich gives heaven an impressive boast. Alas, their "rush die" comes in the same turn it is activated, there's no posible scape. In the vanilla game they have just 35 hit points.

In that random game my Fortress Ingvar heroe was decimated by a Rutger Heaven heroe that has level 17 at day 3, w 4, m 1. I suspect in that game Rutger could do better agaist neutral champions because of that overpowered battle griffins. I had only manage to reach level 7 at that moment cause I had to wait before attacking the hard neutral champions. How could that AI heroe manage to reach level 17 in 24 days?

Are battle griffins expected to have 52 hp or is it a bug?

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Celeste
Celeste

Tavern Dweller
posted July 23, 2011 12:27 PM

Quote:
Are battle griffins expected to have 52 hp or is it a bug?


In the TotE 3.1 battle griffins also have 52 hp. Royal griffins - 35 hp.
But puck dive without delay is a bug.
____________

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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted July 23, 2011 01:48 PM
Edited by Quantomas at 13:50, 23 Jul 2011.

Quote:
I played a random game today with the 3.1h AI version. It was pretty stable and defiant but...

I think it's urgent to balance Battle Griffins. If my game was not bugged, they actually have an impressive amount of 52 hit points with this mode, wich gives heaven an impressive boast. Alas, their "rush die" comes in the same turn it is activated, there's no posible scape. In the vanilla game they have just 35 hit points.

In that random game my Fortress Ingvar heroe was decimated by a Rutger Heaven heroe that has level 17 at day 3, w 4, m 1. I suspect in that game Rutger could do better agaist neutral champions because of that overpowered battle griffins. I had only manage to reach level 7 at that moment cause I had to wait before attacking the hard neutral champions. How could that AI heroe manage to reach level 17 in 24 days?

Are battle griffins expected to have 52 hp or is it a bug?

If you play the game on a veteran level, you develop your heroes indeed this fast. The first levels are easy, and later on a level every one or two turns is fair.

There are two suggestions I have for you. The first, try the same game the other way around, play with Rutger instead of Ingvar, and see what happens.

For the second, install the 3.1.11 beta release. You can do that by copying the *_3111.exe files to your bina2/bin folder. BTW thanks for letting us know what the directory layout on the collector's edition is.  If you start the *_3111_beta_Debug_open.exe, this will lift the shroud from the map once you hit the turn button and you can observe what the AI players and Rutger does. I always find this a good deal of fun, to watch what happens on the map and it is a good way to learn the ropes of the game. I tend to set the opponent moves speed two levels higher, and this makes these quite fast.

If you want the best of two worlds, begin your game with the 3111 beta, hit the turn button once and save the game. Then you could load the game with 3.1h and continue with the shroud being lifted and still having the latest enhancements like the improved monster tooltips.

--

Current stable build:
3.1h public release (8.3 MB)

Latest beta build:
3.1.11 beta release (12.3 MB)

Project website:
Heroes 5.5 - Eternal Essence

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