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Thread: Homm 5 AI Testing Grounds | This thread is pages long: 1 2 3 4 · «PREV |
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kermit
Known Hero
Soul hunter
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posted September 07, 2007 02:40 PM |
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Edited by kermit at 14:46, 07 Sep 2007.
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From what I've observed in games on hard difficulty, AI conciders a hero controlled by a human player a bigger threat than a computer controlled hero. The threat itself seems a function of hero level, hero troops, luck and morale. Spells, skills/ war machines do not seem to matter. This threat influences computer behaviour and will make it either avoid hero encounter or fight.
One illustration of this in a recent hard game, was that the sole presence of my lvl15 hero with barely a few troops (a couple of Angels) was making the computer turtle in it's castle with 3 full weeks of troops. The hero in command of this great army was a lvl1 knight. Curiously a much weaker openent from another faction that was much farther, came close to my hero without fear. This makes me believe that AI agressiveness is also dependent on the amount of time it takes for the threat to reach it's castle.
There also might be different scripts for atackers/explorers/defenders, explaining the difference in behaviour patterns.
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Maurice
Hero of Order
Part of the furniture
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posted September 07, 2007 09:45 PM |
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Ok, some more info. I set up each AI with a town it could not reach (or leave) and made sure the Hero it did have was teleported in the center of the 7 mines at the start of each day. Due to their distance, the Hero could only reach 1 mine each day. I did 5 trials on Normal mode, and made these findings so far:
Academy:
O, M, W, Go, C, G, S (5 times)
Dungeon:
W, Go, O, S, C, G, M (3 times)
O, Go, W, C, S, M, G (2 times)
(note how it swapped each "double" between the two different orders)
Haven:
W, Go, S, M, O, G, C (5 times)
Fortress:
W, Go, S, O, M, C, G (5 times)
Inferno:
O, C, W, Go, S, G, M
O, G, W, Go, S, C, M (2 times)
O, G, W, Go, M, C, S
O, C, W, Go, M, G, S
(note how it kept swapping capture order between C and G, and between S and M)
Necropolis:
O, W, Go, M, S, G, C (2 times)
O, S, W, Go, M, C, G
O, W, Go, S, M, C, G
W, S, O, Go, M, C, G
(it needs to make up its mind ... which might be hard if it doesn't have one! )
Sylvan:
W, Go, S, G, C, O, M (5 times)
Interesting results. Like previous trial, the Academy player was the only one to recruit a Hero in its town and this time it did so on day 1. But since there was no way to leave it, it was garrisoned.
I wonder how the pattern will change when I make all 7 Heroes belong to one and the same player ...
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted September 08, 2007 12:39 AM |
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Maurice, in the same setup, could you see how the AI behaved in town, i.e. which building were constructed? [For that end, it's very helpful to use the cheat console, which informs you what AI does on its turn (see thread on Curios Cheating Guide in Modder's Workshop for more info).]
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What will happen now?
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted September 08, 2007 01:08 AM |
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Hmm I wonder if you run the same test with piles of resources this time if it will pick the same.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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Maurice
Hero of Order
Part of the furniture
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posted September 08, 2007 10:40 AM |
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Edited by Maurice at 11:23, 08 Sep 2007.
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I'll see about both those . No ETA though.
Umm, I just looked over the cheating guide as well as the scripting stuff. The easiest way to view what the AI was doing was by simply generating a text message on what it has built, when it has built something. However, I don't see anything that could help me reach that. Am I overlooking something?
I see a few alternatives, however: make it so that when it's my turn, the script puts all towns under my control, and when I finish my turn, it returns ownership to the various AI's. Or, give myself a Hero who acts like a switch, running between 2 locations. One location gives the towns to me, the other one returns it to the AI.
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted September 08, 2007 11:29 AM |
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I hope there is a script, I had to capture the town each turn And exactly because it knew I can reach it it would not venture out to pick up its resources..That incidentally it could get and return to town in the same turn
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted September 08, 2007 11:54 AM |
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You don't need a script, if you activate the console, each turn it will tell you how many resources AI has, which creatures it purchases, and which buildings it builds. You have to be rather quick on the eye, but it makes it possible to follow all actions.
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What will happen now?
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted September 09, 2007 12:43 AM |
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Help: I have AI heroes placed on islands all alone, with two possible enemies to defeat. However, they do not move. What do I do? Is there a way to force agression out of these guys?
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How exactly is luck a skill?
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted September 09, 2007 04:50 AM |
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I thought so. I could not get them to be hostile even when there were no alliances - it must be a condition for single player. On the other hand you can't see the AI's turn on multiplayer...
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted September 09, 2007 08:16 PM |
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So what do I do? How did you get your peeps to go after loot and stuff in the orignal map?
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How exactly is luck a skill?
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted September 09, 2007 08:23 PM |
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I had my hero in an island but since the AI senses your artifacts and army don't have any angel wings or more army than it. After that they still go looting but will not attack another AI player.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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