Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 5 - Temple of Ashan > Thread: Homm 5 AI Testing Grounds
Thread: Homm 5 AI Testing Grounds This thread is 4 pages long: 1 2 3 4 · «PREV
kermit
kermit


Known Hero
Soul hunter
posted September 07, 2007 02:40 PM
Edited by kermit at 14:46, 07 Sep 2007.

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.



 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Maurice
Maurice

Hero of Order
Part of the furniture
posted September 07, 2007 09:45 PM

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 ...

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted September 08, 2007 12:39 AM

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).]
____________
What will happen now?

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 08, 2007 01:08 AM

Hmm I wonder if you run the same test with piles of resources this time if it will pick the same.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Maurice
Maurice

Hero of Order
Part of the furniture
posted September 08, 2007 10:40 AM
Edited by Maurice at 11:23, 08 Sep 2007.

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.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 08, 2007 11:29 AM

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
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted September 08, 2007 11:54 AM

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.
____________
What will happen now?

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted September 09, 2007 12:43 AM

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?
____________
How exactly is luck a skill?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 09, 2007 04:50 AM

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...
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted September 09, 2007 08:16 PM

So what do I do?  How did you get your peeps to go after loot and stuff in the orignal map?
____________
How exactly is luck a skill?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 09, 2007 08:23 PM

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.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This thread is 4 pages long: 1 2 3 4 · «PREV
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.0334 seconds