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Heroes Community > Heroes 5 - Modders Workshop > Thread: AI Mods: Classic AI (standalone) & XL Performance AI
Thread: AI Mods: Classic AI (standalone) & XL Performance AI This thread is 6 pages long: 1 2 3 4 5 6 · «PREV / NEXT»
GeorgeBG
GeorgeBG

Tavern Dweller
posted June 18, 2008 11:02 PM

Quote:
I'm sorry, but I have no knowledge of multiplayer problems.


the problem may not be caused by the mod. we are playing with custom templates. i ask is there something special about loading a save in online game through hamachi?

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ZeroXcuses
ZeroXcuses


Known Hero
posted June 19, 2008 09:30 PM

Thanks. I get tired of the Ai suiciding with a mediocre force into my epic hero.

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s-h-a-d-o-w
s-h-a-d-o-w

Tavern Dweller
posted June 25, 2008 11:49 PM

Hi,

There ist a big eroor at this AI-Mod;
If You change the starting resources like Gold, Wood, .... some of the Campaign levels are not playable -> is that possible?
I can`t play level one from the TotE Campaign?!

Dear
Shadow

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5m0k1n
5m0k1n

Tavern Dweller
posted June 30, 2008 03:26 PM

sounds like a great mod, too bad that u cant fix the thing about the ai sometimes fleeing too fast tho. i had a funny situation at some map were the AI was beating or at least almost beating my hero (at heroic), so i loaded the game and used the few gold i had to buy some more peasants (i had heaven faction) but they were like 30 peasants maybe, they werent going to affect the battle at all, yet the AI, cuz of those peasants, fled the battle as soon as it started. i loaded the game many times to check if it was cuz of those peasants, and i was amazed to find out, it indeed was because of them. pissed me off cuz the ai could have made me lots of damage , especially cuz he had sylvan faction and most of his units started first, but it fled without doing anything at all. that happened lots of times, that along with the long wait turns made me a lil sad :/
anyways ive seen that this mod reduces the AI turns (i kinda thought itd be the other way since the AI its "smarter" now) and thats reason enough for me to get it. also ive read that the ai will have only a main hero per castle, hopefully thatll make it retreat less since it wont have many other strong heros, but i have no idea how it works so i dont know.
anyways keep it up

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 30, 2008 04:38 PM

Quote:
If You change the starting resources like Gold, Wood, .... some of the Campaign levels are not playable -> is that possible?


Yes, this is true, but there is nothing I can do about it. Besides it doesn't matter very much because the difficulty of campaigns is highly affected by scripted events and preset heroes. Playing the campaigns with the mod should hardly make any difference.

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5m0k1n
5m0k1n

Tavern Dweller
posted July 01, 2008 01:30 AM

ive played 1v1 on champion difficulty against necropolis (i was academy) on normal size map. the main battle between me and his main hero was very nice and i could beat him but by just a few. only trouble ive found during the battle was that after 1 stack of his bone dragons died (not the ghost ones, dunno why he had 2 stacks of the both different evos) he resurrected em and kept doing so everytime they died, to the point were the stack had no hp at all. dunno if u cant fix that tho but itd be nice. another thing was (it is mentioned tho) the fact that they leave items/resources behind em, mayb resources wont matter much cuz they have a lot normally, but sometimes they leave powerful items behind(in this map he left the +6 spell power set robes which is a quite nice item).
another thing ive noticed is that when i got to his territory to get his castle, a lot of dwellings and mobs protecting items/shrines/resources were still there, and the game had like 4 months already, nothing major tho (im sure with the normal ai that doesnt happen tho)
and another thing, was that when i got to fight some priest(the evo ones) they spent first 2 turns buffering themselves (they were jus 1 stack). by the time they were going to attack me they were down by half. a bit lame but nothing major

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 02, 2008 11:51 PM

Quote:
another thing ive noticed is that when i got to his territory to get his castle, a lot of dwellings and mobs protecting items/shrines/resources were still there, and the game had like 4 months already, nothing major tho (im sure with the normal ai that doesnt happen tho)
Quote:


Cannot be caused by the mod directly because it doesn't change values for
adventure map locations, but indirectly maybe: on champion level the AI is very rich and wants to attack you very soon, so it doesn't have a reason to visit the locations.

Quote:
and another thing, was that when i got to fight some priest(the evo ones) they spent first 2 turns buffering themselves (they were jus 1 stack). by the time they were going to attack me they were down by half. a bit lame but nothing major


Modding H5 is very restricted, I'm sure this can't be improved.

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Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted July 03, 2008 12:16 AM

magnomagus I was wondering if there was a way that the AI wouldn't leave artifacts on the map. I've been playing with your mod and it is a great improvement but very often the AI leaves artifacts instead of picking them up. Is there a variable that could affect that?
____________
13 Heroes

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 03, 2008 11:50 AM

Quote:
magnomagus I was wondering if there was a way that the AI wouldn't leave artifacts on the map. I've been playing with your mod and it is a great improvement but very often the AI leaves artifacts instead of picking them up. Is there a variable that could affect that?


The defaultstats.xdb contains several values for items and locations found on the adventure map. For example artifacts are something like this: minor:3000 major:9000 relic: 12000. I believe castles have the
highest value of 128000. I don't know if simply increasing these values
will help much. It will surely involve a lot of testing over several different maps and games to find a better combination of all values.
And there is also the possibility it won't help at all because maybe the
problem is caused by the AI reacting to nearby enemy heroes or something else I don't know. At the time I created this mod I had no time and motivation for all this testing so I only increased the borderguard value
(one of the greatest annoyances for mapmakers) and hoped someone would notice a difference. Until now I seemed to be succesfully on my HOA-map because the AI was taking borderguard which were highly protected and very far away from there castles, but on the other hand it left relic artifacts behind with a higher value almost next to the borderguards. If you are still an active player you can further investigate the concept by making changes to my mod. (I know you can make mods).




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Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted July 03, 2008 12:49 PM
Edited by Cleave at 12:51, 03 Jul 2008.

I'm not that good but I can always give it a try since you pointed me in the right direction.

Quote:
<ValueOfMinorArtifact>3000</ValueOfMinorArtifact>
<ValueOfMajorArtifact>9000</ValueOfMajorArtifact>
<ValueOfRelicArtifact>12000</ValueOfRelicArtifact>


I'm going to edit these values and give it a try on several maps. I'm thinking of multiplying them by 10 and see what happens.

I play large random maps based on a custom template (if you click on the X in my signature you'll find one of these maps) and there is a big neutral zone with huge neutral stacks and more often than not the AI kills the troops guarding the artefacts and leave them behind which is rather irksome. I'll test this modification and see if it works.

Thanks a lot magnomagus.
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13 Heroes

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 03, 2008 08:54 PM

Well, if you find anything, I would like to know.
I believe there are also values for skill-locations and resources.
I thought the values for skills were quite low, so if the AI is really affected by these values I think they could use an overhaul too.
To my experience the AI has a tendency always to fall behind with its primary skills compared to human players.

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del_diablo
del_diablo


Legendary Hero
Manifest
posted July 03, 2008 09:47 PM

You could do some spesific setup.......

The value of an artifact increases by a high amount if it is part of a set and the AI allready got a part of it. Lets say the AI gets artifact 1 in set A, then the value of artifact 2-x in set A will increase by quite a bit. For each part of the set, the value increases.
If the AI got a magic hero, the value of stat boosting items should increase by a decent amount.
A barbarian would have a extreme low priorety on a magic boosting item, but a higher priorety on a Atc or Def item.

However i think the value of a borderguard should be higher than of a Castle. The AI should also have a formula of what class vs. class got great advantages/disadvantages against each other, in addition to treat level.
The level of mines that is VERY needed to a faction should have the value of attacking a enemy hero that it can beat in battle.
As for secondary skills, the AI should allmost need a plan on what to get. Add on values on all skills and perks, if a perk leds to another perk that is great it will have a higher chance. However if the AI is offered a essential skill it should take that instead, and some skills should be WAY superior in what to pick over others depending on the faction.
If a Barbarian is playing against Necropolis, should it not then pick "Shatter Dark Magic" or "Shatter Summoning"? etc................

The should also only consider everything within 1,5 or 1 movement radius. If it is nothing there the distance will increase by another movement factor, etc. The AI should also calculate all enemy hero movement, if the enemy is alot stronger they should only be considered if they can get to the AI's hero.

So in the end, one of the big issues for the AI is that it needs variables.

____________



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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 04, 2008 12:58 AM

Good ideas diablo, but impossible to create. The AI-code is hard-coded in H5.exe and all we can do is changing lists of parameters.

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s-h-a-d-o-w
s-h-a-d-o-w

Tavern Dweller
posted July 04, 2008 05:28 AM

@magnomagus

I had tried something: If you keep the default states for starting Gold, Wood, ore,.... the campains work fine!

Maybe this is the solution for the error...


dear
shadow

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 04, 2008 12:26 PM
Edited by magnomagus at 12:32, 04 Jul 2008.

Thanks for making me 100% sure about that, but still I'm not planning to change the mod. The reason is the campaign difficulty is not affected by the mod anyway (combat map behaviour on low levels are the only exception to this). I think most people using this mod have already played through the campaigns and are now looking for more excitement in randomized maps. Changing all resource settings back to default will not help to improve that.

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kuertee
kuertee

Tavern Dweller
posted August 05, 2008 03:24 AM

Quote:
does this mod work with the original H5 game?
(i don't have any of the expansions.)
thanks for the reply.


hey, all/magnomagus.

the install for 1.6 states:
"...just place the ClassicAIfor1.6.h5u file
in the \Heroes of might and magic V - Tribes of the east\UserMODs directory."

i have the original (patched to 1.6) eu collectors edition.
it doesn't have the UserMods folder.

i put this in Data folder and renamed it from "ClassicAIfor16.h5u" to "ClassicAIfor16.pak"? it seemed to have worked because the AI selections at the start of the game shows the new AI. but i'm not entirely sure.

in game, HARD seemed easy. CPU Heroes were wandering the map with small armies and are leaving "easy" neutrals alone. are there other "markers" that show the AI working in the game?

or do i just try the suggested progression for increasing the difficulty?
Quote:
-normal (without mods)
-normal (yasmiels mod)
-hard (classic ai)
-hard (without mods)
-expert (classic ai)
-heroic (without mods)
-champion (classic ai)


thanks, guys, in advance.
and thanks, magnomagus, for a cool mod.

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phoenixreborn
phoenixreborn


Promising
Legendary Hero
Unicorn
posted August 05, 2008 01:27 PM

Kuertee just make the usermods directory...i.e. create a new folder called usermods

c:/program files/ubisoft/heroes v/usermods

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broadstrong
broadstrong


Promising
Known Hero
Level 20 Vassal of Light
posted September 02, 2008 05:22 PM
Edited by broadstrong at 17:58, 02 Sep 2008.

@magnomagus,

I have installed patch v3.1 for TotE, and it seems like the classic AI mod does not work for v3.1.

Although difficulty showed "normal", "hard", "expert", "champion", when I started a new XL game (map from RMG newest version), I still see my side start with 30,000 gold while AI players start with only 10,000 gold (this is the default "normal" difficulty without mods)

Based on previous posts, I see that this mod seemed to work only with v3.0 because the mod uses some default.xdb file from v3.0 and not other versions.  So do I need to wait for the mod upgrade, or do I need to create the UserMods folder in the H5 savegames folder (not the H5 installation folder as the readme stated)? (I know these are very noobish questions, but it is really confusing when it seems I have to abandon AI mod and play unmodded Hard, which AI cheats big time).

@Yasmiel,

Does your balanced difficulty mod work for v3.1, or it will be updated somehow to work for v3.1?


Thank you both in advance.
 

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 02, 2008 10:02 PM

None of the AI-mods will work in 3.1, since 3.1 uses a new defaultstats.xdb (a file that contains a lot of important gameplay-stats). Nival also made changes to the hard-coded part of the AI so it should already be slightly better without any mod. I'm currently working on some new ideas for 3.1, but I can't give any release date. Making a mod itself is not much work, but testing new settings in game and see if they really make it better takes much more time.

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Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted September 02, 2008 11:26 PM

Nice to see that you haven't lost interest! I've tried 3.1 and it's an improvement but I miss the AI mod still.
If you need help with the testing I'd be glad to give your mod a try.
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13 Heroes

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