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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Official VCMI Thread
Thread: Official VCMI Thread This Popular Thread is 107 pages long: 1 10 ... 16 17 18 19 20 ... 30 40 50 60 70 80 90 100 107 · «PREV / NEXT»
Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted February 18, 2012 03:50 PM

Not sure, didn't cast blind for a while. It should and it certainly follows slow/haste effects.

More testers are needed.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 18, 2012 04:00 PM

Blind is for pussies, you da man!

There are several effects disabling a creature, blind, paralyze, stone, out of my head.
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Zeki
Zeki


Supreme Hero
sup
posted February 18, 2012 07:25 PM

yeah! working AI!

BTW is the guy porting VCMI to android part of your team? If yes, when will the ai will be implemented into the android version, too?
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted February 19, 2012 07:24 AM
Edited by Warmonger at 07:26, 19 Feb 2012.

No, he's not. There is no contact with him and in general whole Adroid port is a mess.
The funny thing is that he redirects all users who encountered bugs to OUR forum. of course we can't help them in any way.
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted February 23, 2012 06:49 AM
Edited by Warmonger at 11:37, 23 Feb 2012.

New develpment build released!

Download VCMI 0.78b.

See working AI and new options window and test the release. We believe that this one is significanltly more stable tha earlier releses.

Also, an interesting thing is that you can read AI's mind:


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 23, 2012 07:07 AM

StupidAI is called by VCMI team?

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meganix
meganix

Tavern Dweller
posted February 28, 2012 05:05 PM
Edited by meganix at 17:16, 28 Feb 2012.

I got this crash
Did i do something wrong?

Entry for file CreWin1.pcx was not found
Entry for file CreWin1.pcx was not found
Entry for file CreWin1.pcx was not found
Failed to find file CreWin1.pcx


also the creauture battle animation looks funny. They walk very slowly but the other animations is in normal speed

Also no creature walking sounds

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted February 28, 2012 05:11 PM

You probably don't have these files, right?

They should be in \Data folder.
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meganix
meganix

Tavern Dweller
posted February 28, 2012 05:14 PM

yes i copied the files from "Backup" It is working now

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MegaNix
MegaNix

Tavern Dweller
posted February 28, 2012 08:29 PM

In the creature info screen there should be a brief description of the different features the creatures have. You could see this by right clicking on the feature image

example: The skeleton have the "undead" feature. What does that mean?

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted February 28, 2012 09:12 PM

That's a good idea, but someone must write all these descriptions and they should make some sense. It's a lot of work.
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meganix
meganix

Tavern Dweller
posted February 28, 2012 10:34 PM
Edited by meganix at 22:50, 28 Feb 2012.

i could start doing that. unfortunately my english isn't perfect but i'm ready to give it a shot. Errors can be corrected by you when i'm finished

EDIT: you haven't yet included Wog content? So all the information to do the description is already on this page http://heroes.thelazy.net/wiki/Main_Page

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted March 01, 2012 09:52 PM

Version 0.88 is out.

Play!

Yes, now you actually can.
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted March 05, 2012 03:13 PM
Edited by Warmonger at 15:16, 05 Mar 2012.

Some time ago I mentioned that if AI is meant to be flexible and smart, it must think like human and not in terms of deterministic algorithms. Here's an example of fuzzy logic use to make it more useful:


tacticalAdvantage.addRule(new fl::MamdaniRule("if OurShooters is MANY and EnemySpeed is LOW then Threat is very LOW", engine));
tacticalAdvantage.addRule(new fl::MamdaniRule("if OurSpeed is LOW and OurShooters is FEW and EnemyShooters is MANY then Threat is very HIGH", engine));
tacticalAdvantage.addRule(new fl::MamdaniRule("if (OurShooters is MANY or OurFlyers is MANY) and EnemyShooters is MANY then Threat is LOW", engine));
tacticalAdvantage.addRule(new fl::MamdaniRule("if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH", engine));

tacticalAdvantage.addRule(new fl::MamdaniRule("if Bank is TRUE and OurShooters is MANY then Threat is somewhat HIGH", engine));
tacticalAdvantage.addRule(new fl::MamdaniRule("if Bank is TRUE and EnemyShooters is MANY then Threat is LOW", engine));

tacticalAdvantage.addRule(new fl::MamdaniRule("if CastleWalls is HIGH and OurWalkers is MANY then Threat is very HIGH", engine));
tacticalAdvantage.addRule(new fl::MamdaniRule("if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM", engine));
tacticalAdvantage.addRule(new fl::MamdaniRule("if CastleWalls is MEDIUM and OurShooters is MANY and EnemyWalkers is MANY then Threat is LOW", engine));


This was pretty starightforward, simple and yet it works. AI will now not bleed heavily, charging at grand elves with skeletons.

Also, keep in mind that our AI does not cheat. It knows only what a human player could normally know and gets no bonuses.
We're hoping to prevent both AI and human chetaing possibilities before online mode is added.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 05, 2012 03:52 PM

We will kick his a$$ anyway. However maybe it should be more smart than  only calculating quantities. Archery and special artefacts as golden bow expert raise the threat, also shooters is anything which shoots, starting with low level gremlins and going up to dracoliches or thunder titans. For example, if we have 1000 gremlins and 10 titans, which will have priority for AI?
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted March 05, 2012 04:09 PM
Edited by Warmonger at 16:10, 05 Mar 2012.

It's of course based not on quantities, but AI values. Actually I added it on top of simple value comparison.

Quote:
Archery and special artefacts as golden bow expert raise the threat

Of course this system can be expanded to arbitrary complexity, if someone ever has time for that. But there's an issue: how can you know that enemy has Golden Bow or Archery?
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Bersy
Bersy


Honorable
Supreme Hero
posted March 05, 2012 04:29 PM

Quote:
how can you know that enemy has Golden Bow or Archery?

After his shooters first shot?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 05, 2012 05:04 PM

I think AI has already in code to know what artefacts and spells we have. From early tests, I noticed he will not attack weaker armies if tomes in and high spell power. Or shackles of war.
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p4e4c
p4e4c


Adventuring Hero
posted March 08, 2012 05:28 PM

Can someone explain to me how to start VCMI? Not working...
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted March 08, 2012 05:39 PM

What exactly is not working? Client console should give meaningful messages.

Did you read the manual or release post?
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