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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Official VCMI Thread
Thread: Official VCMI Thread This Popular Thread is 116 pages long: 1 10 20 30 40 50 60 70 ... 71 72 73 74 75 ... 80 90 100 110 116 · «PREV / NEXT»
Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted December 06, 2015 10:19 PM

Any news about AI?
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Villl
Villl


Hired Hero
posted December 07, 2015 04:26 PM

when it is possible to generate the random maps of cities 8???

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Macron1
Macron1


Supreme Hero
posted December 07, 2015 04:46 PM

Villl said:
when it is possible to generate the random maps of cities 8???


What are cities 8?

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Villl
Villl


Hired Hero
posted December 07, 2015 04:52 PM

random maps

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Engwathang
Engwathang


Adventuring Hero
posted December 07, 2015 04:54 PM

random maps are possible?

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avatar
avatar


Promising
Supreme Hero
posted December 07, 2015 05:09 PM

VCMI has random map generator... what's the problem?

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Villl
Villl


Hired Hero
posted December 07, 2015 05:09 PM

Yes

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SXX
SXX

Tavern Dweller
posted December 10, 2015 04:37 PM
Edited by SXX at 16:55, 10 Dec 2015.

Galaad said:
Any news about AI?
Any particular requests / suggestions?

I'm currently working to make sure it not crash / freeze game. So far with few bugs fixed and some broken code disabled it's become more stable now. E.g AI can now play for 50+ months and even end up killing your hero in town. Though making it smarter is far more complex task and playability is higher priority.


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pellish
pellish


Famous Hero
posted December 10, 2015 06:16 PM
Edited by pellish at 18:38, 10 Dec 2015.

I made a new tileset based off of a screenshot Don_Ko once posted depicting what he called "outdated alpha graphics" for their Forge rendition. I thought it'd be a shame for them to go to waste so I threw together a replacement for dirttl.def just for show. I hope no members of the HotA Crew will have any problem with me using these graphics.

Here's what it looks like:

(sorry about the .jpeg quality)

Now bear in mind it looks like sh*t because of all the misplaced objects, not because of the terrain. Since I can't make a new tileset I just replaced dirt to take this screenshot. I think it looks rather good actually. Since I don't know of many tileset mods I don't know what to compare with either, lol.

EDIT: better pic with a bit more fitting objects:


Now my main question is - while I realize implementing this as a stand-alone tileset might not even be possible at the moment - I'm wondering if it will be possible once VCMI 1.0 is out? Or at a later date? Any help is appreciated. Thanks in advance.

EDIT: original screenshot by don_ko

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phe
phe


Famous Hero
Life and Freedom
posted December 10, 2015 06:41 PM
Edited by phe at 18:46, 10 Dec 2015.

SXX said:
Any news about AI?Any particular requests / suggestions?

Ability for shooters to shoot when enemy units get into effective shooting range regardless of shooters speed but double shooters would shoot only once, second shot according to queue...???

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted December 10, 2015 07:15 PM

phe said:
SXX said:
Any news about AI?Any particular requests / suggestions?

Ability for shooters to shoot when enemy units get into effective shooting range regardless of shooters speed but double shooters would shoot only once, second shot according to queue...???

You are talking about combat AI, which wasn't touched in years. Only adventure AI is in active development.
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SXX
SXX

Tavern Dweller
posted December 11, 2015 02:33 PM
Edited by SXX at 14:34, 11 Dec 2015.

Warmonger note is correct. I should've make it clear that I talking about adventure map AI.
BattleAI isn't perfect, but work well enough so it's unlikely I'll work on it anytime soon.
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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted December 11, 2015 03:35 PM
Edited by Galaad at 15:36, 11 Dec 2015.

SXX said:
Any particular requests / suggestions?

I'm currently working to make sure it not crash / freeze game. So far with few bugs fixed and some broken code disabled it's become more stable now. E.g AI can now play for 50+ months and even end up killing your hero in town. Though making it smarter is far more complex task and playability is higher priority.

http://i.imgur.com/oVCtCO8.jpg



Weird, last time I played all its heroes had close to no troops and I captured castles poorly guarded full of armies at disposal to recruit. Other than that I didn't experience any crash/freeze.

Pellish said:
I hope no members of the HotA Crew will have any problem with me using these graphics.

According to this interview you should be fine.
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Dairy
Dairy


Known Hero
posted December 11, 2015 07:09 PM

Galaad said:
SXX said:
Any particular requests / suggestions?

I'm currently working to make sure it not crash / freeze game. So far with few bugs fixed and some broken code disabled it's become more stable now. E.g AI can now play for 50+ months and even end up killing your hero in town. Though making it smarter is far more complex task and playability is higher priority.

http://i.imgur.com/oVCtCO8.jpg



Weird, last time I played all its heroes had close to no troops and I captured castles poorly guarded full of armies at disposal to recruit. Other than that I didn't experience any crash/freeze.

Pellish said:
I hope no members of the HotA Crew will have any problem with me using these graphics.

According to this interview you should be fine.


When was that interview done ? This year ?

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Docent_Picolan
Docent_Picolan


Promising
Adventuring Hero
posted December 11, 2015 07:36 PM

Just to make things clear. That interview is a poor source of information both about crew's current attitudes and my personal opinions. For example — the idea of making ERA support was completely discarded half a year after the talk.

As for specific thing of using HotA's graphical assets: the language barrier did mess up some points I've been trying to make during the interview. I mostly meant that HotA's graphical resources are to be treated with the same respect as NWC graphical resources should NWC still exist as a team. We are not fond of massive borrowing of our content for other projects, but for some individual cases we don't mind. Anyway, it is highly recommended to consult us on whether we would mind in any specific case (we are usually available here on HC or you can use our e-mail). Things that we don't plan on using ourselves are occasionally released for wide public.

Same for the case with Pellish — we are not against any use of our Forge material that was released for public by Don_ko, including that terrain.

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SXX
SXX

Tavern Dweller
posted December 11, 2015 07:48 PM
Edited by SXX at 19:53, 11 Dec 2015.

According to @Ivan HotA developers agreed to license it under CC-BY-SA for VCMI:
[url]http://forum.vcmi.eu/viewtopic.php?p=14656#14656[/url]
So anyone can use those assets as long as your derivative work licensed under the same license:
[url]https://creativecommons.org/licenses/by-sa/4.0/[/url]

@Docent_Picolan
Would be great if all assets could have appropriate license. Though considering Forge wasn't made completely from scratch (or I missing something?) this one likely is grey area.
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valgaav
valgaav


Adventuring Hero
posted December 12, 2015 10:00 AM
Edited by valgaav at 10:02, 12 Dec 2015.

SXX said:
Galaad said:
Any news about AI?
Any particular requests / suggestions?


Cheating AI ? Might be a separate setting in vcmi launcher if the consensus is to make great non cheating AI at some point. Which will be very hard to do.


Points to consider
-No fog of war for AI
-AI players main goal should be defeating human player instead of fighting between themselves.
-Extra resources for AI players
-Extra XP for AI heroes
-Minimal losses against neutral creatures for AI
-Knowledge of spells in non build mage guilds so that AI can decide on magic school for its heroes.



Bonuses AI gets could be based on human progress. If human player plays well and is ahead of AI bonuses should be bigger, if not  then bonuses should be smaller.


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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted December 12, 2015 10:40 AM
Edited by Warmonger at 10:40, 12 Dec 2015.

Quote:
Extra resources for AI players

This is already implemented as a part of original difficulty mechanics.
Quote:
Minimal losses against neutral creatures for AI

This is quite difficult, AI in VCMI plays full battles just like regular player.
Quote:
Knowledge of spells in non build mage guilds so that AI can decide on magic school for its heroes

Good god, who cares? How many times AI will make sensible use of spells that could change anything?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 12, 2015 11:39 AM

Warmonger said:

This is quite difficult, AI in VCMI plays full battles just like regular player.


Personally I don't care if AI is cheating if the way you implement the cheat is making it human close effective. If I was to do it, I would follow my logic from Conquistador mod, because the AI inside gave me great challenge.

A few ideas:

AI heroes should get in battle all magical skills at expert level, no matter if they are all removed after battle. This will solve the minimal loses problem.

AI heroes should get daily experience (5% or 10% of the level they are)

AI heroes should get every day ~10% to movement.

AI heroes should get a random primary skill every x days (in Conquistador it is every day).

And of course, AI should not fight each other in priority.

This of course modular on the difficulty level.

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AVS
AVS


Hired Hero
posted December 12, 2015 09:20 PM
Edited by AVS at 22:53, 12 Dec 2015.

Salamandre said:
Warmonger said:

This is quite difficult, AI in VCMI plays full battles just like regular player.


Personally I don't care if AI is cheating if the way you implement the cheat is making it human close effective. If I was to do it, I would follow my logic from Conquistador mod, because the AI inside gave me great challenge.

A few ideas:

AI heroes should get in battle all magical skills at expert level, no matter if they are all removed after battle. This will solve the minimal loses problem.

AI heroes should get daily experience (5% or 10% of the level they are)

AI heroes should get every day ~10% to movement.

AI heroes should get a random primary skill every x days (in Conquistador it is every day).

And of course, AI should not fight each other in priority.

This of course modular on the difficulty level.


"No AI cheating" is one of VCMI main design guidelines. Once scripting will be implemented any such things could be implemented as a mod.

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