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Heroes Community > Heroes 5 - Modders Workshop > Thread: New (unofficial) patch for ToE / AI mod
Thread: New (unofficial) patch for ToE / AI mod This thread is 46 pages long: 1 ... 9 10 11 12 13 ... 20 30 40 46 · «PREV / NEXT»
Markus404
Markus404

Tavern Dweller
posted May 03, 2011 08:39 PM

Yes probably, but I must admit add a new creature that's not my priority, all models (except a fistful of neutral)  exist already in 3 variations.

I'd like replace some dragons (red, green, black, gold, white.. really tired to see dragons everywhere in level 7, the devs don't have imagination) but with new models.

I wish some other changes for this game, but unfortunately this game is closed like a windows from MS, all scripts are in the exe... Most of the xdb contains only links for txt/dds.

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Hellglory
Hellglory


Hired Hero
posted May 04, 2011 05:03 AM
Edited by Hellglory at 13:30, 11 Jun 2011.

Wow you've made progress since I've last checked.  Very excited about being to play against this AI on my best system.  I've tested your new AI as well as the basic AI dozens of times up to two months on this map (shameless plug impending):
[url=http://heroescommunity.com/viewthread.php3?TID=35267&pagenumber=1]Axis of Evil[/url]
This resource hogging map requires the basic AI to take unbelievably long turns.  The improvement with this mod is nothing short of astounding.  Not only did the AI perform many times faster, it did so much more efficiently and consumed their vast territories within 2 months.  The basic AI struggled to do this and often failed to conquer its lands within 2 months.  I would add that in about a dozen tests of your AI I did not encounter even one crash.  Now if they could only see far enough into the future to leave their lands...  Great work and I look forward to a release where the AI can gaze past 7 days.

____________

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Psatkha
Psatkha


Promising
Known Hero
H5 MODder
posted May 04, 2011 10:56 AM

Hello Quantomas!

Please tell me how to restore an indicator of players' turn with a colour ribbon of team's?

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Jukhta
Jukhta


Hired Hero
posted May 06, 2011 06:33 PM

Is this AI mod compatible with the HOMM V RPE?

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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted May 08, 2011 08:16 PM bonus applied by Galaad on 28 Aug 2017.

We have now a new public release 3.1b that adds a choice of AI type (aggressive vs. defensive) for each computer player plus tons of other improvements and fixes. Check it out!

In the next days I will release the 3.1.8 beta with the additional fixes required to enable NCF and RPE support for the .exe. I decided not to include this in the 3.1b release because with all the unit tests and test runs I am pretty sure that it is a good stable build. On the other hand, while having now identified where the space for the additional creatures and skills is allocated, I also believe that this upgrade has to be tested much more thoroughly. More on this soon.

It's insane how much time all those test runs for 3.1b took. Thanks to all who tested the beta and identified issues. More tests are welcome. Now, it's no limited beta any more but the best build we currently have, so playtesting can be fun.

Current build:
3.1b public release (6.2 MB)

Project website:
Heroes 5.5 - Eternal Essence

Reference maps:
Heroes 5.5 - Eternal Essence - reference maps

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proxeeus
proxeeus


Hired Hero
posted May 08, 2011 08:46 PM

Ooooow yeah ! Downloading this right now I didn't get any crash issues on Win7 since the last build so, technically speaking all's good on that front for my part.

Thanks a lot for this release! Gonna try this now.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 08, 2011 09:01 PM

Thank you Quantomas for this great new release!

I have a few questions:

1.Does the Ai still follow the resource settings in defaultstats.xdb when it is not set to balanced?

2. Now the aggressive/defensive settings take up the bonus choice slot, how are the bonuses for AI players determined?
____________
MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ

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mfdoom
mfdoom


Hired Hero
posted May 08, 2011 09:10 PM

EPIC!Just EPIC!

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rpgyay
rpgyay


Known Hero
posted May 08, 2011 11:26 PM

Wow so far so good, I was a little confused about where the equal resources option was until I looked through the starting bonus selection that you pick for yourself and there it was, great job Quantomas!

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Hellglory
Hellglory


Hired Hero
posted May 10, 2011 01:18 AM

Well done sir.. So far tests with this on vanilla show a clean release.  Ubi should cut you a check, or offer you a job, for such vast improvement upon their game whilst even linking your mod on their own website
____________

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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted May 10, 2011 12:20 PM
Edited by Quantomas at 12:21, 10 May 2011.

Quote:
Thank you Quantomas for this great new release!

I have a few questions:

1.Does the Ai still follow the resource settings in defaultstats.xdb when it is not set to balanced?

2. Now the aggressive/defensive settings take up the bonus choice slot, how are the bonuses for AI players determined?

It's random right now. But I will change it to apply the defaults. Still, I think this is more layered, i.e. the map's defaults override the global ones.

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Psatkha
Psatkha


Promising
Known Hero
H5 MODder
posted May 13, 2011 06:20 AM

Hello Quantomas!

It is me again!

Please tell me how to restore an indicator of players' turn with a colour ribbon of team's?

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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted May 13, 2011 12:32 PM
Edited by Quantomas at 12:34, 13 May 2011.

Quote:
Hello Quantomas!

It is me again!

Please tell me how to restore an indicator of players' turn with a colour ribbon of team's?

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Psatkha
Psatkha


Promising
Known Hero
H5 MODder
posted May 13, 2011 12:49 PM
Edited by Psatkha at 12:54, 13 May 2011.

Quote:
Quote:
Hello Quantomas!

It is me again!

Please tell me how to restore an indicator of players' turn with a colour ribbon of team's?





This ELEMENT (see screenshot) is missing in your MOD at any resolution!

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted May 13, 2011 02:43 PM

Quote:
This ELEMENT (see screenshot) is missing in your MOD at any resolution!


Take no offense Psatkha or anyone else for that matter but <IMO> the bar is very minor atm, with all the work that our 1 Wizard is doing at the moment.

@Q
I am running Win7 and this mod is amazing. The A.I. turns are snapping off and on some very difficult maps of mine (no crashes at saved game either). Whenever I tried to make a map with A.I. factions having more than one town the turns lasted for eons. Not so now, they surpass even the old vanilla single-town starts. Fantastic work!
____________
"Do your own research"

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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted May 13, 2011 04:43 PM
Edited by Quantomas at 16:49, 13 May 2011.

(In the Wizard's tower lab)

Wizard lab assistant: I think this petitioner lacks the skill of deduction.

Quantomas: You can't be so hard. Tell him that we do what we can and will work on it once we come around to it.

Wizard lab assistant: This petitioner is quite insistent. He wants this element.

Quantomas: Then tell him he can either use an earlier edition that showed this element or wait for an edition that has it some time in the future.

Wizard lab assistant: Alright. Sorry to interrupt your work for this.

...

(At the door to the tower's entrance hall)

Wizard lab assistant to Hero Psatkha: Sire, we do the best we can. As I am informed there is an earlier edition which has the element you require, or if you could kindly wait for future editions I am sure you will not be disappointed.

--

@Markkur
Cheers.

I will send you a sample map with some dungeon elements (think NWN) and a fountain. The one you had is rather a good starting point for a RoC design. I have now figured out how to make new screens, and I think we can do this in 3D, sort of placing the arena in the middle and the buildings for the arena master, trade guild, tavern and so on around it. Add some nice fly-by cameras to follow a combatant when he arrrives through a portal and walks to the arena, spectator ranks, a booming voice for the arena master and we have some spectacle. The models can be imported from the map. Of course, we will then need individual interfaces for each building, and if we want, we can even have interior scenes, but a dialog interface will do for now.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted May 13, 2011 05:57 PM
Edited by magnomagus at 17:58, 13 May 2011.

Just out of curiosity, why is the AI patch missing some elements from 3.1 exe like the AI progress bar and widescreen support? Can't those be easily copied over from the 3.1 exe?
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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted May 13, 2011 06:04 PM

Quote:
Just out of curiosity, why is the AI patch missing some elements from 3.1 exe like the AI progress bar and widescreen support? Can't those be easily copied over from the 3.1 exe?

The widescreen support is done now. It took five good days of work.

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Hellglory
Hellglory


Hired Hero
posted May 13, 2011 07:11 PM

Quote:
Quote:
Just out of curiosity, why is the AI patch missing some elements from 3.1 exe like the AI progress bar and widescreen support? Can't those be easily copied over from the 3.1 exe?

The widescreen support is done now. It took five good days of work.


I was thinking the ratio didn't look right, does your public release already include this improvement or is this slated to be added for a future update?

(oh and how dare you minimize my all important player turn bar)
____________

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mfdoom
mfdoom


Hired Hero
posted May 13, 2011 07:34 PM

Turn bar sucks.The less we see of him the better.

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