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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 10 ... 15 16 17 18 19 ... 20 30 40 46 · «PREV / NEXT»
Fester
Fester


Adventuring Hero
posted June 25, 2011 09:05 PM

Whould it be possible to have "work in background" not to be disabled when using fullscreen mode?
On my system the cursor is pointing 2 cm above the drawn one. I noticed that while in mainmenu and switched to hw cursor and it was exact but in game that mode had similar issues. I remember there is mod for this but I try to keep of mods while using EE.

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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted June 26, 2011 01:00 PM bonus applied by Galaad on 28 Aug 2017.

3.1e is now available. 3.1e is mostly identic to 3.1d but with further performance boosts. 3.1d included the mechanics for additional optimizations of the AI core logic. With these mechanics in place we now can rather quickly adjust and tune the performance, which gets a notable boost in 3.1e.

Current stable build:
3.1e public release (7.8 MB)

Latest beta build:
3.1.9 beta release (11.0 MB). It's older than 3.1e. Watch the news for the next one coming out.

Project website:
Heroes 5.5 - Eternal Essence

---

@Psathka and others
Everything will be done in due time. I spend a month analyzing the requirements and doing the initial design for an advanced clean modding architecture. Consider that something like 6 months of work for your regular dev. The result is that the work on the AI is now a month behind schedule. The advanced modding architecture will allow modders simply to drop .xdb files with definitions and references for enhancements into a dedicated folder, skills, creatures, spells and so on, no messing with the vanilla game database anymore. But this is a major TASK I can't afford doing right now. If you want to see things moving faster, consider helping with the project. There are already a good number of research tasks and others lined out in our dedicated threads.

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mfdoom
mfdoom


Hired Hero
posted June 26, 2011 01:56 PM

Quote:
3.1e is now available. 3.1e is mostly identic to 3.1d but with further performance boosts. 3.1d included the mechanics for additional optimizations of the AI core logic. With these mechanics in place we now can rather quickly adjust and tune the performance, which gets a notable boost in 3.1e.

Current stable build:
[URL=http://www.bonddisc.com/ref/H5AI_31.zip]3.1e public release[/URL] (7.8 MB)

Latest beta build:
[URL=http://www.bonddisc.com/ref/H5AI_31n_beta.zip]3.1.9 beta release[/URL] (11.0 MB). It's older than 3.1e. Watch the news for the next one coming out.

Project website:
[URL=http://www.bonddisc.com/ref/h5/]Heroes 5.5 - Eternal Essence[/URL]

---

@Psathka and others
Everything will be done in due time. I spend a month analyzing the requirements and doing the initial design for an advanced clean modding architecture. Consider that something like 6 months of work for your regular dev. The result is that the work on the AI is now a month behind schedule. The advanced modding architecture will allow modders simply to drop .xdb files with definitions and references for enhancements into a dedicated folder, skills, creatures, spells and so on, no messing with the vanilla game database anymore. But this is a major TASK I can't afford doing right now. If you want to see things moving faster, consider helping with the project. There are already a good number of research tasks and others lined out in our dedicated threads.


YOU ARE AMAZING!

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rpgyay
rpgyay


Known Hero
posted June 27, 2011 12:40 AM
Edited by rpgyay at 00:41, 27 Jun 2011.

I haven't been able to test fully yet but does this address the issue with the AI not fully upgrading their city? (may of not upgraded their city last time i noticed the issue if they were spending all their money on units but i'm not sure)

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Hellglory
Hellglory


Hired Hero
posted June 27, 2011 02:31 AM

I have 2 questions.  What are all of the adventure/battle locations the AI will visit and therefor benefit from?  If easier list locations they will not visit.  Also, are there any changes to the AI with this mod which enables them to visit any of those locations?

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rpgyay
rpgyay


Known Hero
posted June 27, 2011 03:10 AM

I haven't had a chance to test with 3.1e but another thing that I noticed with 3.1d is that the A.I didn't try to avoid me even if my party was much more powerful... it would continue to try to explore or do it's own thing.

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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted June 27, 2011 05:25 PM
Edited by Quantomas at 17:27, 27 Jun 2011.

Quote:
I haven't had a chance to test with 3.1e but another thing that I noticed with 3.1d is that the A.I didn't try to avoid me even if my party was much more powerful... it would continue to try to explore or do it's own thing.

You created quite the scare here, as if some weird bug had made it into 3.1d/e. I tested and they finely observe threat ranges, retreat and advance again. Do you have some savegame with which you could reproduce the behaviour?

Keep in mind there are valid cases where the AI heroes do not flee. For example, if they have no retreat option, or if they consider their retreat options limited and exhausted for example in three turns (the AI does lookahead opposition tracking), they might as well take a chance and move onward in the case that your hero has another primary target and is busy. What is also implemented in 3.1d is Heroes III style kamikazee behaviour if they have no town and only a couple of turns left to capture one.

Whether to construct buildings or hire creatures is at the discretion of the AI. In most cases the implemented behaviour works fine and they fully build up their town. In some cases, for example if there is no resource income it doesn't work so well. This type of building optimization which relies on smartly collecting resources and using trading posts or market places will come with the algebraic factorization.

@Hellglory
There are some adventure map objects that having the AI visit them just does not make sense. For example the astrologer tower, if the AI would visit it that would spark an AI week of X bidding war. Or the mentor does not make much sense, as long as the AI doesn't skill up as smart as a human player. Others like treasure vaults or prisons are currently intentionally left alone, to avoid boosting the AI performance further. But once the algebraic factorization is around, the AI will dynamically adapt its difficulty challenge based on the tracked performance of the player and may elect to capture these buildings as well. A list does not make much sense currently, because things can change from release to release. But in general, you can consider that the AI will make best use of ALL adventure map objects once the logic is implemented.

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Hellglory
Hellglory


Hired Hero
posted June 27, 2011 07:06 PM
Edited by Hellglory at 01:50, 01 Jul 2011.

Quote:

@Hellglory
There are some adventure map objects that having the AI visit them just does not make sense. For example the astrologer tower, if the AI would visit it that would spark an AI week of X bidding war. Or the mentor does not make much sense, as long as the AI doesn't skill up as smart as a human player. Others like treasure vaults or prisons are currently intentionally left alone, to avoid boosting the AI performance further. But once the algebraic factorization is around, the AI will dynamically adapt its difficulty challenge based on the tracked performance of the player and may elect to capture these buildings as well. A list does not make much sense currently, because things can change from release to release. But in general, you can consider that the AI will make best use of ALL adventure map objects once the logic is implemented.


Ofcourse and watch towers are another example of wasted footwork for an intelligent AI who can already see all it wishes to.  My impression was that the AI does not visit some of these locations out of thoughtful design.  If desired, I will narrow my question.  Does the AI visit battle boosting locations currently?  I could do a quick test to find out and I could swear I have see it many times, just being a bit lazy.  The AI moves so quickly now, I find myself not paying as much attention to their exact movements.  Also I was certain they did not visit treasure locations.  If this was done to limit the AI I would disagree with it.  I can always turn the difficulty down if the AI becomes too strong.  If they visit battle boosting locations and plunder treasure locations with implementation of future enhancement then I would be at inner peace.

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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted June 27, 2011 07:14 PM
Edited by Quantomas at 19:14, 27 Jun 2011.

Surely the AI heroes do visit battle boost locations. This is an important part of the AI. Gives the hero a boost to movement and stats. There is extensive logic to establish the best order in which to visit objects on the adventure map.

No worries about the treasure vaults, this will be switched on/off dynamically on the assessment of the human player strength by the AI. If it feels already strong it will exercise restraint, if it needs a boost it will go for it.

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rpgyay
rpgyay


Known Hero
posted June 27, 2011 09:18 PM
Edited by rpgyay at 22:17, 27 Jun 2011.

Unfortunately I don't have the saved game, it was actually my brother who was playing and telling me about how in the 3.1d build the AI seemed to just be stuck in a loop... moving to and away from a gold mine it couldn't capture (neutrals were too strong for AI). When running across another A.I it was just standing there. I'm not sure if it matters but we do use some mods that do the following:

1) Unlock all heroes (even from campaign)
2) Adds my own custom hero
3) Remove week of disease (taken from RPE)
4) Hero skill change (gets rid of pre-requisites for skills also for example will let everyone have the option of getting say elven luck just by having basic luck)
5) Neutral count (just gives a more general idea of how many enemies are in a stack)
6) Disables Dimensional Door spell(at the time it would slow down AI turn)also I made summon creature and town portal a level 1 spell.

I know you said to remove all mods but these things I can't imagine having a huge impact but I could be wrong.

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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted June 27, 2011 10:00 PM
Edited by Quantomas at 22:12, 27 Jun 2011.

These things could have an impact. In any case 3.1e is more tolerant in this respect. I recommend to upgrade and try the same map again.

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bingdevil
bingdevil

Tavern Dweller
posted June 28, 2011 08:36 AM

Hello Quantomas

Hello Quantomas,I found bugs:
AI can't use the Shipyard , AI can't build boats to traverse the sea

you can find thie bug if you play sea map
____________

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TheBaron
TheBaron


Promising
Known Hero
dreamer of dreams
posted June 28, 2011 02:00 PM

Quote:
Hello Quantomas,I found bugs:
AI can't use the Shipyard , AI can't build boats to traverse the sea

you can find thie bug if you play sea map


Hi Bingdevil, please put bug reports on the known bugs and issues thread and not here in the design thread.

The very first page of this thread also directs the the bug thread.

Thank you for taking the time to provide feedback just make sure you post the version of the AI you are using, as well as any other mods you have installed.

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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted June 28, 2011 03:12 PM
Edited by Quantomas at 15:19, 28 Jun 2011.

Quote:
You created quite the scare here, as if some weird bug had made it into 3.1d/e.

There was indeed a weird critical bug introduced in 3.1e, but nothing of the like described, instead it corrupted maps being loaded. 3.1f fixes this.

This reminds me that we should go back to the time-honored practice of testing new builds first in a beta release for two weeks or so before we will release these to the public.

PyroStock and Stachnie, could you test 3.1f? Let's make sure that we have a good stable reference build. The additional improvements on the way to 3.2, the strategic end stage and the scheduled bug fixes, will be released as betas first.

Current stable build:
3.1f public release (7.8 MB)

Latest beta build:
3.1.9 beta release (11.0 MB). It's older than 3.1f. Watch the news for the next one coming out.

Project website:
Heroes 5.5 - Eternal Essence

@TheBaron
Thanks a lot. I was just about to say something.

@All
Let's keep in mind that we are an organized community and that posts should go into the proper threads, e.g. for bugs, design, factions & campaigns and so on.

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mfdoom
mfdoom


Hired Hero
posted June 28, 2011 04:18 PM

Quote:


This reminds me that we should go back to the time-honored practice of testing new builds first in a beta release for two weeks or so before we will release these to the public.




Why?I think 50 people can test better than a few.

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rpgyay
rpgyay


Known Hero
posted June 28, 2011 08:05 PM

I agree, I think all builds are somewhat of a beta for us anyways, just trying to see if we can catch anything that could use improvement.

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bingdevil
bingdevil

Tavern Dweller
posted June 29, 2011 06:41 AM




Hi Bingdevil, please put bug reports on the known bugs and issues thread and not here in the design thread.

The very first page of this thread also directs the the bug thread.

Thank you for taking the time to provide feedback just make sure you post the version of the AI you are using, as well as any other mods you have installed.



thank you , I remove  other mods ,bue AI still can't use can't use the Shipyard , AI can't build boats to traverse the sea ĄŁ
the bugs still occur.


____________

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TheBaron
TheBaron


Promising
Known Hero
dreamer of dreams
posted June 29, 2011 07:32 AM
Edited by TheBaron at 07:32, 29 Jun 2011.

Quote:



Hi Bingdevil, please put bug reports on the known bugs and issues thread and not here in the design thread.

The very first page of this thread also directs the the bug thread.

Thank you for taking the time to provide feedback just make sure you post the version of the AI you are using, as well as any other mods you have installed.



thank you , I remove  other mods ,bue AI still can't use can't use the Shipyard , AI can't build boats to traverse the sea ĄŁ
the bugs still occur.




I'm sure it will be checked out. However, as I already said, please post bugs in the BUGS SECTION. The link is on the first page of this thread.

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bingdevil
bingdevil

Tavern Dweller
posted June 29, 2011 08:31 AM




I'm sure it will be checked out. However, as I already said, please post bugs in the BUGS SECTION. The link is on the first page of this thread.


I  put bug reports on the known bugs and issues thread I posted June 28, 2011 02:34 AM.  I hope you can see it . thank a lot
____________

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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted June 29, 2011 08:35 AM
Edited by Quantomas at 08:36, 29 Jun 2011.

Quote:
I agree, I think all builds are somewhat of a beta for us anyways, just trying to see if we can catch anything that could use improvement.

For us yes. But we have a couple thousand users who expect the game to run as stable, or even more stable, as the vanilla. Judging from the statistics roughly 90% of the players use the public release, and it's probably only us and players who ran into trouble to try out the lastest enhancements.

The betas are public, the main difference is that they contain debug logging. But the public releases need to be fully stable.

@TheBaron
Feel free to report persistent spammers to moderators. But you are right, after all it could be an otherwise very bright ten year old who makes his first steps on the internet and you don't want to hit them rightaway with the hammer. But again, if it persists it might also teach the right lesson.

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