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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 38 pages long: 1 10 20 30 ... 31 32 33 34 35 ... 38 · «PREV / NEXT»
Elessar
Elessar


Adventuring Hero
posted July 08, 2015 02:06 AM

Heck, the biggest issue is that the beta AI will often completely ignore artifacts laying on the ground, even relics.  Kill the guards, and just walk away.  It's to the point that I'll be waiting for this new AI before I play a game again-just too easy.

I've never seen them flag Lighthouses either.

I wish the Astrologer's Tower had been implemented in a better way (I realize that this almost certainly can't be modded).  If you switch to a creature week you don't ever get any in town bonuses OR free stacks showing up.  The way they should have done it was to have the various factions bid on which upcoming week they want-you can keep bidding until day 7 is over.  The week which has the most money bid on it becomes the new week.  The way it is now the Red Player gets first choice, Brown last, which is completely unfair.


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klosarmicko
klosarmicko


Hired Hero
posted July 08, 2015 10:02 PM
Edited by klosarmicko at 22:03, 08 Jul 2015.

Elessar said:
Heck, the biggest issue is that the beta AI will often completely ignore artifacts laying on the ground, even relics.  Kill the guards, and just walk away.  It's to the point that I'll be waiting for this new AI before I play a game again-just too easy.

I've never seen them flag Lighthouses either.





+1

magnomagus said:
Does anyone know if 31j AI visits the following objects?

Hillfort
Arcane Library
Memory Mentor
Altar of Sacrifice
Sanctuary
Tavern/Thieves Guild on the adventure map.
Astrologer
Trading post
Artifact merchant

I would not be unhappy if it doesn't, but for scripting purposes it would be good to know.





never

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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted July 09, 2015 05:20 PM

I will definitely fix the Astrologer's Tower. I don't think it was intended that way and rather a bug in the vanilla.

I am pretty sure 3.1j doesn't visit the Thieves Guild and Astrologer but most of the others. Even so I have seen maps on which the AI visited a Thieves Guild simply because its interactive tile was in its path.

Whether objects are visited or picked up in general by an AI is an issue of contextual awareness. Its value typically depends on the lookahead and how it contributes to the strength of the faction, so it is very much a competition of valuations taken in different contexts and its balancing. The upcoming AI will solve this.
____________
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted July 09, 2015 06:00 PM
Edited by magnomagus at 18:18, 09 Jul 2015.

great you are back!

Quote:
Whether objects are visited or picked up in general by an AI is an issue of contextual awareness. Its value typically depends on the lookahead and how it contributes to the strength of the faction, so it is very much a competition of valuations taken in different contexts and its balancing. The upcoming AI will solve this.


So you mean to say the AI is going to evaluate the inventories of artifact merchants, spell merchants and trading posts and really use them? and also rebuild its skilltree with memory mentor? Wouldn't this cause more AI lag with little benefits?

I would like to warn you about a vital issue, because the 31j source code is missing the IsAIPlayer script function mapmakers cannot differentiate between AI heroes and human heroes which makes it impossible to customize adventure objects because a Question box would pop up for the human player if such an object is visited. Therefore it is currently actually better if some objects are left alone.

Also question: is the AI using all those values for artifacts and skills in artifacts.xdb and skills.xdb to make better decisions about them? There are literally thousands of <AIValue/> entries. It is not worth it to finetune them without knowing the Ai is using them.

EDIT

Quote:
Even so I have seen maps on which the AI visited a Thieves Guild simply because its interactive tile was in its path.


I don't think this is possible, it may look that way but heroes cannot walk on an interactive tile. Also some objects are 100% blocked like witch hut and Ai never visits them, I basically want to know which of the indicated objects have a block like the witch huts.


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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted July 09, 2015 10:23 PM

party mode activated !

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Elessar
Elessar


Adventuring Hero
posted July 11, 2015 11:52 PM

Quantomas said:
I will definitely fix the Astrologer's Tower. I don't think it was intended that way and rather a bug in the vanilla.
Quote:




Quote:
Whether objects are visited or picked up in general by an AI is an issue of contextual awareness. Its value typically depends on the lookahead and how it contributes to the strength of the faction, so it is very much a competition of valuations taken in different contexts and its balancing. The upcoming AI will solve this.



If I am parsing the above correctly, if the lookahead is too high (in the slider bar when you start a new scenario), the AI has a one track mind and once the guards are dead, something farther away then grabs their attention, and not the artifact (as in it was the guards themselves which triggered the attack, not the artifact behind them).

Can I make suggestions here for the AI?

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zmudziak22
zmudziak22


Famous Hero
posted July 12, 2015 09:13 AM

It will be possible in 3.2 version to have 8 secondary skills in campaigns?

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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted July 12, 2015 11:51 PM

Elessar said:

Can I make suggestions here for the AI?


Not before you have played with the 3.2.alpha AI.

Signing off.
____________
Will the TBS genre evolve? Yes!

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Deflaktor
Deflaktor


Promising
Known Hero
posted July 13, 2015 03:38 PM
Edited by Deflaktor at 15:39, 13 Jul 2015.

magnomagus said:

I would like to warn you about a vital issue, because the 31j source code is missing the IsAIPlayer script function mapmakers cannot differentiate between AI heroes and human heroes which makes it impossible to customize adventure objects because a Question box would pop up for the human player if such an object is visited. Therefore it is currently actually better if some objects are left alone.



You can actually make a workaround for it by creating a new thread for each player which runs the EnableHeroAI(hero) method on one of the player's heroes. The thread will abort if it is a human player and continue if it is not. That is sufficient to create a table which contains human players and another table which contains only ai players.

Also glad Quantomas is back. Willkommen zurück
____________
My Heroes5 Dump /// My Heroes5 Patcher

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zmudziak22
zmudziak22


Famous Hero
posted July 13, 2015 04:05 PM

Yes. His new version will help in development of Might and Magic Heroes 5.5 . Will you Quantomas make 8 skills work in campaigns?

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted July 14, 2015 06:59 PM

Quote:
You can actually make a workaround for it by creating a new thread for each player which runs the EnableHeroAI(hero) method on one of the player's heroes. The thread will abort if it is a human player and continue if it is not. That is sufficient to create a table which contains human players and another table which contains only ai players.


Funny, I thought about this 5 months ago but got stuck and gave up, somehow you made me rethink it and now I got it working.
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ldongder
ldongder


Adventuring Hero
posted July 23, 2015 09:42 AM

Quantomas said:
I will definitely fix the Astrologer's Tower. I don't think it was intended that way and rather a bug in the vanilla.

I am pretty sure 3.1j doesn't visit the Thieves Guild and Astrologer but most of the others. Even so I have seen maps on which the AI visited a Thieves Guild simply because its interactive tile was in its path.

Whether objects are visited or picked up in general by an AI is an issue of contextual awareness. Its value typically depends on the lookahead and how it contributes to the strength of the faction, so it is very much a competition of valuations taken in different contexts and its balancing. The upcoming AI will solve this.


Great that you have come back&#65281;
if you and magnomagus can become a team for the new H5.5 project&#65292; crowd funding will be easier I guess! I am glad to donate.

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TheBaron
TheBaron


Promising
Known Hero
dreamer of dreams
posted August 11, 2015 06:41 AM
Edited by TheBaron at 07:23, 11 Aug 2015.

Wow, it's still going. I was a little shocked and sad when the eternal essence forum gave me a 404, but knowing that at least AI 3.2 is still on its way is heart warming.

Good on you Q, and I hope (and trust) that H5.5 will be fantastic with it included. By the way, great job in seeing that through as long as you have been, Magnomagus.

All the best.
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Baptiste Emmanuel Zorg.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted August 11, 2015 12:05 PM

Hello, TheBaron, good to see you are back as well.
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PepeBotijo
PepeBotijo

Tavern Dweller
posted August 11, 2015 01:16 PM

Hi guys! Very happy to know the project is still alive.

Cheers

Pepe Botijo (aka El Tormenta)
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son las únicas que se ganan
huyendo.
NAPOLEÓN BONAPARTE

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Gidoza
Gidoza


Known Hero
posted August 14, 2015 03:45 PM

Confused

Hi, there - I'm just looking for clarification, because I'm a tad confused.

The current version of the AI Upgrade that's been released - does it just include the side tools and AI options, or does it actually contain an AI upgrade?  I'm uncertain from what I'm reading as to whether the AI upgrade advertised is something that will come in the eventual future or is something of the present.  I'm also confused about HoMM 5.5 and how this relates to HoMM 5 ToE.  Do I need to download a new game in order to use the AI?

Would appreciate the clear-up, thanks.  

-James

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted August 14, 2015 04:22 PM

Read my clarification few pages back:

Quote:
To avoid any confusion I will try to clarify this as good as I can until EE developers come back, but take in mind this is based on memories of the old website. Me and Quantomas have not spoken in a long time, not for any special reason, just that we haven't been around here in the same timeframe.

1. Eternal Essence is now a commercial indie project aimed to combine gameplay elements of homm, civilization and dragon age.
2. Eternal Essence will 'disconnect' from H5 because H5 cannot be developed commercially, unless by Ubisoft, therefore the old H5.5 project is abandoned. 3.2 AI is the only part of EE that is still developed for H5.
3. I started for my own purposes new H5.5 project called MMH5.5 to satisfy similar goals as H3.5WOG => much richer adventure map, better gamemechanics (and as bonus better RMG)
4. New H5.5 is not a replacement or continuation of EE, It is an independent reattempt to make a H5.5 reality.
5. Old H5.5 and new H5.5 are structurally different - To put in language heroesfans understand old H5.5 was like VCMI because the source was redeveloped (C++), new H5.5 is like WOG because it is a script extension (LUA, not ERM) which can be run by any H5 exe file, including this one. It is however limited by the script functions the source code understands.


Also note to everyone: Quantomas said: 'signing off' in his last post.
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Gidoza
Gidoza


Known Hero
posted August 14, 2015 05:02 PM

I don't know if this really answered my question, at least I don't feel like it did.

Put it this way - I'm playing Heroes 5 ToE.  Is the AI upgrade available for it?  Is AI 3.2 something already out?  Currently with 3.1j, the AI seems for the most part to be making the same combat errors.

Fundamentally I don't understand anything you said about HoMM 5.5.  

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted August 14, 2015 05:25 PM

3.2 is not out and 31j improves the adventure map AI, not the combat AI.
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Gidoza
Gidoza


Known Hero
posted August 14, 2015 06:23 PM

Perfect that's what I wanted to know.  Will the combat ai be improved in 3.2 or is such a thing beyond the scope of this project?

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