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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 36 pages long: 1 2 3 4 5 ... 10 20 30 ... 32 33 34 35 36 · «PREV
dredknight
dredknight


Supreme Hero
posted April 12, 2016 11:45 AM

PyroStock said:
markkur said:
The only thing I wish he'd done for "J" was put in a 50/50 chance of an enemy hero being willing to fight when the armies are close to even. As it is they run away almost without exception.


My friends & I always found that was the biggest problem.  No matter how much we enjoyed a game it was always very anti-climatic to have big arch-enemy AIs just flee (AI army gone).  No big battles, AI flees & disappointing game over.  We want to get back into H5 again & try H5.5 but that anti-climatic thought is making us hesitate & just do my version of H3.5WoG instead.



Might and Magic 5.5 MOD fix this.
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stachnie
stachnie


Adventuring Hero
posted May 05, 2016 02:47 PM

I am not sure if Q's wave function is nonzero there, but I will post it. I play with the MMH5.5 (3 hero classes for each town, new artifacts, different handling of artifact sets, dwelling and town conversion and so on), but it adopts the AI mod. I like to play under somewhat extreme conditions, so maybe the AI cannot handle them properly.

I play my favourite testing map (Great War - made by myself, all factions, 2 towns available for each of them, all faction dwellings, very strong monsters guarding zones, lots of battle sites, mines, artifacts and resources, all starting heroes have Enlightenment-Mentor from start) and I have noticed a strange AI behaviour.

All opponents are arranged in couples (Haven-Dungeon, Sylvan-Necropolis, Academy-Inferno, Fortress-Stronghold), breaking to the central area and to the other areas requires to defeat hundreds or later legions of upgraded lvl 7's. I play as Academy, I have conquered Inferno, converted one of its towns and all dwellings (lvl 1, 2, 3 and a post 4-7) to Academy, got to the central area, dug the Tear of Asha, bought the map from Cartographer. My main hero got level 35 + 5 Sylanna Ancients, so she is level 40 and can mentor the other heroes to level 37 (in fact most of this job was done by a lvl 40 secondary). As for the other couples: Sylvan almost completely dominated Necropolis but could not finish it (it was enough to split forces to 2 heroes), Fortress dominated Stronghold, Haven has an advantage over Dungeon.

I decided to go after Sylvan and Necro (at this time they swapped their towns and converted them). I had to defeat the main Sylvan hero (some losses, but nothing significant), destroyed Necro, moved a strong secondary (a few Inferno weeks converted to Necro with some other converts and reinforcements) to the more remote Necro town and went after the last Sylvan hero. My idea was that Sylvan should capture the other Necro town (I left it empty, all troops go to the other Necro), convert it and all Necro dwellings to Sylvan and I will finish him (and block the way to the other areas with secondary heroes).

I have taken both Sylvan towns, enemy hero had run away to a remote corner of the area. I have installed a secondary hero with some Sylvan troops from both towns. Enemy hero recaptrured the town and left it. My main hero took it back, enemy started to run away. He ignored a completely empty Sylvan town (I hoped he would retake it) and headed in the direction of the central area. I blocked all paths with my main and secondary heroes but an empty Necro town was still available. However, the enemy hero kept sitting next to the entrance to the central area and was doing nothing, so the turn before Sylvan hero disappeared my secondary hero attacked him just to take all artifacts.

It seems Sylvan hero has simply given up. I hoped to supply my main hero with some Arcane Archers and Archidruids but well... the input from 3 Academy towns (one with Tear), 2*3 low level dwellings and 4 4-7 military posts plus some 160 Druids that joined my army is more than enough.

A few more things about AI behaviour:

1. It seems to largely ignore external dwellings apart from flagging them. In particular, it seems to not to fetch troops if there is any danger that the enemy could attack the caravans.

2. It often defeats the guards but leaves artifacts and resources. It seems AI forgets to send a secondary hero to grab them?

3. AI often delays capturing a poorly defended town until the end of the week, thus losing some income.

S.

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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted May 13, 2016 12:26 PM

@stachnie: some of these issues are caused by the Ai hiring heroes issue i posted about in main thread, these issues will be fixed in next version.
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Might & Magic: Heroes 5.5 RC9 | MMH5.5 ARMG | MMH5.5 FAQ

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rpgyay
rpgyay


Known Hero
posted May 31, 2016 04:41 AM

glad to see the project is still alive, the next ai upgrade sounds impressive!

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LarkinVB
LarkinVB


Known Hero
posted July 06, 2016 09:02 PM

Just curious - anyone knows what quantomas is doing ? Is he still active with anything game (AI) related ?

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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted July 06, 2016 09:24 PM

Actually his last post on homm forum was yesterday

http://www.celestialheavens.com/forum/16/15952?start=40
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Might & Magic: Heroes 5.5 RC9 | MMH5.5 ARMG | MMH5.5 FAQ

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Elessar
Elessar


Hired Hero
posted July 07, 2016 07:00 PM

I was at CH the other day-an almost complete ghost town.  Damned shame.

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rpgyay
rpgyay


Known Hero
posted August 30, 2016 11:07 PM

It's been a little while, any news about the AI progress from Quantomas?

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markkur
markkur


Responsible
Legendary Hero
Once upon a time
posted August 31, 2016 10:16 AM

rpgyay said:
It's been a little while, any news about the AI progress from Quantomas?


Greetings old friend.

The word on the grapevine a week back was he is still working on it.

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mctronic
mctronic

Tavern Dweller
posted September 19, 2016 05:43 AM

His he still accepting money? Will a certain amount speed up the process?

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markkur
markkur


Responsible
Legendary Hero
Once upon a time
posted September 19, 2016 03:15 PM

mctronic said:
His he still accepting money? Will a certain amount speed up the process?

Sorry, can't answer that. I've not worked with him for years now.
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"Poetry is a felt change of consciousness"

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rpgyay
rpgyay


Known Hero
posted November 06, 2016 05:11 AM
Edited by rpgyay at 23:06, 31 Dec 2016.

greetings, i'm sure it's just a matter of time before there's some news.

Latest News: Dec 22 2016
Quantomas said:
I wish happy holidays to all of the Christian faith. To all go my best wishes for a peaceful and inspirational period leading up to the new year.

I wish I could thank all who have contributed to this project in one way or another by presenting finally the 3.2 release. Alas, as much as I tried, it wasn't meant to be. Though it is very close. I am upgrading now the original code that connects the H5 core with the AI and then attach the newly created final AI to get the game to work.

It feels like ages since I last played Heroes V. Years ago I stopped because the game felt too much like waiting more than playing and that the AI wasn't yet what it could be. I simply could not go back. That is what the new release is about: no waiting on the end of turn and an AI that is worth a challenge.  :wall:

Recently I tried Soren Johnson's Offworld Trading Company. It is an outstanding educational game. You heard that right. At the start the game beats you, and then it teaches you what neoliberal capitalism and Wall Street is about: investing strictly into the most profitable stuff. As you understand that outsourcing and shutting down less profitable businesses is essential, you begin to beat and then outclass the AI opponents. It's a terrific experience. Unfortunately, there it ends. It has little replay value for me because I feel no sense of achievement in beating the game with a handicap. It reminds me why I have little interest in playing Heroes VI or Heroes VII. And why AI makes a real difference to a game.

There are rumours in the community that I am planning to abandon Heroes V.  :| Nothing could be further from the truth. Heroes V is our starting point from which we will build a more advanced game. What we will abandon is the world of Ashan and move to the giant ringworld of Amara close to the center of our Milky Way. Check out Larry Niven's Ringworld if you are curious about its scope. Sci-fi and fantasy are not that far apart as many believe.

It is unfortunate that the development of the AI has taken five years because we have an entirely written campaign ready that makes use of our new world map feature. Hopefully the work on the maps for this campaign will begin in earnest early next year. I wished I had the time to communicate fairly with the team members, everyone who made a contribution to our effort, and can only apologize if you feel left out in the cold. I wished I could do better on this front, but there are days when it feels unbelievably difficult to work on the code and do the project management on top of it. There is a time for everything, or so it is said. Have no doubt, once the biggest burden is lifted I will make an effort to get our communications on the right track.

I am still fully committed to create a highly polished version of Heroes V that will be the pinnacle of the game, a strategy game with an AI that verifies the brilliance of its game design and thus brings honor to the Heroes of Might and Magic formula again, and credit to its creators.

From that point onwards we will be moving to Heroes of the Ancient Order, but we won't abandon Heroes V for a long time.

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funked15
funked15

Tavern Dweller
posted January 03, 2017 06:12 PM

Can't help but see the contrast between this and the mmh5.5 approach.

Q isolates himself and tries to do everything.
Nothing is achieved for years..

Magnomagus' ability to manage a heroes community (like herding cats I'm sure) has allowed the creation of an amazing product in a short timeframe (despite no source code).

It highlights the power of a passionate community, with a good leader and a clear vision.

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