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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 2 3 4 5 ... 10 20 30 ... 34 35 36 37 38 · «PREV / NEXT»
magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted March 21, 2017 11:50 PM

This mod does not require h55, it is worthy of installation and it will not work in LAN.
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frostysh
frostysh


Bad-mannered
Famous Hero
WHY?
posted March 22, 2017 12:50 AM

magnomagus said:
This mod does not require h55, it is worthy of installation and it will not work in LAN.
The redblooding hell! Okkay..

1) If I will install this new AI - the "old AI" will still work on LAN, or this new AI just override anything and the Game Over?

2) Does "Heroes 5.5" contain mega cool AI, which will work on the LAN-games?

3) Can "Heroes 5.5" be installed separately, component by component, I mean a configurable installation?

4) Is "Heroes 5.5" balanced on the hardest possible difficulty? (I mean not like in vanilla - Inferno totally sux than anything else, and the "good" factions are overpowered than anything else.)

5) How drastically "Heroes 5.5" changin' the gameplay, is it super drastically, on moderate drastically?

Sorry for the little bit offtopic.

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thGryphn
thGryphn


Promising
Famous Hero
posted March 22, 2017 11:43 AM

^ Answering this will basically hijack this thread, so why don't you ask MMH5.5 questions at the relevant thread: http://heroescommunity.com/viewthread.php3?TID=41303

In fact, reading the first post on that thread should readily answer some of your questions...

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted March 22, 2017 12:31 PM

Yeah, I will answer your questions in H55 thread.
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mctronic
mctronic

Tavern Dweller
posted March 23, 2017 10:55 AM
Edited by mctronic at 11:00, 23 Mar 2017.

I'm currently having difficulty the function EnableHeroAI with the  Enhanced AI mod version 3.1j.

The issue seems that after using the command MoveHero, the command EnableHeroAI set at true must immediately follow or else the hero will not move.

In example:

if CanMoveHero(HeroName, 71, 47) then          
  EnableHeroAI(HeroName, nil);                        
  MoveHero(HeroName, 71, 47);
  EnableHeroAI(HeroName, true);
end;


If using the regular version of H5:TotE 3.1 you don't need the last command. Could someone else try this script / function and confirm the validity of this ?
                   

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted March 23, 2017 03:51 PM

yes that is correct and also the cause of various hero movement bugs in scripted maps when this mod is installed.
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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted March 23, 2017 04:57 PM

Thanks for figuring this out.

This will be fixed in 3.2.

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psatkha
psatkha


Promising
Known Hero
H5 MODder
posted March 23, 2017 06:07 PM

Quantomas said:
Thanks for figuring this out.

This will be fixed in 3.2.


When is the release this version expected?

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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted March 23, 2017 07:53 PM

psatkha said:
Quantomas said:
Thanks for figuring this out.

This will be fixed in 3.2.


When is the release this version expected?


*Getting on the HYPE train*
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psatkha
psatkha


Promising
Known Hero
H5 MODder
posted March 23, 2017 08:26 PM

dredknight said:
psatkha said:
Quantomas said:
Thanks for figuring this out.

This will be fixed in 3.2.


When is the release this version expected?


*Getting on the HYPE train*


Sure that HYPE? May be HOPE?

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thGryphn
thGryphn


Promising
Famous Hero
posted March 23, 2017 08:34 PM

dredknight said:
psatkha said:
Quantomas said:
Thanks for figuring this out.

This will be fixed in 3.2.


When is the release this version expected?


*Getting on the HYPE train*


Count me in too

In all seriousness, Quantomas's work on the AI is THE most impactful and rightfully anticipated development for Heroes V.


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rpgyay
rpgyay


Known Hero
posted March 24, 2017 06:27 AM

i'm getting excited already!

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Blurryface
Blurryface

Tavern Dweller
posted May 18, 2017 11:49 PM

Does the Mod work with other mods? For example the beta treants etc.

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rpgyay
rpgyay


Known Hero
posted May 21, 2017 09:28 PM

It should work with most other mods as long as it doesn't require it's own modified .exe or incompatible scripts, it couldn't hurt to try.

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Bogdanov89
Bogdanov89

Tavern Dweller
posted September 01, 2017 03:30 PM

Thanks for making this AI

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StrikerX
StrikerX


Known Hero
The Bringer of Rain
posted October 10, 2017 11:38 PM
Edited by StrikerX at 00:26, 11 Oct 2017.

Quantomas said:
Thanks for figuring this out.

This will be fixed in 3.2.


Is this AI still being worked on?  I'm currently using H55 with this AI and I like alot of things about it like alot faster turns and AI is better at flagging stuff and gathering resources but it's kind of really boring after awhile of playing.  

It has like 0 urgency to capture castles.  I like playing larger maps on harder difficulties usually in Homm games but with this AI they just go around fighting neutrals and battleground sites mostly avoiding each other and then TP'ing out alot.  All the AI's are either challenging/High to me but they avoid my castles and each other's just getting stronger and stronger but never attacking each other.  It's fine being cautious and seems smart but makes the game drag on forever.

This single player map I'm doing now.  I took out yellow's main hero and basically wiped my army down to 12 Bloodeyed Cyclops and sitting in his castle and another hero with like 3 months of troops and deadly rating to my hero comes along and I think ok he's gonna wipe me out, but nope he flags all my mines and skips right past my castle with basically no troops in it and keeps on moving.

They still not very good at defending there castles much either.  I'll have a hero that couldn't possibly take there castle but they'll leave there castle when I'm one turn away from it and let me walk in and then they just wander off.

It's definately alot better than normal AI but hope it can be made better and give end game AI more thought and urgency to capturing and defending castles.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted October 11, 2017 12:28 AM

Quote:
It's fine being cautious and seems smart but makes the game drag on forever.


? then attack the AI!, if the AI thinks you are equally powerful it doesn't attack because it doesn't want to lose. You cannot expect the AI to be smart and dumb at the same time and just kamikaze for your entertainment.
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StrikerX
StrikerX


Known Hero
The Bringer of Rain
posted October 11, 2017 12:44 AM
Edited by StrikerX at 00:53, 11 Oct 2017.

magnomagus said:
Quote:
It's fine being cautious and seems smart but makes the game drag on forever.


? then attack the AI!, if the AI thinks you are equally powerful it doesn't attack because it doesn't want to lose. You cannot expect the AI to be smart and dumb at the same time and just kamikaze for your entertainment.


I think you missed the whole point of the post.  I did attack the AI.  Took out yellow AI and wiped out my entire army in the process and still the other 6 AI's don't attack my castles. Full 3 months of troops AI wandered right past my castle with my main hero and hardly 0 troops and kept on moving capping mines!

That's why I said it was smart really not to attack each other to a certain extant. But if they continually overpower a practically undefended castle and just skip right by it to flag another mine and kill more neutrals that's pretty dumb.   I just end turn forever building up army again and they just wander around fighting neutrals.

I was just giving feedback if it was still being worked on.

@magnomagus - You haven't noticed this behavior?

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted October 11, 2017 12:58 AM

On what difficulty was this?, did you ally all the AI against yourself?


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StrikerX
StrikerX


Known Hero
The Bringer of Rain
posted October 11, 2017 01:34 AM

I've noticed it on my last games playing on Heroic but this game I set it to Hard and playing on the Heritage map with 8 allies.  They aren't allied against me but I've only seen them kill 1 scout army of other player.  

One finally came and attacked my other castle with no hero and hardly any troops defending after I left him with no castles.  They just seem way way overly cautious and will avoid castles mostly if it has a hero in it and any amount of troops even if they have challenging / deadly rating outside castle.

I did have a question about your mod though and the the H55_AICheatMode but i'll ask in your forum.

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