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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 37 pages long: 1 2 3 4 5 ... 10 20 30 ... 33 34 35 36 37 · «PREV
magnomagus
magnomagus


Promising
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


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


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


Promising
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


Promising
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


Promising
Known 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


Supreme Hero
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


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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