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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 39 pages long: 1 2 3 4 5 ... 10 20 30 ... 35 36 37 38 39 · «PREV
StrikerX
StrikerX


Known Hero
The Bringer of Rain
posted February 27, 2018 07:25 PM
Edited by StrikerX at 09:18, 28 Feb 2018.

Gidoza said:
 Additionally, I make sure that the max heroes setting is set to 64


Where is this setting at?  I'd like to check if mine is set to 64 cause I always like to play with 8 different factions.

Quote:

As to the second question - I turn off Town Gate, Conversion, Town Portal, Summon Creatures, and Instant Travel in every game I play.  First off, because I find them all lame (the reason I'm even playing Heroes is precisely because terrain, planning, and logistics matters - these abilities are all the undermining of the whole series as far as I'm concerned), but moreover, I find the game becomes far more interesting without them.  Firstly, the AI seems to know perfectly well when trading with its own heroes how to put the good items and armies in the hero that really needs it most.  Secondly, if I'm on an expedition - I don't get to magically come back and defend; I have to suck up my losses and deal with it.  With the 42-turn look-ahead planning Quantomas is talking about in the new AI, I can see this becoming even more awesome.  Our standard right now seems to be one major battle and it's all over - I'll just state that this is amazingly boring and that the most exciting games I play is when there's lots of moving around, diverse heroes and towns, and that the game isn't over based on one battle.  This is the Heroes I know, and it's plenty exciting.

Oh and yes - it IS possible to wipe out all of these spells and have them appear nowhere in a map ever.  I'd have to take a look at what I did, but I seem to recall that it wasn't difficult.


I agree completely and good timing on post.  I just started playing a new map with both town portals disabled and enjoying it much better.  AI's can't be cowardice and teleport every time they see a hero / new week rolls around.  It's alot more like previous heroes.   I played heroes 3 without town portal and I can't defend my towns easily without it and forces multiple heroes and using caravan's / hero chains alot more.

I do love town conversion though and my new map I've set it to unlimited conversions with the patch to lower price to 9k gold for max built town  AI really uses this feature well.  Playing with 8 factions on huge map and so far it's playing out exactly like I want it.  Total faction vrs faction battles with multiple heroe's where your not just fighting one main hero who blinks around map.

I was able to figure out how to remove them completely under game mechanics, adventure spells.  I just changed there spell level to 10 instead of 4.

--------------------------

A separate issue I've had a couple times on this map.  For some reason my cursor will start blinking on and off and I can't get it to stop until I reload to a previous save.   Happened twice now and it's been every time when my turn starts on certain turns even if I reload a couple turns back.  I have to use MMH5.5 Utility.exe and load save then end turn and save and go back to the 64 bit.  For some reason using utility.exe doesn't cause it to happen and fixes it for future turns.

Anyone had this issue and know how to fix this once it starts?  

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Gidoza
Gidoza


Known Hero
posted February 28, 2018 02:26 PM

Quote:
Where is this setting at?  I'd like to check if mine is set to 64 cause I always like to play with 8 different factions.


Open "RPG Stats" or "Default RPG Stats" (I forget what it's called - @ work and can't see), and do a text search for "hirehero."  The first instance of that search should be the line that indicates the minimum number of Heroes an AI will ever hire, under EASY difficulty - the line after that is additional Heroes hired per Town owned, and the third line is the max Heroes allowed on the map.  The third line is the one I've changed to 64.  You need to do it for EACH difficulty level (they all have their own line for this).  As I said - if you like, my preference is that the AI start with either 1 or 2 base heroes with 1 extra per town.


Quote:
I agree completely and good timing on post.  I just started playing a new map with both town portals disabled and enjoying it much better.  AI's can't be cowardice and teleport every time they see a hero / new week rolls around.  It's alot more like previous heroes.   I played heroes 3 without town portal and I can't defend my towns easily without it and forces multiple heroes and using caravan's / hero chains alot more.


I think additionally it just makes both the player and the AI more aggressive - if you're going home to refill your troops every week, it means you're not getting anywhere or accomplishing anything.  Risk is back in the game - and that's part of what makes a game a game.  

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StrikerX
StrikerX


Known Hero
The Bringer of Rain
posted February 28, 2018 08:39 PM
Edited by StrikerX at 01:37, 02 Mar 2018.

Gidoza said:


Open "RPG Stats" or "Default RPG Stats" (I forget what it's called - @ work and can't see), and do a text search for "hirehero."  The first instance of that search should be the line that indicates the minimum number of Heroes an AI will ever hire, under EASY difficulty - the line after that is additional Heroes hired per Town owned, and the third line is the max Heroes allowed on the map.  The third line is the one I've changed to 64.  You need to do it for EACH difficulty level (they all have their own line for this).  As I said - if you like, my preference is that the AI start with either 1 or 2 base heroes with 1 extra per town.


Thanks.  I'm loving the difference this makes.  Really brings the map to life and they spread out much more quickly.  I gave them 3 heroes as base so they can get to 8 heroes if they take 5 castles and 4 to start.  

Week 4 and the three top factions have already gotten 3 castles with 6 heroes each on impossible size map.

Finished my last map and I must say I really liked the unlimited conversions.  I think I found my best setup.  8 Factions with unlimited conversions, no town portals at all and 64 heroes.

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Gidoza
Gidoza


Known Hero
posted March 02, 2018 04:03 PM

StrikerX said:
Gidoza said:


Open "RPG Stats" or "Default RPG Stats" (I forget what it's called - @ work and can't see), and do a text search for "hirehero."  The first instance of that search should be the line that indicates the minimum number of Heroes an AI will ever hire, under EASY difficulty - the line after that is additional Heroes hired per Town owned, and the third line is the max Heroes allowed on the map.  The third line is the one I've changed to 64.  You need to do it for EACH difficulty level (they all have their own line for this).  As I said - if you like, my preference is that the AI start with either 1 or 2 base heroes with 1 extra per town.


Thanks.  I'm loving the difference this makes.  Really brings the map to life and they spread out much more quickly.  I gave them 3 heroes as base so they can get to 8 heroes if they take 5 castles and 4 to start.  

Week 4 and the three top factions have already gotten 3 castles with 6 heroes each on impossible size map.

Finished my last map and I must say I really liked the unlimited conversions.  I think I found my best setup.  8 Factions with unlimited conversions, no town portals at all and 64 heroes.



Cool I'm glad you're enjoying it.  

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incognito
incognito

Tavern Dweller
posted March 08, 2018 02:45 PM
Edited by incognito at 14:46, 08 Mar 2018.

Could you please explain how to remove these teleportation adventure spell in more detail?
I have no experience in modding the game, so you will have to start from the basics...

Does it have to be set for each map individually?


Anyway, it would be great, if this had been enabled by default.

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Gidoza
Gidoza


Known Hero
posted March 08, 2018 04:02 PM

incognito said:
Could you please explain how to remove these teleportation adventure spell in more detail?
I have no experience in modding the game, so you will have to start from the basics...

Does it have to be set for each map individually?


Anyway, it would be great, if this had been enabled by default.


I believe in H5.5 Index -> open it up and go into Game Mechanics (I think) and then open up Spells - change the level of said spells to level 50 and they just won't show up.

To remove Town Gate, go into H5.5 Settings and the instructions in there should be simple enough.

You'll need a program like 7Zip and NotePad++ to get into the files.

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Skeggy
Skeggy


Promising
Famous Hero
posted March 09, 2018 01:21 AM
Edited by Skeggy at 01:31, 09 Mar 2018.

Gidoza said:

I believe in H5.5 Index -> open it up and go into Game Mechanics (I think) and then open up Spells - change the level of said spells to level 50 and they just won't show up.

To remove Town Gate, go into H5.5 Settings and the instructions in there should be simple enough.

You'll need a program like 7Zip and NotePad++ to get into the files.


It is true that removal of standard set of adventure spells (dimension doors, town portal, summon creatures and summon boat) via pak files can indeed completely disable both casting of that spells, and showing up in the mage guild or in any kind of spell book.
However, even in that case standard set of adventure spells (dimension doors, town portal, summon creatures and summon boat) remains active and available for heroes if:

1.hero picks up a magic wand with one of the adventure spells -> casting is free of charge but wand has limited number of charges.
2.hero picks up a magic scroll with one of the adventure spells -> casting has standard spell cost
3.player starts with a stronghold faction and picks either shaman or witch class as a starting hero and as soon as the walker’s hut is built (and hero reaches certain levels), shaman or witch receives all four adventure spells

So, it is not enough to just raise the level of the spell via pak files to completely disable the availability for all classes of all factions. For complete removal, price of the spells also needs to be raised to levels that heroes cannot use anymore. (thousand spell point perhaps?) And even so, that would only disable case 2 and 3, while 1 would still be available to all heroes.

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rpgyay
rpgyay


Known Hero
posted May 04, 2018 08:11 AM

I just heard from an anonymous source that there may be another ai update from Quantomas soon

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thGryphn
thGryphn


Promising
Famous Hero
posted May 04, 2018 09:28 AM

rpgyay said:
I just heard from an anonymous source that there may be another ai update from Quantomas soon


Can't wait

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted May 04, 2018 09:46 AM

'Soon' is relative... But yeah apparently it's getting closer.

https://www.celestialheavens.com/forum/16/15952?start=60&p=371302#p371302
____________
He JVC taught us how to use skeletons. -Ghost

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LeGioN
LeGioN

Tavern Dweller
posted July 27, 2018 03:08 PM
Edited by LeGioN at 19:04, 27 Jul 2018.

Hi all. I test this mod with argessive AI in RMG map, but AI don't see me if map is huge or larger. I stay and watch 4 months, but AI live in your sector ans don't attack me. This is special option or bug?

In megaAI 1.2 mod, on huge maps AI attack for 1 month or faster.
____________

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NimoStar
NimoStar


Promising
Supreme Hero
Modding the Unmoddable
posted August 20, 2018 07:19 PM

Quantomas, do you think your method of AI will shed light on how H4 AI works if you look at the assembly codes?

I have had players asking for AI enchancements in the game, since the AI isn't very smart and is also slow and has bugs.

Thanks in advance

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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted August 20, 2018 08:38 PM
Edited by Quantomas at 20:39, 20 Aug 2018.

NimoStar said:
Quantomas, do you think your method of AI will shed light on how H4 AI works if you look at the assembly codes?

I have had players asking for AI enchancements in the game, since the AI isn't very smart and is also slow and has bugs.

Thanks in advance


It would work if H4 were reverse engineered like HotA. Otherwise it requires the source, i.e. an official project endorsed by Ubisoft.

Technically H4 uses for the most part the same AI as H3, but it is poorly configured and fails to deal with the moving monster stacks. Heroes simply die because they travel across a hex that triggers the monsters moving without the AI noting. Maybe that could be fixed by someone looking at the assembly. But there is no way that I can put additional unpaid work on my desk at the time being.

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siinn
siinn


Adventuring Hero
posted September 17, 2018 12:53 PM

Hi there

What is the last version of Quantomas advanced AI?
Is it the one that is downloadable at  EternalEssence website (http://www.bonddisc.com/ref/h5/index.htm) ie. the 3.1j?
If I understand correctly this 3.1j is the AI that Magnomagnus implemented in his MMH:5.5 big mod...?

Thank your for your answer

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Karmakeld
Karmakeld


Famous Hero
posted September 18, 2018 12:01 AM
Edited by Karmakeld at 00:02, 18 Sep 2018.

NimoStar said:
Quantomas, do you think your method of AI will shed light on how H4 AI works if you look at the assembly codes?

I have had players asking for AI enchancements in the game, since the AI isn't very smart and is also slow and has bugs.

Thanks in advance


Sorry for taking this off topic, but NimoStar you should look/direct the people who ask you about enhancememts for H4, to this
____________

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Gidoza
Gidoza


Known Hero
posted September 25, 2018 11:48 PM

Skeggy said:
Gidoza said:

I believe in H5.5 Index -> open it up and go into Game Mechanics (I think) and then open up Spells - change the level of said spells to level 50 and they just won't show up.

To remove Town Gate, go into H5.5 Settings and the instructions in there should be simple enough.

You'll need a program like 7Zip and NotePad++ to get into the files.


It is true that removal of standard set of adventure spells (dimension doors, town portal, summon creatures and summon boat) via pak files can indeed completely disable both casting of that spells, and showing up in the mage guild or in any kind of spell book.
However, even in that case standard set of adventure spells (dimension doors, town portal, summon creatures and summon boat) remains active and available for heroes if:

1.hero picks up a magic wand with one of the adventure spells -> casting is free of charge but wand has limited number of charges.
2.hero picks up a magic scroll with one of the adventure spells -> casting has standard spell cost
3.player starts with a stronghold faction and picks either shaman or witch class as a starting hero and as soon as the walker’s hut is built (and hero reaches certain levels), shaman or witch receives all four adventure spells

So, it is not enough to just raise the level of the spell via pak files to completely disable the availability for all classes of all factions. For complete removal, price of the spells also needs to be raised to levels that heroes cannot use anymore. (thousand spell point perhaps?) And even so, that would only disable case 2 and 3, while 1 would still be available to all heroes.



I feel like this should be quoted and asked about again - because no real answer came for the question.

How *do* you remove certain spells from the game, utterly and absolutely?  Moreover, how does one do that for artifacts as well?  I can think of a number of things that make sense for a player to remove in order to have a meaningful and challenging game.

1.  All adventure map spells:  Dimension Door and Town Portal make the whole concept of a map pointless; Summon Creatures makes actual Hero management less meaningful or just meaningless; and Summon Boat (the only one I could say makes any sense to keep) sort of defeats the purpose of saving up Wood to buy a boat and truly paying for something.

2.  Frenzy & Hypnotize - There's no balancing these spells, and the only balancing of them that can ever be done is to remove them from the game.

3.  Shackles of War - In my opinion, you only deserve to get items from your opponent if you beat him and prevent him from running, not by getting a magic item that allows it.

4.  Tomes of Magic - These defeat the purpose of building up Mage Guilds and actually working towards getting good spells.


I'd also add Town Gate (obviously), Town Conversion and Dwelling Conversion, plus a few other things I haven't thought of to the list as well.  Sadly, I've never been able to take Heroes 5.5 seriously because all these things are still extant in it.  Some things just shouldn't appear in a game.

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whitetiger
whitetiger

Tavern Dweller
posted October 02, 2018 11:47 AM

In latest version (RC10 Beta 4) casting Regeneration on Phoenix is banned.

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markkur
markkur


Responsible
Legendary Hero
Once upon a time
posted October 02, 2018 01:09 PM

Gidoza said:
I feel like this should be quoted and asked about again - because no real answer came for the question.

How *do* you remove certain spells from the game, utterly and absolutely?  Moreover, how does one do that for artifacts as well?  I can think of a number of things that make sense for a player to remove in order to have a meaningful and challenging game.

1.  All adventure map spells:  Dimension Door and Town Portal make the whole concept of a map pointless; Summon Creatures makes actual Hero management less meaningful or just meaningless; and Summon Boat (the only one I could say makes any sense to keep) sort of defeats the purpose of saving up Wood to buy a boat and truly paying for something.

2.  Frenzy & Hypnotize - There's no balancing these spells, and the only balancing of them that can ever be done is to remove them from the game.

3.  Shackles of War - In my opinion, you only deserve to get items from your opponent if you beat him and prevent him from running, not by getting a magic item that allows it.

4.  Tomes of Magic - These defeat the purpose of building up Mage Guilds and actually working towards getting good spells.

I did this for many maps by un-checking each in the Editor under their respective tabs. Takes less than a minute for any map you play.
<imo> Water maps were better-off not having Summon/Vessel-of; Shipyards (in town and out) became more shippy. The only thing you need to make sure, is that landing areas are large  because there is no destroy-boat spell in H5.

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lokiseto
lokiseto

Tavern Dweller
posted October 18, 2018 11:38 AM

Tinkering with the AI

Hello,

A friend of mine and I'd like to tinker with the current AI.

Is there any way to access the H5_AI process?
I'd like to change some behaviors or understand some observations.

1. Why would the AI leave its castles more or less unprotected. It might be strategically sound to recapture a town later on,  with a stronger hero but on most maps the hero abandons after x days.

2. Ignorance towards summoned creatures or obstacles, which can be used to prolong a fight by shielding units while the AI walks in circles.

3. Aggressiveness towards heroes, sometimes low level heroes
won't get attacked, doesn't matter if AI or Human player.
I'd much rather see low level heroes lose their army, fleeing
or abandoning. As of now, that level of kindliness is not what I expect of a strategy game.

Best regards

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