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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 40 pages long: 1 2 3 4 5 ... 10 20 30 ... 36 37 38 39 40 · «PREV
dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted January 18, 2019 01:26 PM

What you say is true, this is why we use J in MMH55 as well.
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lokiseto
lokiseto

Tavern Dweller
posted May 09, 2019 05:20 PM

To shed some light on the AI process

To get things right, the mod contains the latest Quantomas AI (3.1j iirc)

Is there any way to switch the Quantomas AI process with the Original one, while still keeping the mod.

Surely the H5AI_31 version replaces the original version, so the reverse must somehow be possible?

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Empire_archer
Empire_archer

Tavern Dweller
posted July 14, 2019 10:57 AM

There will be a new version of this mod?
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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted July 16, 2019 11:13 AM

See this post.

@lokiseto
I considered programming the AI upgrade in a way that you could select for each faction whether it uses the vanilla AI or the upgrade. But knowing how both work, it was clear that people would try it just once, have a good laugh, and never use the vanilla again. This could be mitigated somewhat by giving the vanilla AI its cheats back. But this wouldn't fundamentally change the situation, hence it did not make much sense to put lots of work into this.

The H5_AIProcess contains the upgraded AI, which was written from scratch, but the corresponding H5_AIadv requires it. So you can't freely mix different .exe files.

The leaving towns unprotected, or not capturing a town within the seven day limit are known bugs where somehow a turn counter is not updated correctly. There are also other bugs that we know about now, or in general the AI aggressivity could need better balancing, which are not difficult to fix one by one, but it doesn't make sense to go back to the development of the 31j code base.

The work is much better spend on the new AI, which for the most part should be as fast as H3, also not using any cheats, having not the seven day lookahead limit, and in general upgrading the game tactically and strategically.

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Empire_archer
Empire_archer

Tavern Dweller
posted August 06, 2019 01:15 PM

Quantomas said:
See this post.

@lokiseto
I considered programming the AI upgrade in a way that you could select for each faction whether it uses the vanilla AI or the upgrade. But knowing how both work, it was clear that people would try it just once, have a good laugh, and never use the vanilla again. This could be mitigated somewhat by giving the vanilla AI its cheats back. But this wouldn't fundamentally change the situation, hence it did not make much sense to put lots of work into this.

The H5_AIProcess contains the upgraded AI, which was written from scratch, but the corresponding H5_AIadv requires it. So you can't freely mix different .exe files.

The leaving towns unprotected, or not capturing a town within the seven day limit are known bugs where somehow a turn counter is not updated correctly. There are also other bugs that we know about now, or in general the AI aggressivity could need better balancing, which are not difficult to fix one by one, but it doesn't make sense to go back to the development of the 31j code base.

The work is much better spend on the new AI, which for the most part should be as fast as H3, also not using any cheats, having not the seven day lookahead limit, and in general upgrading the game tactically and strategically.


Maybe you can make a graphic patch?(new shadows, reflections, lighting).
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atheist
atheist


Hired Hero
posted August 07, 2019 12:11 AM

I have played some games with 31J Ai and I like that it doesn't cheat. But it playes very poor, for example I played a 1v7 Heritage (edited to set up the teams), and put the best heroes to the AIs, for extra challange. But Academy Havez didn't upgrade his gremlins in week 3 when I captured his city (I was green and he was yellow), and at the same time I could see in tavern that the Haven player still had archers in week 3, instead of marksmen.

Unfortunately standard vanilla AI is just better at the moment for players who want a challange, because 31j AI doesn't even attack, even if you set it with Agressive personality. It stays too close to his castle, doesn't upgrade units in time or upgrades useless ones - for example in the end of week 1 sylvan upgraded the lvl 2 but not lvl 1, leading to waste of wood and poor creeping.

Steps needed to fix the AI:

- improve build order so that they upgrade the correct units (i.e skeletons, not zombies, etc). Set high priority to Capitol and Castle.
- greatly increase aggression in all settings, right now it's unplayable.
- if possible, set high priority for skills like Triple Ballista and Flaming Arrows and First Aid for the AI.
- if possible make AI use at least 4 heroes when having 1 city, because just 3 is simply not enough to be competitive.
- Teach AI to use mentoring to make their secondary heroes more powerful.
- Teach AI to correctly use units in combat. For example Stalkers to creep Hunters and Druids and Blood Fury/Vampire/Sprite to kill infinite amount of Zombies.
- Make AI cast good spells. Right now they spam useless Weakness, suffering and other nonsense when they could cast damage spells.
- Improve AI usage of racial skills like Necromancy or Training. for example make Haven upgrade his peasants to archer or footman to priest.

Good luck!

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lokiseto
lokiseto

Tavern Dweller
posted October 09, 2019 01:33 PM

I'm not much of a reverse engineer

But if there are some menial tasks related to obfuscated code or anti-patterns that aren't too time-consuming, I'd be happy to chip in.

I'd be content to know if there is some sort of codebase of HoMM V, or anyone working on it.

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted November 06, 2019 11:10 PM

@loksieto I would suggest joining MMH55 discord. Recently there is a concentration Heroes V developers in many areas - LUA scripting, reverse engineering, GUI etc.. Nothing major for the moment but ideas are cooking up.
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