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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 46 pages long: 1 ... 5 6 7 8 9 ... 10 20 30 40 46 · «PREV / NEXT»
undead_assault
undead_assault


Adventuring Hero
Armageddoning
posted March 12, 2011 02:50 AM

Quote:
By the way I forgot to mention that sometimes some visual glitches start occuring. The game icons and graphics get distorted in a pretty bad way. It's very strange. I can provide screenshots if necessary. I never had these glitches before so it must be the mod. Usually it happens when I enter the castle. Then I must exit and re-enter a few times before thing get back to normal.


hmmm, I'm forwarding your bug to this thread http://heroescommunity.com/viewthread.php3?TID=34733.
I think it's not listed yet.

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atheist
atheist


Hired Hero
posted March 14, 2011 02:12 PM
Edited by atheist at 14:19, 14 Mar 2011.

Quote:

This AI does not cheat, on higher difficulty levels the only advantage it has is the lower starting resources for the player.



Dear wizard , I think it would be great if there could be a way to even odds of the player by having the AI starting with the same resources on Heroic difficulty.

I only play Heroic games, and as such, AI *seems* to play very well by comparison with my army,(though I can still beat him in the end) but a large part of that comes from his ability to build crucial buildings faster (and buy 2 heroes instead of 1 in day 1)

A truly powerful AI should be able to hold his own on Heroic without extra resources, I'm sure you would agree. Can something be done?

please note, I know I can play on Hard , but I really like large creep stacks and higher weekly growth that the Heroic difficulty assumes, and also, I'm one who thinks that having enough resources to build everything from the start spoils the whole opening part of the game, where a player *should* be required to make hard decisions in his build order.


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troggy
troggy

Tavern Dweller
posted March 15, 2011 05:10 PM

With regards to the Win 7 x64 problem (crashes that happen repeatedly at the same spot), I have a relatively simple work around. If the save file is loaded using the original 3.1 .exe, the turn ended, and the original AI allowed to play a single turn, it seems that the game can be saved after the offending turn, and this save can be loaded and played with the AI mod without any further problem.


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PvP
PvP

Tavern Dweller
posted March 16, 2011 10:20 PM
Edited by PvP at 22:24, 16 Mar 2011.

Wow, Quantomas, thank you for this project! I can't belive it! It's like a dream come true!

It seems Ubi finally allowed someone to work with the sources).

We tried to convince them to provide the code for our Tournament Edition project a few years ago, but they said that it was too early for that. Glad that you somehow convinced them.

I wanted to say a few words about gameplay changes.

Wouldn't it be better to fix gameplay bugs and obvious imbalances (and maybe provide some general optimization and network code refactoring) before implementing some serious changes in core mechanics?

What i mean is that we still have lots of obvious bugs:
1. Barbarian luck and Distraction skills are broken
2. If you cast Vampirism spell on Phantom it becomes normal stack
3. Eternal servitude doesn't work if you rised troops with necromancy
4. Inferno pit gives wrong amount of exp (probably it's mechanics should be totally reworked, say in TE we made it give some free exp every turn, it was widely accepted by the players)
and so on...

There are some skills that are TOTALLY useless and no one picks them:
Say corpse explosion, master of the dead, suppress light/dark, navigation, spoils of war ...
Diplomacy is overpowered and so banned.

Divine vengence is still way to overpowered.

Don't need to mention that the game still works rather slow: openinig hero and town screens takes a lot of time, and there are some problems with the network code that occasonally lead to desync.

So i think it's better to fix problems with existing content first than starting a huge overhaul. Though it's ok if you just want to develop universal modding framework using changes in RPE as some starting reference point of what your modding interface should allow to do.

PS: In addition for years there is a strong demand from a tournament players to add into the hero UI buttons that:
1. Allow to quickly exchange armies between two heroes, to speed up providing reinforcements with hero chains
2. Allow to quickly split a lot of 1 unit stacks from the one selected.

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stachnie
stachnie


Known Hero
posted March 17, 2011 07:45 AM
Edited by stachnie at 09:36, 17 Mar 2011.

I tried to play the mod with two new maps (Icy defense and My castle is my home) under Windows XP (H5 TotE 3.1 PL). In the first case I had only one crash during AI turn and reloading the game from autosave fixed the problem. In the second case at some stage the crash was unavoidable. I played this turn under regular exe, hit end of turn, played the next turn, saved the game and loaded under the mod, it crashed again - it seems that at some stage the crash is unavoidable.

My comments: good job! I am not a very good player and I usually play on Hard but I had to switch Normal to win the Icy defense because I could not defend against early AI invasions on Hard.  It would be similar with My home is my castle but in order to play that I would need to switch to regular exe.

At Normal, problems with gold (I guess) made AI to never get beyond Level 1 mage guild and Level 6/Citadel or Level 5/Castle. I prefer to have more creatures (even if I cannot afford to buy them) so I build Castle and all dwellings ASAP, AI prefers less creatures but upgraded ones. A few times I was able to capture an undefended town.


S.

Edit: the problem with unavoidable crashes occured again, when playing a marginally edited Random map.

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netkal1
netkal1

Tavern Dweller
posted March 17, 2011 07:59 AM

Not work correctly HD(1920x1080).
____________

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PyroStock
PyroStock


Adventuring Hero
posted March 17, 2011 09:10 AM
Edited by PyroStock at 11:11, 17 Mar 2011.

AI Mod Bugs

Below seem to be some bugs with the AI.  No other mods were used.  Used WindowsXP.  Perhaps some of these bugs still existed from ToE 3.1(?)...

1>Neutral Creatures no longer have a cast penalty (1 water elemental does 84 with the AI mod, without the AI mod it does 25 as reflected in the manual).

2>The AI never seems to buy his defeated heroes back after he has them flee even when he has tons of gold.

3>We have used the mod on several games now and defeated heroes *always* seem to appear in the red player's tavern at the start of the week.  Anything is possible, but it sure doesn't seem probable.

4>Hero#1 learned Firewall from Secrets of Destruction.  Hero#2 had scholar, but was unable to learn it from Hero#1 despite having Expert Destruction.

5>Once I was receiving set bonuses from items despite having taken off the set items.  This occurred with the Unicorn Bow (Arrows in backpack) and Ring of Will (Chaos Helm in backpack), but this didn't happen with the Dragon set.

6>AI neglects to equip it's best items.  For example, it will leave a wand of fireball equipped when it has the staff of netherworld relic (-20% initiative to enemies).  This is obvious when the defeated AI heroes appear in a human player's tavern.

7>The AI often carries too many huge 4square creatures so when it gets into a battle with a human it is forced to leave a huge stack out.  To counter this flaw, perhaps it should limit itself to 4 huge creatures per hero (and 5 with Tactics)?

8>The quantity of garbage artifacts the AI will let sit in a hero's inventory suggests it doesn't know how to sell useless items (or at least distribute them among it's other heroes).

9>The AI doesn't know how to train it's Haven creatures (which is very important for Haven).

10>I've never seen an Academy AI use an artifact with 2 or 3 attributes, only 1... even when it has tons of resources.

11>The AI mod seems to work fine on random maps.  When played on World Between Worlds it continued to crash on Month2 Day3.  We reloaded the saved game without the mod and it worked fine.  After a few turns we successfully switched back to the AI mod so far without any problems.  The AI mod continued to crash on the Die Treppen map and the saved game could not be reloaded even without the AI mod.

Finally, I will also agree with the earlier post that the AI doesn't seem to value towns enough.
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Nargott
Nargott


Known Hero
posted March 18, 2011 08:31 AM
Edited by Nargott at 08:36, 18 Mar 2011.

Hello! Your project is very interesting and opens up good prospects.

I would like to introduce myself - I am a Russian developer of global mod Heroes 5.5 WarGame Edition, the main goals of which - a tactic, balance and realism. In this mod game mechanic changes, and each game unit is re-created. However, in my work I am limited to game resources and scripts.

Therefore, I am interested in the opportunities provided by your project. Will you be able to edit / create new abilities of creatures, spells, fix some bugs? Will you be able to edit / create new heroic skills, perks, artifacts?

If it will be interesting, I opened Nival's formula for determining the parameter power of creatures. In this formula, there has been a lot of mistakes. For example, many important abilities are not taken into account, and parameter speed is completely ignored. As an expert in the field of balance, game mechanics of Heroes, I created a custom tables of calculated power of creatures, based on thousands of test tactical battles.

In a tactical balance of the original Heroes 5, there is a lot of holes. In my opinion, mods, simply adjusting the balance, not able to resolve the situation, and the balance should be rewritten completely. In Heroes 5.5 WarGame Edition does exactly that.

In WGE mod every creature has unique tactics that must be taken into account in setting the combat AI. How you can edit the combat AI, and whether individually customize the behavior of each individual creature?

In Heroes 5 using algorithms that maximize the damage done, not taking into account the level of defence and power of units. This is mistaken and is not an optimal solution. In addition, these algorithms do not calculate a further development of the situation (the moves).

In WGE mod the tactic is very strong part of the game, and therefore for AI there is necessary to use the chess system of calculation options, with estimates of combat positions (including the power of units, their current location and status). Is it real?

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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted March 18, 2011 08:57 PM

::Wizard Quantomas comes out of his lab to greet a visiting scholar from a renowned community in a far-off land::

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Quote:
In a tactical balance of the original Heroes 5, there is a lot of holes. In my opinion, mods, simply adjusting the balance, not able to resolve the situation, and the balance should be rewritten completely.

That is indeed one of the main driving forces behind the AI mod. Balancing the game stats manually is a very challenging work and ultimately a workaround. I see the AI as much more than a tool to process AI turns. Rather a full service for the entire game and as such, once it has knowledge of all the game rules, it can work out automatically a fully balanced set of all game stats for combat.
Quote:
In WGE mod the tactic is very strong part of the game, and therefore for AI there is necessary to use the chess system of calculation options, with estimates of combat positions (including the power of units, their current location and status). Is it real?

Ultimately, in tactical combat simple stat values for creatures to express their value are not sufficient. You are absolutely right that the (chess) computation of all possible moves of a creature is what really needs doing. It's like a beautiful mathematical model that checks every possible move and evaluates its effect and possible counters and then repeats this process for all creatures and any number of turns.

The creatures have many more skills, buffs and perks than a simple stat value can express -- initivative, runes, spells, flying/teleporting, morale, luck, attack, defense, size, dragon fire breath and much more -- and if the AI can indeed use all of this intelligently, we will have the most awesome battles imaginable.

What I am technically doing, is to have the game call the upgraded adventure AI instead of the built-in one whenever an AI turn needs to be processed. I can do a similar thing with the combat AI, but that part still needs implementing. What I am developing is the adventure AI and the combat AI fully rewritten in C++ source, which gives us full control of any aspect of the game.

The greater vision is to have the combat AI use intelligently any skills, perks and buffs the heroes and their creatures have. And then to make the adventure AI fully aware of the requirements of the combat AI and do the most logical things on the adventure map. If the AI sees that there only certain types of creatures in the enemy forces, why should it not go and build the best army to combat these? So, there is an inherent logic that connects all. Moreover it is entirely feasible to have the skill and perk system open, to define new ones and modify existing ones, and the AI adapt automatically to it. The idea is to enable modders to create creatures, skills, perks, stats, spells and so on, and the game recognizing and using it. There is endless potential, from water creatures to new towns and hero perks.

I understand that you have valuable experience and skills how to balance creatures and their stats, and what they can actually do in combat, not to forget the far reaching impact it has what creature types are available and where on the adventure map to recruit in the first place.

So yes, I would very much like to have this process open, that is a clean interface that allows for this kind of creative work.

What I am working on the tactical combat side, is an algebraic, chess like system to strengthen the AI. I believe it should be possible to write the code in such a way, that it would be possible for the people with the right knowledge to fine-tune the creature's (AI's) behaviour. Sort of giving the creatures not only intelligence but character, that they prefer certain ways of doing things. An inner algebraic intelligence of the creatures that can be modified by the modder/player.

Let me know if I have to explain this picture in more detail, and what your thoughts are regarding this.

I now have to go back to continue my coding run, my top priority now is to get out a substantially improved patch, sort of a step from prototype code to full production level code. Hopefully, it's just a couple days for the first beta, so keep your fingers crossed.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

::Wizard Quantomas goes back into the lab::

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted March 18, 2011 09:50 PM
Edited by Cepheus at 21:50, 18 Mar 2011.

Keep up the back-breaking work - you are amazing
I'm preparing something to help out with the extra hero classes.
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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PyroStock
PyroStock


Adventuring Hero
posted March 21, 2011 05:13 AM
Edited by PyroStock at 10:20, 22 Mar 2011.

Corrupt Save Files

The bug is less of a crash and really just a problem with corrupting the save file.  It's a frequent problem on larger custom maps.  Somehow it doesn't save the file correctly & any attempt to reload a corrupted save with the AI Mod or the original game crashes to the desktop.  One can notice a corrupt save file because it ((*sometimes*)) doesn't display in the list of saved games if you hit load after saving.  If you exit & reload then it will display the corrupt file(s), but it won't load.

The AI also doesn't seem to know how to open boarder guards, but I believe that's true without the AI mod too.

*edited
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annul
annul

Tavern Dweller
posted March 23, 2011 12:58 AM

hey,

i am playing this mod and i currently have expert enlightenment on a level 12 wyngaal... with 2 spellpower.  i should have at least 6, right, due to expert enlightenment?

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atheist
atheist


Hired Hero
posted March 23, 2011 10:20 PM

Quote:
hey,

i am playing this mod and i currently have expert enlightenment on a level 12 wyngaal... with 2 spellpower.  i should have at least 6, right, due to expert enlightenment?


No, you should not have 6 spellpower just because you have expert enlightenment and lvl 12... Especially as sylvan , who receive defense and knowledge with priority.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted March 24, 2011 02:07 PM

I was wondering if it would be possible to make an AI especially for a duel map, such as elvin's map? that would be much better than the duel mode.

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Hellglory
Hellglory


Hired Hero
posted March 25, 2011 08:28 AM

I was so hopeful until I got to the part where this does not yet work with win7... is there a rough eta or projected probability of this even being fixable at all?  I suspect it's no sure thing

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batmanis64
batmanis64

Tavern Dweller
posted March 25, 2011 12:33 PM

Right, a Win7 fix would be great so I can help test this.  The 3gb enabler fix did not work for me.
____________

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted March 25, 2011 10:16 PM

Quote:
I was so hopeful until I got to the part where this does not yet work with win7...


@ batmanis64

To both, of you,

He is hard at work on a coding run and doing this alone. Our wizard "Q" is working at making H5.5 become a game that will be around a long while. It only makes sense that Win7 would figure into the mix.

I am Win7 too so I know how you feel. I suppose things could come up and alter his plans but I think it is still a high priority for him, of course, along with many other aspects of the A.I.

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Alkari
Alkari

Tavern Dweller
posted March 29, 2011 06:13 PM

Thank you for this mod

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annul
annul

Tavern Dweller
posted March 30, 2011 11:54 AM

Quote:
Quote:
hey,

i am playing this mod and i currently have expert enlightenment on a level 12 wyngaal... with 2 spellpower.  i should have at least 6, right, due to expert enlightenment?


No, you should not have 6 spellpower just because you have expert enlightenment and lvl 12... Especially as sylvan , who receive defense and knowledge with priority.



with expert enlightenment you get +1 to all stats for every 2 levels you have starting with the first.  so at level 12 i should have +6/+6/+6/+6.  right?

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stachnie
stachnie


Known Hero
posted March 30, 2011 12:37 PM

Quote:
with expert enlightenment you get +1 to all stats for every 2 levels you have starting with the first.


It would be way too overpowered. You get +1 to a random stat, so in your case it would be mostly Defence and Wisdom.

S.

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