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Heroes Community > Heroes 5 - Modders Workshop > Thread: Heroes 5.5 - Eternal Essence - Bugs and Known Issues"
Thread: Heroes 5.5 - Eternal Essence - Bugs and Known Issues" This thread is 14 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 · «PREV / NEXT»
markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted July 14, 2011 04:11 PM

You've made a comment about design, this is a bug thread. Can you delete it here and post it in the design or misc. thread?

But to your comment, at create/set-up, you can put the slider far left to "easy" and you will see a lot less Hero supported stacks, if any.

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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted July 14, 2011 07:31 PM
Edited by Quantomas at 19:32, 14 Jul 2011.

Quote:
It should be possible to disable neutral champions, they really destroy the balance imo, especially with destruction magic. You jump on an easy stack and in spawns a hero which every turn casts Armageddon.

Choose the options neutral champions=easy and artefact guards=off to mirror the vanilla behaviour w/o neutral champions.

The access of neutral champions to powerful spells has been reduced since beta 3.1.11. Neutral champions no longer gain access to level 5 destruction magic spells and others unless they have learned these in a regular way. The other spells removed are Holy Word, Curse of the Netherworld and Divine Vengeance. Additionally, the probability for a neutral champion to gain access to any destruction magic spell has been reduced.

The beta 3.1.11 also adds a message that notifies you if an AI turn cannot be processed to guard against cases in which players learned too late that the AI turns on a specific map cannot be processed.

---

Current stable build:
3.1g public release (7.8 MB)

Latest beta build:
3.1.11 beta release (12.3 MB)

Project website:
Heroes 5.5 - Eternal Essence

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Pliskin
Pliskin

Tavern Dweller
posted July 14, 2011 07:44 PM

Quote:

Choose the options neutral champions=easy and artefact guards=off to mirror the vanilla behaviour w/o neutral champions.



Quantomas I would really suggest to make this the default stance when you start the mod.
The thing is that many people probably aren't really primarily looking for gameplay changes so far but rather for AI fixes.
So if they want new content, it should be a conscious decision by them.
Otherwise you are bound to receive negative feedback by people that haven't read the manual on how to deactivate neutral champs and don't want them.

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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted July 14, 2011 11:42 PM

Good idea.

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bingdevil
bingdevil

Tavern Dweller
posted July 15, 2011 01:30 PM

I get it

I use 3.1g  I think  the AI not like attack the other AI or human player. the AI not like attack the other AI's TOWN.  I think it was a bug.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 15, 2011 07:10 PM

Thanks for the new update and the balance adjustments to the neutral guards.

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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted July 15, 2011 10:03 PM

The new public release 3.1h has also more detailed monster tooltips that provide you with information how neutral champions alter the threat level of a neutral stack. Frenzy has also been removed from the repertoire of neutral champions.

Hopefully, it helps fans to enjoy this feature.

This release also implements the suggestion to have the enhanced options default to the behaviour of ToE vanilla.

@Markkur
Beginning with this release I have dropped the term mod from the version number. It now just says plainly enhanced AI. Could you alter the first post that it says AI patch or enhanced AI instead? I suspect currently it does confuse people, it sounds a bit funny to request people not to use "other mods". With the distinction now being made, it might be easier to reason.

Thanks Pliskin, for getting things sorted out more cleanly.

--

Current stable build:
3.1h public release (8.3 MB)

Latest beta build:
3.1.11 beta release (12.3 MB)

Project website:
Heroes 5.5 - Eternal Essence

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stachnie
stachnie


Known Hero
posted July 15, 2011 10:22 PM
Edited by stachnie at 07:47, 16 Jul 2011.

Windows XP, 3.1.10 beta, map: Land of Confusion (started a new game under 3.1.10).

Again the same - unavoidable crash during purple AI turn. Save with logs is here. I will try to run it under more recent version. Edit: it crashes also under 3.1.11.

I have encountered a minor bug: some dwellings could not be connected by caravans with some cities. There are two flagged dwellings at snow terrain near the mentor and war machine factory (dwarven and with neutral creatures) and the neutral one may be accessed from the dwarven town but cannot from the necro one (I am not sure about the dwarven dwelling). Perhaps the way would be too long (20 days or so) - or maybe there are too many dwellings?

S.

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kiovyj
kiovyj

Tavern Dweller
posted July 20, 2011 01:33 AM
Edited by kiovyj at 01:40, 20 Jul 2011.

Hello Q.!

Great work! Strong Heroes AI was my dream since HOMM II (HOMM I has good AI, very agressive).

I have a question: does 3.1h AI still cheating when AI hero have fight with neutrals? I mean, does real battle calculation being performed, or just empiric formula used to calculate hero army casualities fast? I remember, in HOMM I enemy hero might even lose the battle with neutrals and dissapear - that was fun!

Sorry for bad english, I hope you understand what I want to ask... Thank you.

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stachnie
stachnie


Known Hero
posted July 20, 2011 10:02 AM
Edited by stachnie at 10:17, 20 Jul 2011.

Windows XP, 3.1.11 beta, map: Mars.

Again a crash, but now after a battle during my turn. Save with log is here.

I get an unavoidable crash when I choose Wyngaal and attack Brand (yellow dwarven hero next to a Dungeon town). It is very easy to win the battle without any losses, before enemy can act. After the battle is won and game shows appriopriate popup, it crashes.

S.

Edit: BTW, I have no idea how did yellow player manage to get into this area. It was a territory of the (already defeated) Blue player and there is no opened way.

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted July 21, 2011 01:31 AM

Quote:
Edit: BTW, I have no idea how did yellow player manage to get into this area. It was a territory of the (already defeated) Blue player and there is no opened way.


Q is probably on his code-run but this event caused me to remember an odd event like this on one of my maps.

I had an A.I. enemy appear in an upper-level area that I knew it was not possible for it to be. The only way that I knew (orange) was there was because of the mini-map. Looking at the spot...no orange Hero. Yet the next turn a resource magically disapeered. Later this A.I. Hero did appear but only after going through a series of portals.There were eventually two of them.

One other time something else happened like this but it was the reverse. The enemy hero was present defending a town but when I attacked him, I attacked through him and to a different hero inside. The game did not crash but it was not playable of course.

That's twice in many games and I've not seen it for several releases now but It seems possible that we all need to be on the look out for something similar.

Thanks for reporting

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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted July 21, 2011 09:43 PM
Edited by Quantomas at 21:49, 21 Jul 2011.

Quote:
Hello Q.!

Great work! Strong Heroes AI was my dream since HOMM II (HOMM I has good AI, very agressive).

I have a question: does 3.1h AI still cheating when AI hero have fight with neutrals? I mean, does real battle calculation being performed, or just empiric formula used to calculate hero army casualities fast? I remember, in HOMM I enemy hero might even lose the battle with neutrals and dissapear - that was fun!

Sorry for bad english, I hope you understand what I want to ask... Thank you.

This is planned for an expansion that the AI fights its battles proper. The idea is to have the adventure map and the combat arena much more closely linked, so that it chooses the right skills and army composition based on what it encounters on the map. Right now, it's just a computed evaluation, but it is doubtful that this is to the advantage of the AI. As a human player, you can win most fights against neutral stacks with hardly any losses if you are an experienced player.

@Stachnie
I tested Land of Confusion again, this time on my WinXP machine. I had it run for two turns cleanly, no crashes. As suggested earlier, it looks like a corrupted game state. Can you try the savegame with the vanilla on your PC?

The crash on Mars is reproducible. It might be that it is related to your hero having level 40, there is a hard cap of 40 in H5 at which the level-up experience table ends. Considering the excessive amount of experience from the battle with armies that huge, this needs investigating.

But I am currently working at the strategic AI end stage, then comes HoD and after this I will review the project's priorities.

@Markkur
Cheers! If someone could reproduce this bug from a savegame, it would be great. Until 3.1f, it could happen by wrong boats being summoned, but otherwise I don't see how this bug can happen.


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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted July 21, 2011 11:44 PM

Quote:
... If someone could reproduce this bug from a savegame, it would be great. Until 3.1f, it could happen by wrong boats being summoned, but otherwise I don't see how this bug can happen.


Q, I've not see it again. I didn't report it at the time because I wasn't sure that it had anything to do with the A.I. Seems maybe it didn't. Anyway, doesn't hurt to be aware and on the look-out.

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Celeste
Celeste

Tavern Dweller
posted July 22, 2011 02:35 AM

1. Witch Hut gives 7 and 8 skill when "8 skills" option is disabled.
2. Battle Griffin's Pack Dive has no delay
3. Some scripts in hard-scripted maps don't work
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daniela
daniela

Tavern Dweller
posted July 22, 2011 08:17 AM

Hello.

I hope this is the correct place to post this.


I liked HoMM 3 a lot and I like HoMM 5 too. I tried to install your AI on muy HoMM 5 Collectors Edition (that combines H0MM 5, HoF and ToE in one installation) but when I try to run H5Aladv_31h I get a error message that reads: "Empty pointer to creature #92 check", after that comes an option to "skip the following creature checks" and after that nothing happens, it doesn´t work.

My version of the game is 3.1 and I have Windows 7 64 bits Ultimate in muy computer.

May I be doing something wrong? Does the program work on Collectors Edition?

Help please, the idea of combining HoMM 3's AI with HoMM 5 rocks!  
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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted July 22, 2011 04:43 PM

You double-checked your copy/placement of the 3 files...correct?

I do a manual install each time.

"Under the main file of TotE"  
H5_AIadv_31h and H5_AIProcess_31h  - both into the "Bin"-folder
and EE_options.pak - into the "Data"-folder

Then making a desktop shortcut that links to the games exe. icon within H5_AIadv_31h?

Just for additional clarity; your discs are NOT the "Epic" collection they are indeed called the "Collector's Edition"? I have the Epic.  
____________
"Do your own research"

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Soulmancer
Soulmancer

Tavern Dweller
posted July 22, 2011 10:36 PM

Will this work with RPE?

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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted July 22, 2011 10:51 PM

Quote:
1. Witch Hut gives 7 and 8 skill when "8 skills" option is disabled.
2. Battle Griffin's Pack Dive has no delay
3. Some scripts in hard-scripted maps don't work

The witch hut bug and Griffin rush dive is tracked and a known issue to be corrected in one of the next builds.

If you encounter bugs on maps, with scripts or others, please provide the map and a savegame so that we could reproduce the bug.

Quote:
Will this work with RPE?

Negative.

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daniela
daniela

Tavern Dweller
posted July 22, 2011 11:02 PM
Edited by daniela at 23:05, 22 Jul 2011.

Quote:
You double-checked your copy/placement of the 3 files...correct?

I do a manual install each time.

"Under the main file of TotE"  
H5_AIadv_31h and H5_AIProcess_31h  - both into the "Bin"-folder
and EE_options.pak - into the "Data"-folder

Then making a desktop shortcut that links to the games exe. icon within H5_AIadv_31h?

Just for additional clarity; your discs are NOT the "Epic" collection they are indeed called the "Collector's Edition"? I have the Epic.  





First of all, thank you for your response.

I managed to make it work now! The former problem was that the path apparently is different in Collector's Edition.

My disk it's called the "Collector's Edition". After the installation it placed 3 shortcuts on my desktop, one to ToE (wich I had been using) and the others to HoF and HoMM5.

My path is PROGRAMAS H: (wich is the name I gave to the hard disk where I placed all my games) \ Heroes of Might and Magic V - Collectors Edition \ HMM5 \ and then into that HMM5 diretory there is a "bin" a "data" and a "maps" folder. But... also there's a "bina1" and a "bina2" folder.

I've just discovered that in the Collectors Edition "bin" folder corresponds only to HoMM standard game; "bina1" folder corresponds to HoF and "bina2" folder corresponds to ToE. But inside that "bina2" folder there are another so called "bin", "data" and "maps" folders.

When I placed your files into that "second" subfolders then it works properly in ToE.

I'll be playing with this new AI and if it's really so good like the one from HoMM3 was, it will be great.

May be I'll post in the other thread if I have any doubt with the new AI and thank you again for your response.

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kiovyj
kiovyj

Tavern Dweller
posted July 22, 2011 11:53 PM
Edited by kiovyj at 00:02, 23 Jul 2011.

Quote:
,
This is planned for an expansion that the AI fights its battles proper. The idea is to have the adventure map and the combat arena much more closely linked, so that it chooses the right skills and army composition based on what it encounters on the map. Right now, it's just a computed evaluation, but it is doubtful that this is to the advantage of the AI. As a human player, you can win most fights against neutral stacks with hardly any losses if you are an experienced player.



Anyway, computing evaluation of casualities instead of battle simulation seems like quality-simlicity trade-off for me. I've been told this is done so to prevent too long AI move times.

Is it possible just to use existing fight algorithm to compute AI fight with neutrals? Even if causualities will be greater and AI moves will last longer, AI behavior will become more natural. I think it is possible to add checkbox "real fight calculation" in difficulty configuration UI.

By the way, may be I can be useful? I'm a professional C++ developer, with 10+ years of experience. I don't have much free time, but this task seems not too complex for me, and I love HOMM.

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