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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Regarding the AI retreating constantly.
Thread: Regarding the AI retreating constantly.
OrganizedChaos
OrganizedChaos


Hired Hero
posted September 20, 2013 10:55 AM

Regarding the AI retreating constantly.

Hello,
I am profusely annoyed by Ai running away from every battle, I mean I am getting no fun skirmishes, only get to chase stupid AI around the map only for it to blast me with a spell and still run away.

Can it be edited to Ai flees less or doesnt flee at all?

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Silaneo
Silaneo


Adventuring Hero
Town Creator
posted September 20, 2013 11:43 AM

AI does that when he is weaker and who can blame him I believe editing AI settings is not that simple, but im no expert

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 20, 2013 11:45 AM

When AI does that, is annoying but is nonetheless what we do too when a battle is impossible and we don't want to lose artifacts. + we have the autosave.

Anyway, you have a few options if you can't live with. One is to edit the map and give yourself shackles. Another would be to create a tiny erm mod which simulates shackles effect in battle only, then apply to all random maps.

A third option is the most fair, IMO: let AI use this small bonus but learn to counter it (destroy in one turn, use blind at right moment, search for the right artifacts, use immunities, the right heroes, terrains, chain armies to prevent hit and run, there are many options and the game is by far more interesting).

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OhforfSake
OhforfSake


Promising
Legendary Hero
Initiate
posted September 20, 2013 12:05 PM

It is annoying, but it's not a good tactic. The AI never seems to use surrender, always retreat. I've seen the AI decimate his own army by retreating from battles before they'd hardly begun. If you like to draw out game for big army battles, the AI won't mind losing several weeks of army, just to avoid confrontation and cast a single spell!

Not to mention that even when the AI has a greater army, his it'll split its units into a few heroes, most with horrible stats of 4/4/5/3 or similar. Then retreat and lose huge chunks of army just like that, to cast a single magic arrow, ice bolt, lightning or whatever which is useless with that low spell power, and especially after so many weeks.
____________
Living time backwards

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted September 20, 2013 04:06 PM

It's true that sometimes it would be better if the AI fight instead of fleing away
____________

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted September 20, 2013 06:05 PM

I encoutered this issue in "H6", but in H3 never happens, unless he's an explorer with no army of coarse.

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Zerodius
Zerodius

Tavern Dweller
posted September 20, 2013 09:40 PM

The AI in general is geared toward conquering as much of the map as fast as possible and flag as many mines, get as many artifacts, and get as many ressources as it possibly can. In many of the default maps this is a sound strategy ; the computer lay claim to as many towns as possible and crank up huge numbers, allowing him to attack the player in large waves, possibly capturing all towns simultaneously.


The problem lies in Heroes 3's very nature as a RPG hybrid and the tendency of players to pick the opposite paradigm, which with Heroes's infinite mines and never-ending weekly reinforcements, make it the preferable one.

Basically, waves of massive armies will take many towns but a player with a single town and minor extensions + one or two 'main heroes' will have their heroes and units powered up to such a level that the AI can't possibly win unless it unite all of its heroes' armies into one... which it won't do to keep a strategic mobility it doesn't need.

By extension, the AI is very sacrifice-happy and is very bad at fighting powerful neutral stacks and 'boss' type encounters. This means that he is extremely unlikely to get a hold of the really game changing artifacts and special monsters (like the expansion dragons or the WoG level 8 monsters). By contrast, a player-controlled high-level main hero with a concentrated army will be able to swipe those advantages.


So yeah, what you're facing is the end result of the AI playing in a way that fails before your strategy ; he try to use a bunch of expandable heroes to flood the map but even with all the ressources he gain, his troops are so disproportionally weak compared to your main hero(es) that all he can think of is spell-run away. And given he's stingy with ressources and very sacrifice-happy, he will not resort to surrendering and won't amass his armies into one big block to counter your uber hero.


Hope this helps.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted September 20, 2013 09:55 PM

Nice ! Makes more sense now, however uber hero strategy, against AI, isn't that fun ;-)

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OrganizedChaos
OrganizedChaos


Hired Hero
posted September 25, 2013 10:55 AM
Edited by OrganizedChaos at 09:39, 26 Sep 2013.

Salamandre, i am noob, maybe you know someone who could write that erm script for me?

Please?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 26, 2013 12:08 PM

Either use this script as mod for era, or place it in events and set it to occur day 600:

ZVSE

!?BG&1000; Battle human-AI
!!BG:H?y1; Get Hero number
!!FU&y1<0:E; exit if no hero
!!HEy1:O?y1; Get owner of the hero
!!OW:Iy1/?y2; Get if owner is AI or human
!!FU&y2=0:E; If human, exit (you can surrender or fly a battle, only AI can't)
!!BG:A?y1; Check that hero action
!!FU|y1<4/y1>5:E; if he wants to surrender or run away (4-5)
!!BG:A12; block action

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OrganizedChaos
OrganizedChaos


Hired Hero
posted September 27, 2013 04:28 PM

The ai doesnt seem to do anything after its retreat is not allowed, I mean the unit that was supposed to have a turn doesnt even get to defensive stance.

Its units dont do any sort of action at all, thats not how shackles work?

Can this be fixed?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 27, 2013 07:55 PM

You can try to change last line to:

!!BG:A3; stack will defend

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OrganizedChaos
OrganizedChaos


Hired Hero
posted October 03, 2013 12:05 PM

Can it attack instead, defend is easy to exploit. The point of this all is to make the computer fight to the end...

If you are ever to Lithuania - I owe you a drink.

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Macron1
Macron1


Supreme Hero
posted October 03, 2013 12:55 PM

If AI is basing his flee decision on AI/Fight values of human army (if this value is too big), maybe it's easier to set AI/Fight value of units to "1", for example, and in the end of battle return them to normal?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 03, 2013 01:17 PM

Personally I can't make AI stay until the end and fight as nothing was. Maybe simulate shackles on the guy with bigger army, but this needs long test to see how is going if all slots already occupied, then remove, I don't have this time, sorry.

All I can is block him from fleeing, he will defend until the end.

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OrganizedChaos
OrganizedChaos


Hired Hero
posted October 07, 2013 09:52 AM

From what i have read there are more actions:

A$; Type of an action:
  0 = Cancel Action (the stack can do a different action now but it may still be impossible to force it to do most actions through ERM).
  1 = Hero cast a spell
  2 = Walk
  3 = Defend
  4 = Retreat from the battle
  5 = Surrender
  6 = Walk and Attack
  7 = Shoot
  8 = Wait
  9 = Catapult
10 = Monster casts a spell (i.e. Faerie Dragons)
i.e !!BG:A10; will make current stack cast a spell set with !!BG:S$;

So maybe it is possible to make it walk and attack. Ideal would be to run a check on the stack and if it can use ranged attack make it use its ranged attack,if not but there is an enemy in walking range make it walk and attack and if nothing, use defend.

Gonna try and see what can i accomplish with my next to nothing skills at home ;D

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Aegisdivine
Aegisdivine


Adventuring Hero
posted October 21, 2013 04:53 AM

Once you get good at a map you realize how stupid the ai is.

One of the dumbest thing's is transferring all his creatures to a lvl 1 hero so I can easily beat him with half an army size.
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