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Heroes Community > Heroes 5 - Modders Workshop > Thread: [MOD] Might & Magic: Heroes 5.5
Thread: [MOD] Might & Magic: Heroes 5.5 This Popular Thread is 435 pages long: 1 50 100 150 200 ... 244 245 246 247 248 ... 250 300 350 400 435 · «PREV / NEXT»
CobraL0rd
CobraL0rd

Tavern Dweller
posted February 16, 2017 03:39 PM

Same here, no water, no human made maps. They are much better balanced. The map i built with your advanced ARMG was good, but i liked the originals more. I also tend to think that the AI performs better in those, but i could be wrong.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 16, 2017 03:40 PM

some human made maps can have 'masking' issues which can cause diminished AI functionality.

making all Ai players allied reduces turn time.

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CobraL0rd
CobraL0rd

Tavern Dweller
posted February 16, 2017 03:41 PM

magnomagus said:

making all Ai players allied reduces turn time.



Interesting.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 16, 2017 09:57 PM

Ok so now 2 files got silently updated on moddb today:

-the adaptive sharpening mod (fixed performance loss & blurry mainmenu)
-the german dialogues (because they were not working)
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Skeggy
Skeggy


Promising
Famous Hero
posted February 17, 2017 12:18 AM

If MMH55_Utility_64 is to be supposed alternative to MMH55_64 unresolved issues, then it would be nice that MMH55-Settings file has some control line over MMH55_Utility_64 leveling experience, like raising experience needed for next level since MMH55_Utility_64 has two less skills.

It seems that number of witch huts that armg creates corresponds with number of players. Extra-large armg map with 4 players gets around 20 witch huts, extra-large armg map with 8 players gets around 40 huts. Perhaps it would be better if huts were connected with armg experience variable and placed on the transitive treasure zone or treasure zones only.

If chieftain that has stunning strike performs word of the chief, it applies stunning effect on friendly troop. Perhaps this could be a reason why chieftain auto-combat perform every war cry but avoids word of the chief? Can that be somehow compensated? If not, perhaps encourage in place of word of the chief and refined mana in place of encourage?

In addition, perhaps tribal teachings in place of buggy agonizing strike? It has sense since attack is some kind a trade mark for barbarians.

CobraL0rd, perhaps you should try to play on normal lookahead depth, perhaps AI will be more prone to risky behavior.

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Skeggy
Skeggy


Promising
Famous Hero
posted February 17, 2017 08:29 AM

I’ve noticed more interesting behavior by auto-combat chieftains and fear-my-roar target neutral warcry. Auto-combat uses it against puppeted friendly creatures to lose their puppeted turn.
It’s not coincidence, I’ve tried it with both mmh5.5 9a version of puppet and mine, and both with MMH55 Utility_64 and standard MMH55_64 and it behaves the same.
Either it is designed to behave like that or combat calculations allow this behavior to happen.
On almost every puppeted friendly target (9 out of 10 times, different targets), chieftain used fear-my-roar target neutral warcry and by that, effectively neutralized puppet.
I’ve tried different versions of frenzy and it did not react on any of it.
So, previous usage of fear-my-roar target neutral warcry on frenzied friendly creature was either extremely rare calculation or purely anecdotal.

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cichy
cichy


Hired Hero
posted February 17, 2017 04:50 PM
Edited by cichy at 17:40, 17 Feb 2017.

Little [url=https://drive.google.com/open?id=0B1m1_yeIRQIoZ3owNFY0YlNZTm8]update[/url]

Changed labels
Clearing "artifactIDs" node, when swapping artifacts.
Can enable scripts

Edit: repaired group ratio

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 17, 2017 06:39 PM

@cichy: very happy with this, but:

Quote:
Clearing "artifactIDs" node, when swapping artifacts.


Is it possible to make a separate checkbox for this?

The function is needed for improving hand made maps, but in some cases those have artifacts that the mapmaker wants in a specific location. So in some cases they should not be swapped.
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cichy
cichy


Hired Hero
posted February 17, 2017 08:42 PM

Quote:
Is it possible to make a separate checkbox for this?

The function is needed for improving hand made maps, but in some cases those have artifacts that the mapmaker wants in a specific location. So in some cases they should not be swapped.


Why is it required to clear "artifactIDs" node, if artifacts remain same?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 17, 2017 10:36 PM

Quote:
Why is it required to clear "artifactIDs" node, if artifacts remain same?


Because if a majority of artifacts are 'random blocks' these random blocks can never become h55 artifacts. So the problem arises when a custom map uses both random blocks and specific artifact placements, in that case you only want to update the list.
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fierro
fierro


Hired Hero
posted February 18, 2017 12:06 PM
Edited by fierro at 12:08, 18 Feb 2017.

I can confirm that AI never attacks city if there is hero in it. That makes all games much easier. And also, if I set difficulty to 'easy', I usually capture empty enemy city. Then enemy hero, even if he's stronger, hangs around doing nothing until Day 7. Didn't remember what's with 'Aggressive' setting but I think it's the same behaviour.

Quantomas said he had been working on new AI for 5 years already and have come close to finishing stage. I hope he will address this serious issue.

In addition, I have some questions:

1) How do I reduce number of Witch Huts on ARMG map? They're almost everywhere, it seems unbalanced to me and makes game less exciting.
2) This is more difficult. Is it possible to return old Skill Wheel. I like one from EE but the original is so more diverse and exciting for me. Although I wish the balance of many skills would stay the same (i.e. old skills that present in EE give the same values as after you balanced them)

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CobraL0rd
CobraL0rd

Tavern Dweller
posted February 18, 2017 01:46 PM
Edited by CobraL0rd at 14:20, 18 Feb 2017.

I see fierro has also noticed this issue.

However, not quite, the AI heroes will attack the cities if the defender is severely underpowerered, or if there is no hero guarding at all. But if there is a considerable amount of force inside, with no hero, much stronger than the enemy AI hero, then the AI hero won't attack and this is normal, as it should be.

This is completely game breaking, it makes things so easy! If the enemy heroes won't challenge enemy towns how are things ever going to be interesting? For me this is the only issue you have to fix guys.

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CobraL0rd
CobraL0rd

Tavern Dweller
posted February 18, 2017 02:27 PM

I have found this website: http://www.bonddisc.com/ref/h5/

So, apparently Quantomas is working on a different game now. And from what i notice he is not sharing the source code for HoMM 5.5 AI. Also, i can't find a way to contact him..

I don't see how he could have neglected this feature.

Anyway. One question. What is the difference between MMH55_Utility and MMH55 executables?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 18, 2017 02:31 PM
Edited by magnomagus at 14:34, 18 Feb 2017.

@Cobralord: You have not been reading my posts, i don't have the AI source code so I can't do programming on it, only thing you can try is increasing/decreasing (likely between 0.1 and 1) this in defaultstats.xdb and see if it does anything:
<CowardiceVersusHuman>0.3</CowardiceVersusHuman>

Utility = TOE 3.1 AI
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CobraL0rd
CobraL0rd

Tavern Dweller
posted February 18, 2017 02:46 PM

@magnomagus I haven't been following development on this. That was my first post here yesterday and I was a little confused. Now i understand and i found more information on this project / mod, who's involved and the like. I was only just playing the mod for some time. But i understand now. Thanks.

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CobraL0rd
CobraL0rd

Tavern Dweller
posted February 18, 2017 04:09 PM

I can't find the CowardiceVersusHuman parameter for Impossible difficulty. I found it for all other difficulties..

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fierro
fierro


Hired Hero
posted February 18, 2017 04:24 PM
Edited by fierro at 16:27, 18 Feb 2017.

CobraL0rd said:
I see fierro has also noticed this issue.

However, not quite, the AI heroes will attack the cities if the defender is severely underpowerered, or if there is no hero guarding at all. But if there is a considerable amount of force inside, with no hero, much stronger than the enemy AI hero, then the AI hero won't attack and this is normal, as it should be.


You're right. I expressed my thoughts incorrectly. They actually attack my cities with weak guard or low-level hero without serious army. But since in most of games I'm agressor it's rarely a big issue. The biggest problem is that AI does not try to liberate his own city that I captured. And computer doesn't do it even if he is strong and has solid chance to beat me. That's why I often "cheating" and seize enemy city while their hero is walking around. I must note that setting difficulty (aka lookahead depth) up helps to avoid such situation. In this case AI is very attentive and doesn't let me to capture his capital for free.

I hope quantomas or magnogamus will note take it personal. I think that everything you did to the game made it great and playable. Vanilla Heroes are impossible to play with that disastrous AI and balance.

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cichy
cichy


Hired Hero
posted February 18, 2017 04:30 PM

Another [url=https://drive.google.com/open?id=0B1m1_yeIRQIoNjN0V0c3MUNDZXM]update[/url]

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 18, 2017 05:06 PM
Edited by magnomagus at 17:10, 18 Feb 2017.

@Corbalord: shift all difficulties one down, easy = normal

@cichy: excellent, unless you have objections I will write tutorial for your tool on moddb and include it with RC9b release so it will have more downloads. (ofc i will also add you to the credits)

Also I would like to run by you the following idea:  

I have looked into water maps more thoroughly and found out that replacing floatsams with water objects is easier than previously thought. The coordinates of the floatsams can always be used by shipwreck/battle sites even if (according to the editor) they are too close to the coast, so their position does not need to be examined!

I have made new battles and rewards for all shipwreck objects so water maps can be much more fun if they can be added. ships also use their unique battlefield.

I have calculated as balanced to replace 30% of all floatsams on a water map with the following objects (each having a weight of 1):

aging junk, decrepit galley, weatherbeaten galleon, wrecked galleon, wrecked galley, wrecked junk, sirens, mermaid & buoy.

also to fix balance issue would it be possible to remove all shipwrecked peasants? (but not the shipwrecked footman), these objects are essentially the same but there are simply too much of them giving too many free artifacts.

With these changes the RMG could make very well balanced water maps with greatly improved gameplay.


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cichy
cichy


Hired Hero
posted February 18, 2017 06:11 PM

@magnomagus: I will look on it, when I will have some time

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