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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 278 pages long: 1 30 60 90 120 150 180 210 240 ... 246 247 248 249 250 ... 270 278 · «PREV / NEXT»
CobraL0rd
CobraL0rd

Tavern Dweller
posted February 19, 2017 09:19 PM
Edited by CobraL0rd at 21:24, 19 Feb 2017.

It's simple. Which of the two scenarios make life harder for a human player?

1. Multiple weak AIs fighting each other, or
2. Few very powerful AIs, who have subdued the other, adjacent AI factions.

Scenario 2 is inevitable. It should be like this. Opponent AI heroes shouldn't just pass next to each other and ignore. This is the major issue of HoMM 5 all along.

By the way, from further testing i did on a second game, the AI is really much more bold now, even against the human player. I tried to simulate a bit of a reckless behavior to see if the AI would now attack my main hero (they never did prior) and yes! they did twice, especially if i was blocking a pathway or sth like that. These changes are suitable for me. I reckon the game can't be made harder now with simple parameter fixes.

Elessar said:
If you really want 4 weaker AI's, vs. one huge and very dangerous one, and think the former is more of a challenge, I'm not sure what else to say...


@Elessar: Agreed. I do not want to play against 1 AI, i want multiple AI's (and me) competing for dominance. Stronger AI's should kill weaker ones etc, etc. That's how it's supposed to be.

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thGryphn
thGryphn


Promising
Famous Hero
posted February 19, 2017 10:23 PM
Edited by thGryphn at 22:29, 19 Feb 2017.

CobraL0rd said:

Elessar said:
If you really want 4 weaker AI's, vs. one huge and very dangerous one, and think the former is more of a challenge, I'm not sure what else to say...


@Elessar: Agreed. I do not want to play against 1 AI, i want multiple AI's (and me) competing for dominance. Stronger AI's should kill weaker ones etc, etc. That's how it's supposed to be.


The problem with both your arguments is that AI does not use town conversion effectively. So, unless the two AI players had the same faction to begin with, what you will find (after one AI defeats the other) is a patchwork of heroes/armies, plus depleted due to in-fighting. It will be a walk in the park by the time you get to their territories.

Instead, if say two AI parties were teamed-up, they could share resources and build their towns earlier, save their armies for fight against you. And, like magno said, you would have to think twice before attacking one because you would know that you will face yet another army with comparable strength.

If AI used town conversion well AND there were no per-faction #towns limitations (which may or may not be disabled for AI, idk), I would agree with you.

Edit: I'm not sure about the state of things there, but what I would like to see is that AI not losing almost any troops when fighting against the neutrals. This makes a huge difference I think, AI losing substantial amount of troops before the end. Is it possible to give the AI back, idk, 80% of troops lost in neutral battles, or something to that effect?


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CobraL0rd
CobraL0rd

Tavern Dweller
posted February 19, 2017 10:41 PM

@thGryphn

1. I was talking about FFA cases here, which should be the most common. Not about 2v2, 3v3 etc.

2. I haven't been playing HoMM5.5 for a long time, but I haven't noticed so far any problem with AI town conversions. AI will convert them whenever it can.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted February 19, 2017 10:50 PM
Edited by magnomagus at 22:52, 19 Feb 2017.

there are no issues with AI town conversion, they always convert asap. if they did not convert then the limit was reached.

also the current cheating mechanism is already supposed to compensate quick-combat and can be increased in settings.pak

With regards to AI players you guys assume too much. If 2 AI build up roughly equal strength and clash they simply neutralize each other and all challenge for human player is gone. Also any AI player would be weakened significantly at least for a month after a fight between unequal AI players so if the human player uses that timeframe the game gets pretty simple as well.

The default settings cannot allow for games to be randomly neutralized, which is why Nival reduced AI vs AI aggresivity as well.

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cichy
cichy


Hired Hero
posted February 20, 2017 08:51 AM

Skeggy said:

Combination 1: On mapmixer “swap” is enabled together with “random blocks”.
Result: any kind of courage settings that every defined (defined in a meaning non-random monster, it does not look like a box in map editor) monster had, is reset to “Flee or join”, resulting in mood distribution according to “creatures mood” section of the mapmixer.

In combination 1 any random monster (one that looks like a box in the map editor) has completely intact courage and mood settings.

Combination 2: On mapmixer “swap” is enabled together with “random blocks” and together with “only random blocks”.
Result: nothing really changes, everything stays the same, non random and random monsters looks the same and have same courage and mood settings. Everything is the same, doesn’t matter how “creatures mood” section is defined.

Combination 3: On mapmixer “swap” is enabled together with “only random blocks”.
Result: same as combination 2.

Combination 4: On mapmixer only “swap” is enabled.
Result: same as combination 1 with addition of groups. Percentage of groups depends of on the “mixed stacks” slider.
Groups are formed only from non-random monsters, they do not inherit courage, their courage settings is reset to “Flee or join”, resulting in mood distribution according to “creatures mood” section of the mapmixer.



Well it's looks like courage is accidentally resetted (Will be repaired).

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Elessar
Elessar


Hired Hero
posted February 20, 2017 07:45 PM
Edited by Elessar at 19:52, 20 Feb 2017.

magnomagus said:
With regards to AI players you guys assume too much. If 2 AI build up roughly equal strength and clash they simply neutralize each other and all challenge for human player is gone. Also any AI player would be weakened significantly at least for a month after a fight between unequal AI players so if the human player uses that timeframe the game gets pretty simple as well.


That is exactly what is currently happening!  They ALREADY are clashing and neutralizing each other-except that the two mains never fight (as they would in Heroes 3), and instead we get this silly little dance between the two factions where they convert, and convert back, maybe take out a few secondary heroes here and there, but the fight is never resolved.  

If instead, when they had the advantage, the stronger main would take the weaker one out, convert his enemies towns (I agree that conversions are usually done seamlessly by the AI), sure, there would be maybe a month's worth of vulnerability, at best, but the losses would quickly be made good, and (most importantly) in the long run become much stronger.  The attrition suffered in the former mode is probably MORE debilitating than would be a quick surgical strike.

The AI needs to prioritize long term, needs, most crucially, to think (as such) just like a human player (yes, I know, Quantomas' big project...).  I am not going to want to do that kind of silly dance with an enemy for the entire game precisely because I cannot win if I do.  I want an actual threat to overcome.  And, hey, I am weakened too after a big battle, but hey, this is a strategy game, right?  That's a big part of the "meat" of the game right there-do the pros outweigh the cons?

Like CobraL0rd I don't want a 7 vs. 1 game, becomes much too cut and dried and monochromatic-I want some dynamics!  If the fortunes of a given empire wane and wax, well, that's much more interesting to me than a 7 enemies who are doomed to undergo slow declines once their gold is all blown after all of the pointless reconversions.



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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted February 20, 2017 08:17 PM

Quote:
They ALREADY are clashing and neutralizing each other-except that the two mains never fight (as they would in Heroes 3), and instead we get this silly little dance between the two factions where they convert, and convert back, maybe take out a few secondary heroes here and there, but the fight is never resolved.


No they are not neutralizing each other, I anticipated the economic constraint of that so I set all those AI conversions to be free of charge. This is just 2 AI players building up to maximum strength and hardly doing each other any harm.

Quote:
I am not going to want to do that kind of silly dance with an enemy for the entire game precisely because I cannot win if I do.


I don't see your point here, you say the game is too hard, then you should just lower the difficulty and the AI will also be more aggresive towards each other, since AI vs AI aggresiveness lowers with difficulty as in the original game.

If you want to beat one superstrong AI player you should just play a 1vs1 map and raise the difficulty.
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Antalyan
Antalyan


Promising
Famous Hero
H7 Forever
posted February 23, 2017 10:33 PM

@magnomagus
The link for Czech 1.9 Translation:
Upload to moddb.com, please.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted February 24, 2017 05:27 PM

Thank you for your trouble.
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Antalyan
Antalyan


Promising
Famous Hero
H7 Forever
posted February 24, 2017 06:19 PM
Edited by Antalyan at 18:23, 24 Feb 2017.

I'm not sure where the folder MMH5.5: Czech Dialogues & Subtitles (All) comes from, but it's pretty confusing.

All texts are already in the main MMH5.5: Czech Translation (RC9a) folder as we arranged some time ago.

Additionally, after downloading that folder, the game did not recognize the Czech dialogues. So I'd recommend updating the whole MMH5.5: Czech Dialogues & Subtitles (All) folder to include only the sounds (the file referred in Rc8bAll_campaigns.dialogscenes_cs.h5u)

With these 2 folders (All_campaigns.dialogscenes_cs.h5u + MMH55_Texts_1.9_CZ), the game's working as it should and nothing's redundant.

Also a short note (similar to the one on RC8b link which is referred above) about the neccessity to donwload the sounds separately if a player wants them would not be bad imo.

Thanks
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted February 24, 2017 06:37 PM

The dialogues and subtitles were uploaded same way as the other languages, but if the subtitles are also in your file this will cause no issues, if the dates in your file are newer they will overrule them.

I don't understand what you mean by doesn't recognize, are they not working?
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Antalyan
Antalyan


Promising
Famous Hero
H7 Forever
posted February 24, 2017 07:35 PM
Edited by Antalyan at 20:00, 24 Feb 2017.

magnomagus said:
The dialogues and subtitles were uploaded same way as the other languages, but if the subtitles are also in your file this will cause no issues, if the dates in your file are newer they will overrule them.

I don't understand what you mean by doesn't recognize, are they not working?

Exactly, it was like if the game did not see them. Maybe they have older dates, so the English ones overwrite them?

EDIT:
The content of both files I'm speaking about seems to be the same, the only difference is in the file name (which should not matter) and in the last date of change. I think it will be OK if you reupload the files with newer date of change.

Now it works like that:
1) If I do not touch the files with English voices (installed as default by MMH5.5), the cutscenes are in English.
2) If I delete the English files, no sound (no speech) can be heard at all.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted February 24, 2017 08:09 PM

Allright, I have reuploaded them with the filedates updated.
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Antalyan
Antalyan


Promising
Famous Hero
H7 Forever
posted February 25, 2017 04:39 PM

Thanks, it's working correctly now



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Skeggy
Skeggy


Known Hero
posted March 03, 2017 12:41 AM

I don't see the point that ogre club and ogre shield continues to have -5% initiative debuff after weapons of might set doesn’t exist anymore and since axe of the mountain lords has +5 attack and no debuff. Is +1 attack so big difference to justify -5% initiative debuff?
Also, rune artist specialization on hire levels allows hero to use runes practically with no resource expense. Compared to other hero specializations it’s a strange situation. In the beginning it’s not useful at all, and in the middle and late game either it doesn’t really matter on normal maps, or it is cheat-like totally overpowering specialization on scarce maps.

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Skeggy
Skeggy


Known Hero
posted March 03, 2017 06:10 AM

It seems that stalker and shadow mistress invisibility ability cannot be dispelled either by area destructive spells like fireball or by mass destructive spells like Armageddon. Creatures take damage but remain hidden. Every other aspect of invisibility works accordingly. Even though it might be bug, I like that behavior. Perhaps just description should be changed.

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thGryphn
thGryphn


Promising
Famous Hero
posted March 03, 2017 02:07 PM

Skeggy said:
It seems that stalker and shadow mistress invisibility ability cannot be dispelled either by area destructive spells like fireball or by mass destructive spells like Armageddon. Creatures take damage but remain hidden. Every other aspect of invisibility works accordingly. Even though it might be bug, I like that behavior. Perhaps just description should be changed.


Yeah, even Firewall won't reveal them and I like it too. Arcane Crystal or Blade Barrier do reveal them though...

Did the behavior change since ToTE? I wasn't aware if it did...

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zmudziak22
zmudziak22


Famous Hero
posted March 03, 2017 08:10 PM

When you attack them on ToE 3.1 they got uncovered by area damage spells like Fireball, Meteor Shower, Frost Ring(Circle of Winter) etc.

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cichy
cichy


Hired Hero
posted March 03, 2017 09:35 PM bonus applied by Galaad on 22 Aug 2017.

Hello, new version of tool is here

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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted March 03, 2017 09:50 PM

cichy said:
Hello, new version of tool is here


Great! What changed in the new version?
Is there a place where I can check the code?
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