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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 379 pages long: 1 2 3 4 5 ... 80 160 240 320 ... 375 376 377 378 379 · «PREV / NEXT»
dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted August 02, 2019 08:49 AM

I agree, but the member is claiming that he found a mod where somebody fixed that. I asked him to provide a small mod we can test.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted August 02, 2019 01:29 PM
Edited by magnomagus at 18:37, 12 Aug 2019.

I think i saw that one many years ago and it was a silly vampire walk


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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted August 02, 2019 02:24 PM
Edited by dredknight at 14:25, 02 Aug 2019.

He just showed me a screenshot. There is no animation at all .

Anyway the good thing is that I got an idea out of that conversation. There is one HC member Esto100nec1, he does new animations for heroes 5. You can see his work here. Subscribe to his youtube channel he releases texture and animation editing videos for heroes V.

I will ask him if he could do a walking animation for Kha-beleth.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted August 02, 2019 05:38 PM

I'm not sure that is wise, the result could still look silly and not become part of H55. If anyone wants to do this, do it for your own satisfaction primarily.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted August 02, 2019 06:08 PM

another thing, I remember in the past someone was working on a chinese translation, but haven't heard about it anymore.

However I found a recent post that looks like it is about a translation, but can't be sure

https://bbs.3dmgame.com/thread-5912324-1-1.html
https://yuba.douyu.com/p/443378861564539780

If anyone understands Chinese i would like to know and also I would be interested in the files behind chinese login wall.
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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted August 08, 2019 05:02 PM

Here are a number of balancing/lore changes that were discussed on discord about hero classes and specs. I narrowed down the list to the reasonable ones.

- Paladins to start with regeneration - sounds nice lorewise, not a big thing regarding balance.

- Maeve specialization (haste bonus = hero_lvl * 0.25%) is inferior to Agrael (initiative bonus = 2.5% + 0.25%*hero_lvl) or Raelag (enemy initiative penalty = 2% + 0.2%*hero_lvl). Have in mind that Maeve bonus is only on cast and can be negated while other heroes bonus is permanent. Take in mind that 50% initiative penalty equals to 100% initiative bonus.

- 'chosen of chaos" spec (+1 luck, disables enemy tactics) is considered weak. Not sure what to say here, but it is possible to make luck +2, which does not fix the issue that the spec is just weird.

- mindreaver(deidre) - hero starts with Confusion and  +1 knowledge is underwhelming. I got suggestions to make it +1 per 7 lvls. I will try to come with some ideas if I find where the unit mana reduction is in the binary.

- Spellwringler spec (blocking enemy spells) - here is a quote from discord
"This ability offers nothing during creeping phase
(comine that with the hero starting skills and you get a very difficult creeping phase,
but i dont want look at his skills and perks here).
In the final fight, it may have some value, but certainly its still not overwhelming.
Chances are the enemy hero doesnt even notice his ability.
50%, 33%, 25%, 20%, 16% are the chances to block a lvl 1-5 spell given equal hero lvl.
Assuming equal hero lvl is already very generous considering the hero offers nothing during creeping phase.
Lets still just assume the hero magically managed to keep up with his enemy and take these numbers.
(1-0.16)^x > 0.5 gives us x<4, meaning after casting a lvl5 spell 4 (!) times we still have a chance of 50%
that this spell still isnt blocked.
This is assmuning we cast the same spell over and over again (which surely wont be the case).
Even if the battle was this long and the spell finally got blocked by chance,
the enemy probably has more than 1 spell.
The new formula would shift the numbers to 100%, 50%, 33%, 25%, 20%.
Considering the hero has no creeping bonus, a 100% chance of banning a lvl1 spell is far from overpowered.
The hero can still cast it once. I think this way the ability has a decent use and the enemy may have to
consider this ability when crafting his hero for the end fight. (get more spells maybe)"



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KeyC0de
KeyC0de

Tavern Dweller
posted August 09, 2019 02:38 PM

Hello. 2 questions.

1. What is lookahead depth exactly? Does it refer to the depth at which the heroes look at the map (how far they can see), or how many future turns they can predict?

2. When I vanquish some neutral guarded buildings I get a notification saying "You have released # prisoners". What does that mean? Anyone knows?

Thanks in advance. Great mod, great game.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted August 09, 2019 03:04 PM
Edited by magnomagus at 15:06, 09 Aug 2019.

Now I know for sure there is a chinese translation available for the whole game + RC11, because this movie shows it:

RC11 in Chinese

Chinese Translation Download location

credits?: ak00129

If anyone is able to share the files from behind the Chinese login I'm still interested as well as hearing from the author.



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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted August 09, 2019 03:10 PM

@KeyCode:

1. Only Quantomas knows exactly, I know it doesn't affect combat AI. I prefer to leave it at hard, because the slowdown doesn't translate in a noticeable increase in challenge.

2. Your army received extra troops, from mentioned tier.
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KeyC0de
KeyC0de

Tavern Dweller
posted August 09, 2019 03:25 PM

@Magnomagus. So the difficulty affects combat AI? I thought it only affected initial resource count and growth of neutrals, that's why I left it at heroic. I'm playing a huge map right now with impossible lookahead depth and I'm month 4th and it's taking about a minute or more to complete a turn. So I will take your words under consideration.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted August 09, 2019 03:30 PM

nothing affects combat AI, the combat AI is just the TOE combat AI minus the invisibility fix unfortunately.



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KeyC0de
KeyC0de

Tavern Dweller
posted August 09, 2019 03:42 PM

Alright. So difficulty (not lookahead depth) affects only those parameters mentioned (tooltip when you start a game) right?
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xTek
xTek


Hired Hero
posted August 09, 2019 04:25 PM

Suggestion:

Ylthin
Class: Druid
Specialization: Unicorn Maiden
Skills: Basic Light Magic, Basic Enlightenment
Perks: Scholar

Change to:

Ylthin
Class: Warden
Specialization: Unicorn Maiden
Skills: Basic Light Magic, Basic Defense
Perks: Armorer

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted August 09, 2019 09:51 PM

@keycode: yes, unless hidden differences i nsource code

@xtek: enlightenment is druid class defining skill
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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted August 10, 2019 11:29 AM
Edited by Quantomas at 11:30, 10 Aug 2019.

magnomagus said:
@KeyCode:

1. Only Quantomas knows exactly, I know it doesn't affect combat AI. I prefer to leave it at hard, because the slowdown doesn't translate in a noticeable increase in challenge.

Lookahead affects how many turns the AI processes to do its strategic planning.

Regarding the heroes it affects hero lookahead from their current position. E.g. if you have lookahead four turns and an enemy castle is five turns travel distance away, the hero would not see it.

It's significant, I can remember playing Marzhin's excellent LotA book 2 and there were maps in which the castles were more than seven turns travel distance apart and the enemy hero would just sit there, although he was way stronger and it was clear that Marzhin intended him to travel the distance and threaten you.

That is one reason why the new AI will use a different approach to lookahead. More of a strategic preselection of possible strategies that can cover lookaheads of a month and more.

The way lookahead works is significant for strategic planning in general. For example the AI might figure out that it is a good plan to visit a Stronghold first that is three turns travel distance away and then continue to conquer an Academy that is another four turns away, arriving just before the next recruitment turn for maximum effect.

This is the reason why overriding AI behaviour with scripts does not work. It voids the strategic planning the AI does. There is a ton of processing done in the lookahead, including figuring out what the opposition does if you do one thing or another, including threat ranges to keep enemy heroes at bay.


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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted August 10, 2019 12:46 PM

Quote:
It's significant, I can remember playing Marzhin's excellent LotA book 2 and there were maps in which the castles were more than seven turns travel distance


Campaign maps are often small or midsize, on the largest map sizes players could also be 20 turns apart. I don't know how far it can look but I do know if the slider is up, the turn time gets so long people will probably just stop playing. So personally I prefer to keep it low and walk to my enemy (but I prefer smaller maps anyway).

Quote:
This is the reason why overriding AI behaviour with scripts does not work.


It is not possible to override AI behaviour with scripts, unless you are talking about completely locking them in place or force them to move to a set of coordinates.

In H5.5 I only added the option to have the AI receive extra creatures and this definitely works very well, since I tested it over and over. The problem was never with your AI it was with the combat AI, the AI will lose more creatures then a decent player every time it engages in quick-combat. Consequently the 31j AI could never match the player strength and the larger the map is the larger the difference. I have seen many cases where the 'cheating' TOE AI was more dangerous.
The AI is also heavily impacted by strength of neutrals, if the player sets them stronger it seems to make the game harder, but it weakens the AI, the only available quick fix right now is just more 'cheats'.

I personally do not even consider it cheating because many people forget human players also 'cheat' in similar way, when a combat outcome is unsatisfactory they just reload a save and try it again or they come back later which will give them a net gain in creatures. The AI doesn't have this option, when the AI attacks it has to accept the result no matter what. So if the human player constantly 'cheats' the AI needs to 'cheat' back at it or the game will be unequal.
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KeyC0de
KeyC0de

Tavern Dweller
posted August 10, 2019 12:52 PM
Edited by KeyC0de at 13:11, 10 Aug 2019.

@Quantomas

Interesting. I understand then that in order to get the greatest challenge from the AI I should keep lookahead depth at impossible or heroic.

Even @ impossible difficulty and lookahead depth I have noticed that the AI, on the adventure map, is somewhat cowardish against other AI and especially against human players.

If I could make it a bit smarter I would make them more prone to attack other AI. I could be wrong on this but I' ve noticed they don't make an attack if the threat level difference is less than "High". They should consider attacking even when it is "Challenging", especially when we have an Aggressor AI, who by definition should be more reckless.

The same applies against human opponents, although it should be a little more careful there and pack more units and/or artifacts. The AI should take into account that a human player would be much smarter and they would require at least 1.5 times the number of units they would need to dare attacking another AI.

As for the AI during actual combat, I find it smart and methodical in general at Heroic/Impossible levels. Adventure map AI needs polishing though.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted August 10, 2019 02:12 PM
Edited by magnomagus at 14:19, 10 Aug 2019.

Quote:
on the adventure map, is somewhat cowardish against other AI and especially against human players.


But you have to ask yourself the question: if I had his army, would I attack myself? Probably not, a human player wants to win, so needs an overwhelming force, especially against a town.  

human vs human can often result in stalemate, neither player wants to drop dead on the others town walls so they have to agree to fight on some neutral grass tile.

people coming from other homm games, often see the AI more as an actor that needs to regularly throw weak armies at them for their personal entertainment.
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KeyC0de
KeyC0de

Tavern Dweller
posted August 10, 2019 03:52 PM
Edited by KeyC0de at 15:54, 10 Aug 2019.

Something else I've noticed is that the AI can amass multiple 3+ high level heroes, very close to main hero. Also the AI doesn't clear out all the neutrals it has the potential to do so. So It's impossible to gather so many high level heroes, especially since it doesn't utilize the governor capability.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted August 10, 2019 06:32 PM

If governance is enabled then secondary AI heroes receive experience bonuses as if they are governing, also if cheats are enabled the AI receives 2 free skillslots without xp (as if it visit 2 witch huts) because the AI never visits witch huts.
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