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Thread: AI turns taking too long | This thread is pages long: 1 2 · «PREV |
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phoenixreborn
Promising
Legendary Hero
Unicorn
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posted January 14, 2010 04:40 AM |
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Oh, thanks Simionak. That was the fix I was talking about. If I remember right the config files are in many different locations and you have to change the correct one or nothing will happen.
Mamga is also on the right track, you do need to use the map editor to disable instant travel.
Are random maps really that worth it? Does it happen on a regular ubi map? There are tons of well crafted fan maps. Also I had success (and fun) playing a random map against a human opponent.
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SimonaK
Promising
Supreme Hero
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posted January 14, 2010 04:58 AM |
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Edited by SimonaK at 05:19, 14 Jan 2010.
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for my share, I've never got a lag problem with my machine even on big random maps always 8 players with mix of AI and human opponents.
that is why I dont understand what is the relationship about instant travel spell in a lagging computer problem.
never I disabled that.
btw, I got my trick about AI time limit in config files on CelestialHeavens and by you I think.
and that perfect works when you want to accelerate the AI turns.
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dale
Known Hero
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posted January 14, 2010 08:03 AM |
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I am struggling with this same problem on a custom map I downloaded. There are two AI players, fairly large map. In the opening turns, AI time was fast. But now, it is taking 10-15 minutes for each one to complete their turn.
I tried changing the variable ai_time_limit to 30000 (30 seconds?) instead of 180000 (180 seconds = 3 minutes), but that had no effect.
It would be nice if I could at least make the game continue to compute while it is minimized -- but as soon as I take it off of full screen, it just quits doing anything.
Is the cfg file with ai_time_limit read whenever the save game is loaded, or does it only have effect when the game initially starts?
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Grey Beards of the world, Unite :-}}
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Midas
Hired Hero
Touching things...
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posted January 14, 2010 10:47 AM |
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Same problem here...
It's almost (actually, same as) the AI in Heroes 1!!!
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dale
Known Hero
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posted January 14, 2010 06:54 PM |
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By using the OpenCircleFog cheat after AI is finished with its turn, I observe that they are not in fact doing anything much! Both of them have two or three heros just sitting around a "Tomb of the Warrior".
Perhaps they are holding a seance:-}}
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Grey Beards of the world, Unite :-}}
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted January 14, 2010 07:15 PM |
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I remember that part I once had made an AI testing thread and they always seemed to gravitate around a tomb of the warrior. Creepy.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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Nebel
Tavern Dweller
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posted January 15, 2010 02:12 AM |
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Edited by Nebel at 02:13, 15 Jan 2010.
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Been away for a while, but now I'm back.
Still having the same problem.
I tried using Tapani's RMG, but it just freezes while creating the map. I at first waited about 2 hours thinking it just might take so long. Nothing happened, so I forced it to close. Then before going to bed, I tried creating new one again, and when I checked it about 8 hours later, it was still "creating" the map. So I guess it must be broken.
I tried playing in windowed mode, it just didn't work (with both the second option turned on and off).
I had no idea that map editor could create random maps, just made a random map via map editor, but I have no idea how to ban "instant travel" spell.
I went to View > Map Properties > Spells > checked all except "Instant Travel". Will that do it?
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phoenixreborn
Promising
Legendary Hero
Unicorn
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posted January 15, 2010 02:34 AM |
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Quote: I went to View > Map Properties > Spells > checked all except "Instant Travel". Will that do it?
Yes. That does it.
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SimonaK
Promising
Supreme Hero
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posted January 15, 2010 05:30 AM |
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Edited by SimonaK at 05:35, 15 Jan 2010.
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Quote:
I tried changing the variable ai_time_limit to 30000 (30 seconds?) instead of 180000 (180 seconds = 3 minutes), but that had no effect.
Is the cfg file with ai_time_limit read whenever the save game is loaded, or does it only have effect when the game initially starts?
I changed for 3600. about me 30000 is still too big.
surely values are in millisecond but I didn't care.
My first test was with 10 as value extremly quick as AI turns.
I noticed there are more than one cfg file containing « ai_time limit » ....user from my profile and from default profil, etc...
I changed the value everywhere.
the modication takes effect anytime, to the start and before loading already saving game.
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Cleave
Promising
Famous Hero
Raging Blood
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posted January 15, 2010 11:59 AM |
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Edited by Cleave at 12:00, 15 Jan 2010.
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Try this mod: http://heroescommunity.com/viewthread.php3?TID=27296
It improves the AI and limits the number of heroes which greatly decrease the end turn time.
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13 Heroes
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SimonaK
Promising
Supreme Hero
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posted January 15, 2010 03:04 PM |
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Edited by SimonaK at 15:12, 15 Jan 2010.
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Yes it's true. I use it also ..plus the AI_time_limit mod in the cgf files.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted January 15, 2010 04:42 PM |
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I was about to give that advice when I noticed Nebel is still playing Hammers of Fate 2.1, Considering the fact he has a core i7 on 4ghz I think the problem is mainly caused by the buggish AI coding in 2.1 that cannot be corrected by any mod (probably not even improved). So the best advice remains to upgrade to 3.1 (not 3.0 for sure, because it has an even more annoying caravan bug). For me TOE is really >>>>>>> compared to HOF/H5.
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phoenixreborn
Promising
Legendary Hero
Unicorn
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posted January 15, 2010 04:44 PM |
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Look who the wind blew in. Hi Magnomagus. I think he switched mid-thread to 3.1?
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Bask in the light of my glorious shining unicorn.
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SimonaK
Promising
Supreme Hero
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posted January 15, 2010 10:31 PM |
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Edited by SimonaK at 22:34, 15 Jan 2010.
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Quote: For me TOE is really >>>>>>> compared to HOF/H5.
I agree. I don't understand people playing with other versions than 3.1
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Nebel
Tavern Dweller
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posted January 18, 2010 03:38 PM |
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Quote: I was about to give that advice when I noticed Nebel is still playing Hammers of Fate 2.1, Considering the fact he has a core i7 on 4ghz I think the problem is mainly caused by the buggish AI coding in 2.1 that cannot be corrected by any mod (probably not even improved). So the best advice remains to upgrade to 3.1 (not 3.0 for sure, because it has an even more annoying caravan bug). For me TOE is really >>>>>>> compared to HOF/H5.
It was an old post, all my issues are coming from TotE 3.1
I appreciate all help, but I'm still having the same issue
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted January 18, 2010 04:43 PM |
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So you use the advanced AI and it isn't helping?
Have you tried the opencirclefog cheat to see what the AI is doing? Sometimes when I had freezes in long games on large maps I noticed AI players (not allied) were meeting each other on the adventure map and the AI started heavy calculations on possible battle outcomes. Sometimes a turn can take extremely long when a large battle between two main heroes of the AI players is taking place, but afterwards the effect should go away. What you can do is make all AI players allies so it will be 7vs1 (in the map editor), that way you have a great challenge too. I guess you are a 16xAF 8xAA player so maybe you can try clicking in the fog during AI turns, to reduce graphics related calculations.
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Nebel
Tavern Dweller
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posted January 21, 2010 05:15 AM |
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Well, after testing few games, this indeed seems to be "Instant Travel" spell issue! When I created a random map in map eitor and unchecked "Instant Travel" spell, everything worked fine. So, that problem is fixed
But, now, my games keep crashing often when I try to load, and refuse to start unless I completely restart the game. Sometimes completely corrupts the map and I can't load it at all. I guess this is a "map too large" issue of some kind?
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