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Thread: How to make AI go faster? | |
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Vicius
Hired Hero
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posted July 25, 2010 07:00 AM |
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How to make AI go faster?
Hi all.
I love playing HoMM3 single-player in XL maps, but I can never get too far because the AI's turns take longer and longer. Even on a 1vs1 XL map, AI turn's start going slower and slower, taking over a minute for 1 round after ~5 in-game months.
Is there any patch, mod or configuration file I can change to make it go a bit faster?
If not, what types of maps or map designs would be best to prevent AI turn time from bogging down?
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angelito
Honorable
Undefeatable Hero
proud father of a princess
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posted July 25, 2010 08:59 AM |
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If the turn of a computer player takes 1 minute or longer, there is for sure something wrong.
What game version you play?
What are the references of your computer? Ram?
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Better judged by 12 than carried by 6.
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Vicius
Hired Hero
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posted July 25, 2010 09:14 AM |
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Edited by Vicius at 09:32, 25 Jul 2010.
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My computer is well fit to play it, I believe, it runs even much later games than HoMM3 on it, so I don't think it's hardware, rather than the game itself, since everything else on the computer keeps running smoothly, and it shows no sign of stress during AI turns.
It has 3 GB ram, running on windows XP, 8600GT VGA.
The problem is in the AI itself, I suppose.
Also, running it with WoG, although the same thing happened on HoMM3 complete.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted July 25, 2010 09:39 AM |
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Open the view with cheat and look what AI does. Maybe it is a specific map problem. I saw him during 5 minutes taking teleporters because the mapmaker placed about 30 of them. Also I saw him trying to cast summon boat for 5 minutes too, without water skill. In general those two are the reasons the AI is slow.
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Vicius
Hired Hero
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posted July 26, 2010 07:03 PM |
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Thank you, I was suspecting it to be the two-way monoliths` and whirlpools` fault as well, and after spending some time editing the maps to replace them with one-way liths and only two whirlpools it improved AI speed drastically.
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excalibur
Known Hero
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posted July 26, 2010 09:39 PM |
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That happens on me too but mostly on xl custom maps.
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Heroes 3 Guides
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bucazaurus
Adventuring Hero
Photoshop Nab
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posted August 19, 2010 01:16 AM |
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Most common situation for me is when AI has a high lvl hero with a strong army , and there are neutral stacks near his route . I don't know the reason but it takes forever before he start moving and pass along them. On random maps most surely you will encounter this situation very frequently.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 19, 2010 01:36 AM |
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AI is so messed in H3, it is a shame sometimes. Once I scripted a map to have one very strong AI follow me, and on his way I placed events with creatures to defeat, so he gets weaker and weaker. Well, it was impossible to get a stable result, as sometimes he passed through all events without a loss, other times he died to thousand zombies, while having ten thousand archangels.
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tob
Hired Hero
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posted August 19, 2010 12:26 PM |
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Maybe it isnt the right thread for this question but...
Can you prevent the original mapdesigner (random map) from placing monoliths?
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harkon
Tavern Dweller
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posted August 24, 2010 06:41 AM |
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I'm sorry to post this here, this is a new account. Could anyone post an ERM code for adding a commander to a hero?
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angelito
Honorable
Undefeatable Hero
proud father of a princess
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posted August 24, 2010 10:32 AM |
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Quote: I'm sorry to post this here, this is a new account. Could anyone post an ERM code for adding a commander to a hero?
There is an own ERM thread in the WoG section here.
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Better judged by 12 than carried by 6.
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benbird
Tavern Dweller
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posted August 25, 2010 05:09 AM |
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Edited by benbird at 05:11, 25 Aug 2010.
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maybe use some patches??
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