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Thread: Heroes 5.5 - Eternal Essence - Design | This thread is pages long: 1 2 3 4 5 6 7 8 9 · «PREV |
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted August 31, 2011 11:26 AM |
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Interesting, but what is he designing?
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TheBaron
Promising
Known Hero
dreamer of dreams
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posted August 31, 2011 12:17 PM |
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Ah, pardon me, he's doing concept art for the characters.
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markkur
Honorable
Legendary Hero
Once upon a time
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posted August 31, 2011 01:45 PM |
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Awesome Baron
Dreaming here but having this person on-board could lead to more recognition and involvement. This is no small thing. Please pass along our team welcome.
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"Do your own research"
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TheBaron
Promising
Known Hero
dreamer of dreams
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posted September 01, 2011 04:54 PM |
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Edited by TheBaron at 07:50, 03 Sep 2011.
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This is probably one of the largest asks ever, but I think the game should have a true 3d landscape, not just a 2 level, flat battlefield. Elevation should be real, so that things can be placed, built and move around under and over other objects and terrain. For example, a hero cannot move under a bridge. To me that is stupid.
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"My favorite" - Jean-
Baptiste Emmanuel Zorg.
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rpgyay
Known Hero
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posted September 11, 2011 10:59 AM |
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Edited by rpgyay at 22:15, 11 Sep 2011.
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I decided to play using the 3.1.11 beta and I was reading through the logs and I found out that some AI values don't seem to be pre-set for example I made some slight changes in Defaultstats.xdb and I was able to see these values in the log:
00264235 ESTIMATE_HERO_ATTRIBUTE_VALUE_ATTACK = 12000
00264235 ESTIMATE_HERO_ATTRIBUTE_VALUE_DEFENCE = 12000
00264235 ESTIMATE_HERO_ATTRIBUTE_VALUE_SPELLPOWER = 12000
00264235 ESTIMATE_HERO_ATTRIBUTE_VALUE_KNOWLEDGE = 12000
(I know a new version is in the works but I just thought this was interesting)
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fulano
Known Hero
Can I link to my own avatar?
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posted October 22, 2011 05:50 AM |
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It is a genius idea to have the AI running as a separate process so multi-core processors can be taken advantage of!
I hope I'm not repeating any suggestions here but I'd like to see the AI be slightly more friendly to teammates.
If they have the mentoring or scholar skill that they will try to make visits to allied heroes when they are nearby to give them a boost.
Also if the AI has no need for an artifact because they have several it would be helpful to share it with their teammates.
Third (this is very long term) it would be nice to see some sort of resource trading possible with the AI (even if it was like H3 where it gave extras and asked for something in return).
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markkur
Honorable
Legendary Hero
Once upon a time
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posted October 22, 2011 10:02 AM |
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Good ideas fulano. I've always thought it was silly that allies cannot enter each others towns to learn the magic...at the very least. Maybe best would be make it a "map option", since it was probably a lack-of-magic strategy/fix. Being able to buy a lost war-machine could be handy too.
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"Do your own research"
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rpgyay
Known Hero
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posted October 22, 2011 10:05 AM |
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Great suggestions, one thing that I do that gives me a bit of an advantage is to use trading posts or market place to exchange resources I have plenty of for resources I need to build, then later on once I have all my buildings I will sell off everything but the resource I need for tier 7 units. Having the AI sell extra artifacts that they aren't using for more money if they need to buy more units could make it even more challenging.
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markkur
Honorable
Legendary Hero
Once upon a time
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posted October 22, 2011 10:12 AM |
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I do the same. I like the idea too about selling the artifacts but that might depend the map again, I don't know for sure. Same with the resources; i guess once the A.I. asseses that all has been built on whatever the map with however many towns, it could kick-in then.
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"Do your own research"
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Quantomas
Responsible
Famous Hero
AI Wizard
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posted October 22, 2011 10:42 AM |
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The thing is there are many issues like that, but if we take a closer look these are more design than AI issues. With the current design, these two levels are kind of disjointed, and it is necessary to write custom AI code to make up for these deficiencies.
When we move to Eternal Essence (after 3.2), we can have a look at these. For example, most design limitations and AI issues with heroes visiting town have to do with the town garrison only having two slots and that the town gate can be blocked.
Likewise the design of the market and artifact exchanges and so on could use an overhaul, where we consider all these lessons - good that you keep reporting these - and think about how these can be resolved while improving the game for the better.
Eternal Essence will be designed with improvements for game features like this in mind. We start the work from an AI core, and move out to design the world around it. This will make for a much more coherent game, where the AI understands every aspect of the game world. Built on the basis of the Eternal Essence (terrain effects, magic, resource specific castle build path, overland magic that alters the land) and keeping the lessons from H5 in mind, Eternal Essence can be a great fusion of gameplay features that make for a unique experience. A game that features indepth strategy with a fully competent and supportive AI, a game that is rich but not cumbersome.
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