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Heroes Community > Heroes 5 - Modders Workshop > Thread: Heroes 5.5 - Eternal Essence - Misc. Discussion
Thread: Heroes 5.5 - Eternal Essence - Misc. Discussion This thread is 8 pages long: 1 2 3 4 5 6 7 8 · «PREV / NEXT»
Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted September 01, 2011 10:54 AM

Quote:

4) In particular, do you plan on improving alternative upgrade options?


Actually,we would like to see a 3rd upgrade system(available to modders only).
But,most important:
Do you plan to change creatures in some towns(maybe efreets in inferno and such)?
Do you plan to change creature appearences(better models/anims/textures) for creatures?

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TheBaron
TheBaron


Promising
Known Hero
dreamer of dreams
posted September 01, 2011 11:06 AM
Edited by TheBaron at 11:06, 01 Sep 2011.

Q can correct me on this when he comes out of the lab, but as far as I'm aware: The EE project will include core modifications, however one of the main aims of the project is to have a similar interface to that of WoG. Which, for the uninitiated, means that individual mods will be able to switched on/off according to the player's wishes, from within the game's (modified) native menus.

Those additional mods will need to be made by community modders first before they can be added to the interface by Q.
____________
"My favorite" - Jean-
Baptiste Emmanuel Zorg.

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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted September 01, 2011 08:28 PM

::Wizard Quantomas wiped a drop of sweat from his brow. Time to take a break and pay attention to the latest developments::

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Quote:
Has anyone had a look at Age of Decadence? I'm really inspired by these indie publishers!

Indeed this is one to watch. It's on my list higher than Skyrim. BTW it helps me going because it shows that you really can get things right, and we can do incredible things with EE if we truly set our minds to it. That's what drives me, a vision of something great.

Quote:
Actually,we would like to see a 3rd upgrade system(available to modders only).
But,most important:
Do you plan to change creatures in some towns(maybe efreets in inferno and such)?
Do you plan to change creature appearences(better models/anims/textures) for creatures?


Yes to both questions. TheBaron got this right, EE will technically be a brand-new game with a minimalistic bare core mode that is identic to H5 vanilla. But I am working to get us a proper budget, a real AAA production, but if we can't do this with Ubisoft, we will have to migrate. I.e we still will be able to do something for H5, but the focus will shift to something much bigger.  There will be an announcement when the AI is done.

TheBaron has done something awesome for us. Don't miss out on the concept art here.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

::Back to work in the lab::

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TheBaron
TheBaron


Promising
Known Hero
dreamer of dreams
posted September 02, 2011 10:04 AM

Hey Q, I looked at that task list you made and redid it when I was bored. If you don't like it I can ditch it.


____________
"My favorite" - Jean-
Baptiste Emmanuel Zorg.

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted September 30, 2011 06:53 PM
Edited by markkur at 19:43, 01 Oct 2011.

Beta13 testing

Greetings fans of Q's awesome A.I.

I've been playing a custom map many times over now and I am excited about H5 (I should say H5.5) like I've never been before.

The A.I. is getting there folks! I have observed the following:
1. There is clearly a lot of "processing" going on behind the movements of A.I. Heroes. Resources are being picked up in some complicated ways, i.e A "lesser" A.I. faction hero jumps in a boat and cruises the seas picking up flotsums, artifacts and chests; then gets out on an island and picks-up what it can and then heads for a island with a portal to head back to land (up or down) to continue the gathering.
2. Battles are more difficult now since the enemy A.I. Heroes are very frequently; a. a higher level than my main-hero,b. carrying a larger army than my hero or c. BOTH
3. I see all faction-heroes visiting all sites. i.e. The "leading-faction-hero" opens up a "Tree of Sylanna" and he and 2 lesser make the trip there to level-up.
4. My present map has some serious Portal-pathing (many 1 & 2 ways) and the A.I. is navigating it better than myself at times
5. I am finding the A.I. is usally a step ahead of me in realm expansion.

There are a few bugs but I am happy to say, they are few and we are working on those.

Also fellow-fivers, I am presently taking a good look at difficulty-settings, more to come later. But for now...Hard seems ...hmmm...hard.

@Q
A big public Thank-You to you Q. Five is feeling like a different game. I have always thought this is a beautiful game and that it had a lot of potential to just be frustrated with the dismal A.I. You've really improved the H5 gaming experience for me.

Edit=
Here's a replay..."check out this battle against the A.I". It's from my soon to be released E.E. 5.5 map "Power of Dragons". I am playing as Sinitar against Wyngaal.


A.I. Battle





____________
"Do your own research"

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frostymuaddib
frostymuaddib


Promising
Supreme Hero
育碧是白痴
posted October 05, 2011 01:24 PM

I hope I am posting in the right thread I wanted to ask is NCF creatures mod compatible with current version of H5 EE mod? I found in some other posts that it is, but that was for older EE version.

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted October 05, 2011 09:54 PM

I'm not running any Mods so I can't say if any Mod might work. Looks like you've volunteered to find out.

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rpgyay
rpgyay


Known Hero
posted October 06, 2011 12:15 AM
Edited by rpgyay at 00:16, 06 Oct 2011.

There was a beta that had some slight NFC support but from my experience it would turn the new creatures into peasants and some people experienced corrupted saved games, as far as I know there's no NFC support with the newer versions.

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frostymuaddib
frostymuaddib


Promising
Supreme Hero
育碧是白痴
posted October 06, 2011 10:53 AM

Thanks for replies. I'm sure that when EE is finished it will support all mods. Anyway, just wanted to say thank you Quantomas for making Heroes 5 the best game in the series

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted October 06, 2011 08:50 PM

Beta14 battle

I'm testing "HoD_Duel" (Inferno vs. Fortress) on "Hard". If you've seen the 009HoD map; it's the same map with the added factions. I thought some might like to see "my utter-defeat at the hands of this most wicked A.I."

Anyway, I am playing as Fortress w/ Brand. I'm level 17, Deleb level 23.

Duel

Also, I'd like some feedback about a possible map-design:

Any thoughts about a map having a "built-in difficulty" , by having a duel-map with, one faction fairly easy to win but the other a lot harder?  
____________
"Do your own research"

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SKPRIMUS
SKPRIMUS


Promising
Supreme Hero
The One and the Prime
posted October 08, 2011 03:06 AM
Edited by SKPRIMUS at 03:23, 08 Oct 2011.

@Markkur,
saw both your replays
1st one: imagine if those emeralds had selected better targets & unihorns were better placed to attack first action & arcane archers were used!
2nd one: I think you need exp defence & luck skill/perks & that was a nice dragon breath... but it is good to see AI use 3 mass spells (I didn't think combat AI has been modified for this yet?)...in my experience, AI rarely casted a mass slow or mass haste and had a big pre-occupation with single-target haste/slow instead of other mass spell.

With ref to your previous question of game difficulty settings: I'm not sure what you may change but it'd be great if there were separate adjustable settings for AI for:
- multiplier of creature growth eg. 0.8 - 1.5 (in 0.1 increments)
- multiplier of town building cost reduction
With the existing enhanced AI difficulty settings & separate multipliers for above, it'd be really easy to customise AI difficulty to suit individual tastes.

I've never heard of the HOD_Duel map.

====
Comment on Island Hoppers map that come with E.E 3.1h: it's really hard to win with haven (red player) even on hard difficulty because teal player just comes knocking on your door in week 3!  Looks like teal (dungeon) has hillfort while red only has multiple trading posts! & the artis in home area are weak for haven vs magic faction.

====
Just wondering what's the best balance between choosing aggressive AI vs defensive AI for 7 computer players?
Approx equal numbers of aggressive/defensive?
All aggressive?
Faction dependent?

====
Now for something extra but need AI version 3.1h (public release) for this:
Had a really interesting battle in RMG which others can try to win for themselves if they like
Here is the MAP
Here is the save game
Just use your first hero to battle the enemy teal hero & minimise your losses.  Let me know what you think.
I actually lost the first time (maybe even first two times)

Separate addition: much better experience in heroic difficulty with enhanced AI on RMG like the battle replay: attacked by havez
____________
Hope defeats despair - "a blatant clue"
too many idiots in VW
"to lose is to win, and he who wins shall lose"
bashing orcus

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted October 09, 2011 08:37 AM
Edited by markkur at 02:17, 14 Oct 2011.

@SKPRIMUS
I would never make a claim to be a battle-hardened veteran (too defensive) but I think you may be. I am a map-maker that battles enough to get a feel for the world I am trying to set in motion, so I am sort of out of my element.

Quote:
...it is good to see AI use 3 mass spells (I didn't think combat AI has been modified for this yet?)...in my experience


Q's A.I. has been using them for a while I think. I hate that dang mass-confusion. I neve have mass-cleanse when I get zapped wiht it.

Quote:
I've never heard of the HOD_Duel map.


It's the 009 (hall of Decision) quest map. We've just added a couple of factions to play on it.

I've no judgment about your Defensive Tweaks, Q is far better with that than I. Anyway, thank you for your contributions. Each I assure you is highly valued. Sometime soon I will watch your replays and see "how it's done" I'm moving very slow atm.

@All
Beta 15 is out! And I believe I heard the Wizard mumbling in his lab about something happening soon.<L>
____________
"Do your own research"

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rpgyay
rpgyay


Known Hero
posted October 09, 2011 05:35 PM

Any idea if the AI can take advantage of Seer Huts?

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted October 09, 2011 06:37 PM

I don't think so. I imagine that would be a big job by itself.
____________
"Do your own research"

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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted October 13, 2011 08:38 PM
Edited by Quantomas at 20:39, 13 Oct 2011.

Quote:
With ref to your previous question of game difficulty settings: I'm not sure what you may change but it'd be great if there were separate adjustable settings for AI for:
- multiplier of creature growth eg. 0.8 - 1.5 (in 0.1 increments)
- multiplier of town building cost reduction
With the existing enhanced AI difficulty settings & separate multipliers for above, it'd be really easy to customise AI difficulty to suit individual tastes.


More will come.

Quote:
I've never heard of the HOD_Duel map.


It's included with 3.1i.

Quote:

Comment on Island Hoppers map that come with E.E 3.1h: it's really hard to win with haven (red player) even on hard difficulty because teal player just comes knocking on your door in week 3!  Looks like teal (dungeon) has hillfort while red only has multiple trading posts! & the artis in home area are weak for haven vs magic faction.


The artifacts are not weak, if you get them proper. The netherworld set makes a big difference in battle. After you get it you can walk right into the Treant Thicket. Still, I have given Haven a fair bost in revision 3 (included with 3.1i).

Quote:

Just wondering what's the best balance between choosing aggressive AI vs defensive AI for 7 computer players?
Approx equal numbers of aggressive/defensive?
All aggressive?
Faction dependent?


Entirely map dependent. Sometimes you want some players dig in, and others marching around. It's power will truly unfold with the strategic stage for the AI middlegame.

BTW I like battlesaves. We could see more of this.

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Pavijan
Pavijan


Adventuring Hero
posted October 14, 2011 01:10 AM
Edited by Pavijan at 01:13, 14 Oct 2011.

I have posted about this idea in a separate thread, but because nobody paid attention, and more importantly, because I believe that it could be a valid gameplay feature for future Eternal Essence project, I'm mentioning again possible converting battle map size to siege one (14x14).
This, (of course if it could be done) could prevent lot of first-strike battle decisions - like for instance, Prismatic Dragon wiping half of my army in a first strike, like it happened to me once in hotseat (yes, I know about Storm Wind, but not everybody needs Light magic always in his Hero build...).
Especially now that we are discussing there a lot of gameplay features that we couldn't even dream of in past, I believe that if it could be accomplished anywhere that it would be EE project.
So, what your opinion?
____________

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rpgyay
rpgyay


Known Hero
posted October 14, 2011 10:49 PM

I'm not sure if this is a good idea or not but when a creature wants to join your hero if you accept you miss out on potential artifacts that it may be holding, if the artifact could be obtained by the campfires instead then that would make recruiting or letting a creature flee a more viable option.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 15, 2011 12:57 AM

Quote:
I have posted about this idea in a separate thread, but because nobody paid attention, and more importantly, because I believe that it could be a valid gameplay feature for future Eternal Essence project, I'm mentioning again possible converting battle map size to siege one (14x14).
This, (of course if it could be done) could prevent lot of first-strike battle decisions - like for instance, Prismatic Dragon wiping half of my army in a first strike, like it happened to me once in hotseat (yes, I know about Storm Wind, but not everybody needs Light magic always in his Hero build...).
Especially now that we are discussing there a lot of gameplay features that we couldn't even dream of in past, I believe that if it could be accomplished anywhere that it would be EE project.
So, what your opinion?


A few months ago I experimented with this in the editor, but never posted the idea because there were already so many other things on the table for EE. I think it is a good idea but only for fighting mixed neutrals. An enlargement of the battlefield size should be accompanied by many gamemechanics changes such as new modifiers for ranged damage, more interaction with obstacles, perhaps tiles with special effects etc. All together a very large job if you also count you need at least 2 new combat maps for every type of terrain!

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Pavijan
Pavijan


Adventuring Hero
posted October 15, 2011 01:23 AM

Quote:

A few months ago I experimented with this in the editor, but never posted the idea because there were already so many other things on the table for EE. I think it is a good idea but only for fighting mixed neutrals. An enlargement of the battlefield size should be accompanied by many gamemechanics changes such as new modifiers for ranged damage, more interaction with obstacles, perhaps tiles with special effects etc. All together a very large job if you also count you need at least 2 new combat maps for every type of terrain!


Hmmm, maybe you're right, but main reasoning behind this was the notation that siege battles are already in 14x14 size, and existing mechanics all work fine during such battles. Quite possibly the greatest work would be tuning of AI for different (non-siege) behavior, and it could indeed be massive work if that behavior is very different.

As for maps, there are lot of great new combat maps for download on this forum, so I thought that maybe some of talented modders that made them could eventually edit the siege maps with removal of the walls, and that way we could get at least one map per terrain type...
____________

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted October 15, 2011 03:43 PM
Edited by markkur at 16:05, 15 Oct 2011.

@rpgyay
Quote:
if you accept you miss out on potential artifacts


Glad you brought this up. I've been Beta testing forever it seems and (baseline)not using the AGs and forgot about it. This is also true if you let the Neutrals flee...correct?


@magnomagus

Quote:
should be accompanied by many gamemechanics changes such as new modifiers for ranged damage, more interaction with obstacles, perhaps tiles with special effects etc


Nice description about the E.E. in the future.

Question for you old-timer; has anyone ever made battle-maps in this fashion? One map, with lots of pre-set battles. No exploring etc. Just a long string of practice battles in a wide array of set-ups?

@Quantomas

Quote:
BTW I like battlesaves. We could see more of this


I think a thread for 5.5 battle-saves might be both fun and informative for that development/tweaking. I have three others to kick it off. I'll do it later today.

@SK

I watched the "attacked by Havez" Thanks for sharing...enjoyed it. Loved seeing those two lone warriors charging up the battle-field like they mean business<L>

I think you'll need to participate in the upcoming "Battlesaves-thread" So start...saving.

Edit=

Battle replays

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