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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
Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted October 15, 2011 07:12 PM

Quote:
if you accept you miss out on potential artifacts that it may be holding

Not right, if the creatures flee or join you should get their artifacts. Try it out!

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rpgyay
rpgyay


Known Hero
posted October 16, 2011 02:14 AM
Edited by rpgyay at 02:22, 16 Oct 2011.

I did a little bit of testing and found that if you don't have neutral champions enabled and can see the artifacts like normal that you can indeed pick them up as you should, what I was referring to is with the neutral champions enabled then you will only be able to obtain the artifact if you kill the creature, probably because with that option it will attach the artifact to the actual creature instead of having the item separated.

Edit: So the only way you could change this would to either attach the artifacts to the campfires (if the neutral champions are enabled) or allow the items to be dropped from the creature regardless if they flee or join, the heroes v vanilla won't let you obtain artifacts that are attached to the creatures if they flee or join.

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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted October 16, 2011 08:54 AM
Edited by Quantomas at 08:56, 16 Oct 2011.

Will you just simply test it? Check the inventory of your heroes after battle/join/flee. Of course, the vanilla had this code missing, but that doesn't mean 3.1x does.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 16, 2011 01:20 PM

Quote:
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?



Not that I know of
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ

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rpgyay
rpgyay


Known Hero
posted October 17, 2011 05:30 AM

Quote:
Will you just simply test it? Check the inventory of your heroes after battle/join/flee. Of course, the vanilla had this code missing, but that doesn't mean 3.1x does.


As part of the testing I checked my inventory after letting the creature join/flee, this was with the 3.1i public release, I also tested without any mods, just the map I was playing and just 1 save file. I went ahead and uploaded my map and save here.

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SKPRIMUS
SKPRIMUS


Promising
Supreme Hero
The One and the Prime
posted October 17, 2011 04:27 PM

@Quantomas, thanks for your reply on difficulty settings & island hoppers...I was playing with arti guards before & so never thought about netherworld set effects & sold ring straight away for gold as usual...btw I think main thing about difficulty may have been the AI building cheats which you've since found... I'll play map again later.

@Markkur, glad you enjoyed the replay [I enjoyed the fact AI with good chance to win attacked me, but not with ridiculously overwhelming force like when AI creature x1.5 cheats were in] & I will definitely contribute to the replay thread when I have more later.
[had to buy H6 now else the shops may not stock it anymore later & then ofc have to try out new game a bit]
____________
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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Mort
Mort

Tavern Dweller
posted October 19, 2011 10:10 AM
Edited by Mort at 10:14, 19 Oct 2011.

Hello

I want to thank Quantomas for making this awesome mod, I’ve been a long time lurker at these forums but this mod has made me finally bother to register an account and make my first post here. I like the ambition of the project but I also like that it is starting with a better AI, as I think that a decent AI will make the game much more playable and make any further changes worthwhile.

I’m currently playing through the TOTE campaign, I’ve installed the mod and re-started the Bulls Wake map. I’ve noticed a few things and have some questions:

- The neutral town hired some skeletons to defend itself, is this supposed to happen? I’ve never seen neutral towns do this before in HOMMV so I assume it’s part of the mod. It does make taking them more interesting although on this map it wasn’t such a good thing as it made the haven creatures that were guarding the town have poor morale.

- The AI doesn’t seem to be doing that well (I’ve downloaded the beta version so I can see what it’s doing). I think this may because that without cheating it is actually in a quite weak position on this map as it has 3 towns but not many resources. It might also be that it isn’t choosing the right buildings to build. Has any work been done on re-doing to TOTE campaign to work with the new AI? If not I’d be happy to modify this map myself and submit it to be used as part of the campaign (I’ve already extracted it). Is there any way to make the AI more aggressive as before the new AI it would use the portal to stray into my land quite a lot and now it doesn’t seem to do it. Do all the map scripts work with the AI - in particular the one to draw the AI to a certain location might help.

- Finally I have a mini feature suggestion, it’s not very exciting but I think it should be possible to use caravans to transport creatures between towns and also mines and garrisons so that you don’t have to use heroes for these rather boring tasks.

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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted October 19, 2011 05:45 PM

Welcome to the community!

The issues you describe have been clarified in the lastest developer diary entry on the project website. Essentially, 3.1i is an intermediate build before the strategic AI stage for middle game hits the road.

---

Current stable build:
3.1i public release (10.5 MB)

Latest beta build:
3.1.15 beta release (12.5 MB)

Project website:
Heroes 5.5 - Eternal Essence

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted October 19, 2011 09:37 PM
Edited by markkur at 21:39, 19 Oct 2011.

Quote:
I’ve been a long time lurker at these forums but this mod has made me finally bother to register an account and make my first post here. I like the ambition of the project but I also like that it is starting with a better AI, as I think that a decent AI will make the game much more playable and make any further changes worthwhile.


Welcome Mort! You've hit the nail squarely on the head.


Just a head's-up for you, since you're new and the usual reminder for ALL. "Q" is very, very busy and specifics are extremely difficult for him to address <atm>. I am one of a few that has a glimpse of his tremendous workload and it is daunting. How he answers what he does is pretty amazing.

It sounds like you enjoy Beta-testing. Correct?  

Quote:
...I’d be happy to modify this map myself and submit it to be used as part of the campaign (I’ve already extracted it)


Awesome...a desire to assist<L> Give us some time here. We're in the middle of many things and one is laying the foundation to a new campaign.

I should add that with all the work that is still in progress, replaying the Campaigns etc.<imo> (I think Q would agree) will be important after the release of 3.2. Before that, testing is not worthless by any stretch but you can see what I mean; it will not be complete.

Your ideas and observations are important. If I may, keep your efforts together and we can address them in the near future.

Btw, I like the commandeering the caravan idea. I have no idea, not being a programmer, what it would take to implement but on down the road many things will be possible in H5.5 that were not in the vanilla.

Cheers Mort

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PyroStock
PyroStock


Adventuring Hero
posted October 19, 2011 10:21 PM

AI Discount Option

A suggestion:  Have an option for the original game's AI Purchase Discounts to be played with 3.2.  Even with the 50%discount on Hard the 1.14 AI isn't light-years ahead & I can still defeat it.  Also with small armies (like 20druids) humans can defeat Legions of Neutral Phoenixes (or other powerful "gate guards" to new area zones) thanks to creative spell use (even without lucky terrain obstacles).  The AI is forced on autocalc battles that underestimate the super powerful spells and/or lucky terrain that can be used against neutrals.  With AI discounts removed, it becomes even less likely for the AI to get past "gate guards" or suffer bigger losses if it dares fight a strong gate guard in an autocalc battle.  If 3.2 boosts the AI so much that AI Discounts would be overkill... well that option could always be turned off by the player.  It would be good for Halloween too to have a truly scary AI option. =P

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Mort
Mort

Tavern Dweller
posted October 20, 2011 03:04 PM
Edited by Mort at 15:05, 20 Oct 2011.

Quote:
Quote:
I’ve been a long time lurker at these forums but this mod has made me finally bother to register an account and make my first post here. I like the ambition of the project but I also like that it is starting with a better AI, as I think that a decent AI will make the game much more playable and make any further changes worthwhile.


Welcome Mort! You've hit the nail squarely on the head.


Just a head's-up for you, since you're new and the usual reminder for ALL. "Q" is very, very busy and specifics are extremely difficult for him to address <atm>. I am one of a few that has a glimpse of his tremendous workload and it is daunting. How he answers what he does is pretty amazing.

It sounds like you enjoy Beta-testing. Correct?  

Quote:
...I’d be happy to modify this map myself and submit it to be used as part of the campaign (I’ve already extracted it)


Awesome...a desire to assist<L> Give us some time here. We're in the middle of many things and one is laying the foundation to a new campaign.

I should add that with all the work that is still in progress, replaying the Campaigns etc.<imo> (I think Q would agree) will be important after the release of 3.2. Before that, testing is not worthless by any stretch but you can see what I mean; it will not be complete.

Your ideas and observations are important. If I may, keep your efforts together and we can address them in the near future.

Btw, I like the commandeering the caravan idea. I have no idea, not being a programmer, what it would take to implement but on down the road many things will be possible in H5.5 that were not in the vanilla.

Cheers Mort


Yeah I'd be happy to beta test. I was working my way through the campaign anyway when I stumbled across this mod so I decided to give it a try. I don't mind just watching the AI and critiquing whether or not it seems to be making smart decisions, artificial intelligence is something that interests me.

I agree with PyroStock's post above, the AI could do with a discount on the harder levels for now at least. Other games with better AI than the standard Heroes AI still give the AI some advantages on the harder difficulty levels to give veteran players enough of a challenge.

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted October 20, 2011 06:46 PM

Quote:
I agree with PyroStock's post above, the AI could do with a discount on the harder levels for now at least. Other games with better AI than the standard Heroes AI still give the AI some advantages on the harder difficulty levels to give veteran players enough of a challenge.


I want to make clear, that I'm not disagreeing with you guys, I just think it is too early to tell. I am not sure yet and there's more to come that's not been tested. Some maps are very hard, so <IMO> the maps that are played are very important. i.e I played Q's Icy Def v3 as Player-1 and held off the Dungeon that came up from the south portal but had no chance against the Necro that crashed the NE gate. I was playing on Hard/Hard and no BGs. If I had been "maxed out on all settings... things would have went downhill much faster

We will have other factors to test. Q is about half-way through the SES. I think it will be important to test 3.2 first. I don't know how you guys are seeing your maps, but it appears I will need to retest all of my best and adjust for several reasons. (waiting to Edit after 3.2)

About the campaign maps. I would imagine (as they are) they would logically be some of the weakest now, since usually campaigns are not about brilliant map-making but about scripts that create exact situations.

One last thought; I believe the A.I. is being developed in a unigue way where all forms of cheats will be absent. Exactly what that means in the end I don't know since that's Q's domain but I do know that he's making an A.I. that is on totally new ground and it's yet "in the works".
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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted October 20, 2011 10:38 PM

Markkur is technically right. Cheers, very good explanation.

But I think it's time to make an exception. Your are most likely younger than us and it's time for a bit of fun. The latest update contains a slider to set an optional AI rush discount for a limited number of days. Keep in mind, while this cheat was buried in the code previously, now the AI does know how to make use of the extra income.

The AI's aggressivity has also been turned up for the aggressive AI type.

---

Current stable build:
3.1j public release (10.6 MB)

Project website:
Heroes 5.5 - Eternal Essence

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted October 21, 2011 06:47 PM

Quote:
The AI's aggressivity has also been turned up for the aggressive AI type.


Good idea. Ever since Town Portal has came roaring-back I've been in "accumulate massive army mode" because the A.I. is looping back to it's towns.

I have a wish-list issue for the SES. The A.I. needs some sort of "Check" in regards to artifacts and movement.

I was testing fulano's new map Allanon's Alcove (3vs3) We had an A.I. faction on our side that did not play a role because it acquired the Water-walk-Boots but did not equip them and they were needed to leave the faction's starting area.  

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rpgyay
rpgyay


Known Hero
posted October 21, 2011 09:34 PM

I did see the AI equipped with the "Wings of Angel" (though I didn't confirm it was able to take full advantage of it) so maybe it had already equipped something else.

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PyroStock
PyroStock


Adventuring Hero
posted October 21, 2011 10:05 PM
Edited by PyroStock at 22:25, 21 Oct 2011.

Quote:
I have a wish-list issue for the SES. The A.I. needs some sort of "Check" in regards to artifacts and movement.

I was testing fulano's new map Allanon's Alcove (3vs3) We had an A.I. faction on our side that did not play a role because it acquired the Water-walk-Boots but did not equip them and they were needed to leave the faction's starting area.  



I posted on a similar topic/request awhile back after defeating a high level AI hero once.  I saw that hero in the tavern equipped with a wand of fireball, while his Staff of the Netherworld () sat in his backpack.  

I was in a 1.14i hard game on a custom map where 2 AIs promptly ganged up on me and killed me in week2 and in that scenario I agree the AIs needed no discounts. However, in huge/impossible maps with strong+ neutral zone guards where the AI cannot reach me so quickly the discounts are fine IMO.

Excited about 3.1j!
____________

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted October 22, 2011 12:10 AM

Quote:
I was in a 1.14i hard game on a custom map where 2 AIs promptly ganged up on me and killed me in week2 and in that scenario I agree the AIs needed no discounts. However, in huge/impossible maps with strong+ neutral zone guards where the AI cannot reach me so quickly the discounts are fine IMO.


Q has already granted your wish<L>

It really would be difficult I think to "set" everything. With the huge array of possiblities with mapping, it's the ol' medicine and poisen issue

Quote:
Excited about 3.1j!


Me too. The latest strides are very long ones. I've not been able to fire-up yet. I've been working on a related area of our game.

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