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Thread: ~ Heroes 6 - Public Closed Beta Impressions | This thread is pages long: 1 10 ... 20 21 22 23 24 ... 30 33 · «PREV / NEXT» |
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Cepheus
Honorable
Legendary Hero
Far-flung Keeper
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posted July 07, 2011 08:52 PM |
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There are some very obvious and recurring problems with the AI and I'm doing my very best to push for them to be addressed. I think the developers may even underestimate the flaws. The more AI faults you can find and report, the better.
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"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII
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Jabanoss
Promising
Legendary Hero
Property of Nightterror™
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posted July 07, 2011 09:12 PM |
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The AI retreats a lot less then they did in H5, however it's still quite often.
But the most important improvement is that Enemy heroes have a lot more respect for stronger hostile heroes. For example, the Enemy does not very often endangering himself in the ways which they did in H5, like sending weak heroes close to your über-hero.
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"You turn me on Jaba"
- Meroe
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Zenofex
Responsible
Legendary Hero
Kreegan-atheist
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posted July 07, 2011 09:35 PM |
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Edited by Zenofex at 21:36, 07 Jul 2011.
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Yesterday a Normal AI on a map where I was testing a few things made a suicide attack against my capitol. Its army was marginally larger than the garrison (let's say 20-30% more powerful) and the hero was level 6 but it had no flyers and less shooters than me so ultimately the towers and the garrisoned shooters halved its army before it could bring down the gate and then its hero retreated. I suffered minor losses. Generally it was completely futile siege.
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mike80d
Famous Hero
Map Maker
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posted July 07, 2011 09:41 PM |
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Thanks. It's good to see AI feedback on here. Ultimately a good AI will do a lot more for the game than something like a town window.
One of the other issues in Homm5 was that seldom did the computer go after mines. Is this improved in Heroes 6 ? I'm just making a suggestion for something to look out for.
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Crayfish
Known Hero
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posted July 07, 2011 09:52 PM |
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Edited by Crayfish at 21:52, 07 Jul 2011.
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Wasn't that because the resource income of AI players in H5 was largely or completely unrelated to mines?
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Nelgirith
Promising
Supreme Hero
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posted July 07, 2011 10:10 PM |
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Well the AI mixes good and bad stuff. Among the bad stuff I noticed :
Siege defense :
1. if it has 2 melee stacks, it will send the weakest outside to get slaughtered while the second will just defend. Why sending the 1st out ?
2. if you kill the shooter stack that is in the central tower, the AI sends all its left-over stacks outside the fortifications.
3. if the AI has 2+ shooters stacks and you kill the one in the central tower, the 2nd stack will never move into the tower.
Healers :
If the AI has a big stack of healers and a big stack of shooter, you can trick it into wasting its healings. Use a weak attack first on the healers, then burn down the shooter stack. When it's the healers' turn to act, they'll heal themselves (even if they lost 5 hitpoints) instead of healing the shooters stack.
Sanctuary :
The AI doesn't seem to understand the concept of waterwalking. If you move your huge army towards a castle, the AI will hide inside. If you then move your hero on the water, the AI seems to think that you're away and then moves out, leaving the castle defenseless (or at least without hero)
Conversion :
When the AI captures a city or a fort, it immediately converts it, but it completely ignores dwellings conversion.
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Kitten
Known Hero
Roar
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posted July 07, 2011 10:16 PM |
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Edited by Kitten at 22:17, 07 Jul 2011.
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Quote: Well the AI mixes good and bad stuff. Among the bad stuff I noticed :
Siege defense :
1. if it has 2 melee stacks, it will send the weakest outside to get slaughtered while the second will just defend. Why sending the 1st out ?
2. if you kill the shooter stack that is in the central tower, the AI sends all its left-over stacks outside the fortifications.
3. if the AI has 2+ shooters stacks and you kill the one in the central tower, the 2nd stack will never move into the tower.
May I ask how you move in your shooter into the center tower after the previous creature died there?
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted July 07, 2011 10:16 PM |
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I guess this was said above, but let me emphasize the stupidity of this: If AI deems your army superior and decides fleeing is necessary, it doesn't wait to do this as long as possible in order to deal maximum damage to your army with what it has. It will perform one hero attack and then flee, loosing all it's forces with no use.
I really miss H3 AI that could actually be a nasty snow sometimes.
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What will happen now?
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Kitten
Known Hero
Roar
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posted July 07, 2011 10:34 PM |
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I found another bug. I duplicated my 65 Panther Warrior and 23 Enraged Cyclops. I was moving over troops, first the Panther, then Cyclops but missed to place it right and somehow both heroes only had those stacks. After exit the window the original hero had same stack while my empty hero had 23 of the Enraged Cyclops and 65 Panther Warriors =/
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seddy
Known Hero
Spinner of delicious cupcakes
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posted July 07, 2011 10:36 PM |
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You don't lose all your forces from fleeing, you lose 25%. Try fleeing yourself once and see it.
Btw, what does the golden egg do?
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Zenofex
Responsible
Legendary Hero
Kreegan-atheist
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posted July 07, 2011 10:56 PM |
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Edited by Zenofex at 22:57, 07 Jul 2011.
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Quote: Btw, what does the golden egg do?
I think a Golden Goose hatches from it after a while. No, seriously! I found it and after staring at it and clicking on it in the inventory for some time just to check if it work like Aladdin's lamp, I just gave it the deserved "To hell with you" and left it there. When I checked the inventory after a few turns for a completely different reason, the egg was not longer there and instead of it there was a Golden Goose giving +2000 gold per day.
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Zeki
Supreme Hero
sup
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posted July 07, 2011 10:58 PM |
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Quote: Conversion :
When the AI captures a city or a fort, it immediately converts it, but it completely ignores dwellings conversion.
When playing against normal inferno ki it always converted city or forts immediately and all the dwelling at the next day, so no problem there.
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Kitten
Known Hero
Roar
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posted July 08, 2011 09:20 AM |
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Edited by Kitten at 09:26, 08 Jul 2011.
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I have play tested with lvl 1 hero, tactic ability. Each faction gets same amount of units, unupgraded+upgraded and no hero strike and no faction ability allowed.
Best Cores
Necropolis
Haven
Inferno
Sanctuary
Stronghold
So despite no healing from necropolis they still won vs everyone else.
Their Spectre is probably the best core in the game. The Ravenous Ghoul is also very good, high HP, high dmg, good enough movement and very bulky.
Inferno is also very good, maybe better than Haven too as they won 2 out of 5 battles vs Haven. Lilim and Succubus are very good. Demented is your first target or it will get too strong as the battle goes on. With that in mind, Cerberus and Hell Hound got unlimited retaliation, which will kill everything in late battle if their stack is still high.
Best Elite
Sanctuary
Haven
Stronghold
Necropolis
Inferno
Best Elite after fixing bugged abilities
Haven
Sanctuary
Stronghold
Necropolis
Inferno
Best Champion
Sanctuary (only if able to exploit Sacred Kirin mist, needs two of them or get moral)
Stronghold
Inferno
Necropolis
Haven
Best Champion full team ( in a battle with all 7 units)
Inferno ( their revenge retaliate makes you think twice on who should attack it)
Stronghold
Necropolis
Haven
Sanctuary (low HP, dmg, def and M.def with not so useful ability)
Best units overrall ( faction with all 7 units vs other faction)
??? Remember this is without hero or faction ability. So no spells or anything. But units like Spectre, Ghost, Vestal and any other spell caster may cast spells.
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Zenofex
Responsible
Legendary Hero
Kreegan-atheist
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posted July 08, 2011 09:34 AM |
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Edited by Zenofex at 09:36, 08 Jul 2011.
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Well, obviously such a comparison isn't very useful as the faction abilities (the correctly working ones that is) make quite a difference.
And Stronghold having weak Cores? What the hell?!!
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Kitten
Known Hero
Roar
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posted July 08, 2011 09:39 AM |
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Edited by Kitten at 09:41, 08 Jul 2011.
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Quote: Well, obviously such a comparison isn't very useful as the faction abilities (the correctly working ones that is) make quite a difference.
And Stronghold having weak Cores? What the hell?!!
Yeah but I wanted to be more fair and just about units. some faction abilites only works on Core (all but Sanctuary) unless it lvls up somehow ( I don't know how)
compared to other units, yes =/ the goblins are neglectable. Crusher and Fury are the only good ones. If they go down (which is the prime target) the leftover just can't compare much to other units =/
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Zenofex
Responsible
Legendary Hero
Kreegan-atheist
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posted July 08, 2011 09:49 AM |
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If the racials and other skills are being applied, the above ranking is very likely to change drastically. Obviously you haven't see what the Stronghold Cores can do when they are properly buffed.
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Zenofex
Responsible
Legendary Hero
Kreegan-atheist
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posted July 08, 2011 12:17 PM |
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Some additional bugs:
- The Centaur Marauder's ability which makes it automatically attack creatures entering the area around the stack sometimes does not trigger. I was fighting some neutral Jaguar Warriors and one of them came 3 squares away from the Centaurs without being shot.
- If a Centaur Marauder is given a second action through positive morale, it is not allowed to attack, only to move. I suppose this is related to its skill that allows second action during the same round.
- Lilim's Enthrall sometimes does not get dispelled if the affected stack is harmed.
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radar
Responsible
Legendary Hero
Castle/Haven player
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posted July 08, 2011 12:43 PM |
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Quote:
Inferno is also very good, maybe better than Haven too as they won 2 out of 5 battles vs Haven.
Your logic strikes me.
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radar
Responsible
Legendary Hero
Castle/Haven player
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posted July 08, 2011 12:47 PM |
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Also, have you guys noticed that Hard isn't hard at all? AI doesn't even build champion dwellings. If not on hard, on what difficulty level are they supposed to do that? The creeps aren't that much challenging either.
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Kitten
Known Hero
Roar
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posted July 08, 2011 01:22 PM |
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The Imprevious to pain ability keeps your Cyclops safe after battle even if the stack should have been killed. Like your stack of 10 Cyclops/Enraged Cyclops suffers damage that would kill them but then the battle finishes before it's the Cyclops turn, you will keep those 10
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