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thGryphn
Promising
Famous Hero
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posted June 14, 2016 05:09 PM |
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Is it possible to restrict the Huts so they don't teach new skills but can only improve upon existing ones?
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted June 14, 2016 06:04 PM |
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Gidoza
Famous Hero
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posted June 14, 2016 06:17 PM |
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magnomagus said: The battle site counters are different in H5.5, for the enemy it is only 7 days, for yourself it is 2 months.
I know the Ai visits them, because i tested it with a tracker.
Could you elaborate on this? You mean if an AI visits a battle site, it regenerates in 7 days? (And thus, this is why I seem to be able to touch them all when I visit an AI's territory?)
If this is the case, it may explain some of the odd behavior I've been seeing. I often see an AI Hero walk around his territory, do stuff, then get on a boat or road to head somewhere else (e.g. to attack). Then, 95% of the time, the Hero ends up back at home again within a couple turns and ultimately never really goes anywhere except his own doorstep. If the Battle Sites are regenerating on a weekly basis, then the AI is "finding stuff to do" at home, turning around, walking back, and then never being offensive. I have no means to test this right now, but I'm curious how global AI behavior would function if the timer for AI battle sites were increased (I don't see why it needs to be so low, anyways - and btw I appreciate that it's 2 months for players because that seems more reasonable than the original 1 month).
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted June 14, 2016 06:25 PM |
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@Gidoza, what Magno wants to tell you is that the player who visits site A will be able to visit it again in 2 months, while all other players who has not yet cleared it will have the opportunity to do it only 2 weeks after player A has done it.
I believe this is done so players who are a bit behind can catch up later with development.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted June 14, 2016 06:45 PM |
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..you mean only 1 week after player A has done it.
It was done to encourage exploration and prevent the unimmersive bank mining from H3.
This has no influence on AI behavior whatsoever.
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Skeggy
Promising
Famous Hero
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posted June 14, 2016 09:12 PM |
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A few thoughts on a new addressing of frenzy spell. Since it’s going to be casted on friendly creatures and will take 2 turns, I suppose it is logical to assume it will have great attack increase accompanied with low reduction of defense?
Perhaps spell should be redefined as only increase of speed (by +2 for instance), to be analogue to teleportation?
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Mario
Known Hero
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posted June 14, 2016 10:14 PM |
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@ mircu
Thanks for your answer
I'm sorry that I do not answer but I was very busy.
I use thGryphn's skillwheell ofc.
Better to wait with the translation skillwheel as far as a version RC8 will appear.
At the moment some artefacts are not translated (names or descriptions, sometimes both).
I suggest you create a new thread in the subject Heroes 5.5 as was done for the Czech translation
PS.
Do you know the way to the Polish language in campaigns Toe and Hof (even cut-scenes are in English)?
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Elessar
Adventuring Hero
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posted June 15, 2016 12:47 AM |
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Edited by Elessar at 00:53, 15 Jun 2016.
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AI issues...
Gidoza said:
magnomagus said: The battle site counters are different in H5.5, for the enemy it is only 7 days, for yourself it is 2 months.
I know the Ai visits them, because i tested it with a tracker.
Could you elaborate on this? You mean if an AI visits a battle site, it regenerates in 7 days? (And thus, this is why I seem to be able to touch them all when I visit an AI's territory?)
If this is the case, it may explain some of the odd behavior I've been seeing. I often see an AI Hero walk around his territory, do stuff, then get on a boat or road to head somewhere else (e.g. to attack). Then, 95% of the time, the Hero ends up back at home again within a couple turns and ultimately never really goes anywhere except his own doorstep. If the Battle Sites are regenerating on a weekly basis, then the AI is "finding stuff to do" at home, turning around, walking back, and then never being offensive. I have no means to test this right now, but I'm curious how global AI behavior would function if the timer for AI battle sites were increased (I don't see why it needs to be so low, anyways - and btw I appreciate that it's 2 months for players because that seems more reasonable than the original 1 month).
For me it is infinity (i.e. never regenerates). Which is fine by me since it cuts down on the artifact spam.
Alas, the AI is a beta, and plays like it; it is very much a homebody (at least with respect to its main), tho occasionally the main will go on raids. From what I've seen it has a Homer Simpson level attention span; my hunch, as the semi-amateur programmer than I am, is it has some random number generators determining where it goes each turn, but they are re-rolled each turn, which means if it is 7 turns to high priority location X (I believe that each object and location are given a priority rating at the start of its turn, adjusted for distance, natch), its chance of actually getting there in 7 turns is pretty low (might require the equivalent of 7 heads in a row, one "tails" and back it goes the other way. 1/2 * 1/2 etc. 7 times = 1/128). In other words, any "Ooh shiny!" moment during that entire sequence (i.e. another object gets high priority, plus the right roll on the random device) means its raid is aborted.
In the meantime a new week comes along, and now its top priority is to go back home to buy more troops (vs. invade), rinse, repeat. I've seen on turn reloads it indeed "roll" to go in the other direction than the one it went the first time.
Note in that narrow respect protecting its home cities is usually a good idea, and a definite improvement on what the default AI would do (one game all 7 enemy AI's had swapped home centers!), but it means for a human you can typically spend a lot of time exploring and raiding and gathering treasure and items without much fear of enemy mains taking your core towns.
I dunno if that Quantomas guy can save longer-term goals between AI turns, we shall see...
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted June 15, 2016 01:01 AM |
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If the buildings don't regenerate there is something seriously wrong with your game, use console command @H55_WTF();
The AI is not based on a random number generator, read this:
http://www.bonddisc.com/ref/h5/ai.htm
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Gidoza
Famous Hero
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posted June 15, 2016 01:51 AM |
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magnomagus said: ..you mean only 1 week after player A has done it.
It was done to encourage exploration and prevent the unimmersive bank mining from H3.
This has no influence on AI behavior whatsoever.
Allright, I get it - then why would an AI consistently never go about exploring and keep walking home all the time...?
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etore
Adventuring Hero
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posted June 15, 2016 05:31 AM |
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I'm playing "In search of power" scenario map and every time one AI hero move to an building that allows a contract I receive the message "The owner of this building offers you a supply contract..." (during the AI turn).
I restarted the map and it happened again on day one.
I saw this behavior on the "Hot pursuit" map too.
5.57a with thGryphn SkillWheel (last version), no other modifications.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted June 15, 2016 06:38 AM |
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@Gidoza: I don't know why that happens on a particular map, I have no access to the source code. I wouldn't worry too much about what the AI is doing, the important thing is that it puts up a good fight and I have never encountered a problem with that.
@etore: Thanks, i found it, issue with map setup for those maps, i think it is fixable.
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Mario
Known Hero
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posted June 15, 2016 09:40 AM |
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Something about AI - could somebody see the situation, that the enemy hero was escaping from the battlefield? I could never see. In heroes 3 it was hard to kill the enemy hero and to seize his artifacts, because he often escaped (at the appropriate time) from the battlefield .
In heroes 5.5 enemy hero with a few mages attacking my 50 dragon standing on the adjacent field. He does not run away although has some good artifacts and a high level of hero.
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strigvir
Adventuring Hero
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posted June 15, 2016 11:49 AM |
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Mario said: Something about AI - could somebody see the situation, that the enemy hero was escaping from the battlefield? I could never see. In heroes 3 it was hard to kill the enemy hero and to seize his artifacts, because he often escaped (at the appropriate time) from the battlefield .
In heroes 5.5 enemy hero with a few mages attacking my 50 dragon standing on the adjacent field. He does not run away although has some good artifacts and a high level of hero.
What difficulty are you playing at? In my games I have to use shackles against enemy heroes so they won't retreat.
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Mario
Known Hero
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posted June 15, 2016 12:22 PM |
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strigvir said:
Mario said: Something about AI - could somebody see the situation, that the enemy hero was escaping from the battlefield? I could never see. In heroes 3 it was hard to kill the enemy hero and to seize his artifacts, because he often escaped (at the appropriate time) from the battlefield .
In heroes 5.5 enemy hero with a few mages attacking my 50 dragon standing on the adjacent field. He does not run away although has some good artifacts and a high level of hero.
What difficulty are you playing at? In my games I have to use shackles against enemy heroes so they won't retreat.
I play on hard difficulty. I don't use shackles and enemy hero never retreat even he is in the face of certain defeat.
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etore
Adventuring Hero
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posted June 15, 2016 03:22 PM |
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Mario said: I play on hard difficulty... I don't use shackles and enemy hero never retreat even he is in the face of certain defeat.
I play on hard too and enemy heroes never retreated.
But I always leave AI on aggressive, perhaps setting AI to defensive will change its behavior.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted June 15, 2016 04:09 PM |
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Gidoza
Famous Hero
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posted June 15, 2016 04:14 PM |
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magnomagus said: @Gidoza: I don't know why that happens on a particular map, I have no access to the source code. I wouldn't worry too much about what the AI is doing, the important thing is that it puts up a good fight and I have never encountered a problem with that.
I don't know - I'm still pretty unconvinced about this statement. Especially when a computer isn't exploring/getting out there, it means that it isn't hitting more Battle Sites (in particular), giving it less experience; it wastes considerable time when walking around; and I've never found the combat AI to be particularly brilliant. The result is that I fairly typically have a level 30+ Hero against an enemy level 20 Hero who likes to cast Slow every round on one of my shooters and not much else, and I can use a single army to pulverize at least 4 different opponents that have numbers 50% or more my size EACH and still have troops left over in the end. I guess my issue putting it another way is that when it comes to the AI's "putting up a good fight," I have ALWAYS encountered a problem with that.
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Forsberg
Adventuring Hero
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posted June 15, 2016 04:33 PM |
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Is there way to destroy city or lower its level?
I get annoyed by playing in casual mode and coming enemy, taking my city and morphing it into own type. It is not possible to get ~100 000 gold and other resources just to spend on town's converting.
I would like to enter enemy castle and either destroy it or lower its level to slow down enemy. I think it (lowering level) would be quite good option to think about.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted June 15, 2016 04:49 PM |
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@Gidoza: I have not experienced that on RMG maps, but if you are talking about the map you send me for testing, that map has a much higher object density than the game is designed for. The default object density is around ~8 tiles between objects of interest, the AI might have issues with that.
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