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Djangoo
Adventuring Hero
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posted October 09, 2018 11:06 PM |
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Edited by Djangoo at 23:19, 09 Oct 2018.
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Cove AI build order broken?
Anyone else noticed that Cove AI often plays particularly bad?
Heres an example out of a game on a random template where I skipped turns to see how the AI is doing.
7 Weeks in and 114k and tons of resources in the bank, Cove still refuses to build Tier3 and Tier7 building?? This happened to me a lot of times when I took Cove towns from the AI. All other towns have their creature buildings built if they have the resources.
Also I feel that if you select Cove as starting town, the AI tends to split their units even more than they usually do, but that might just be me.
What I can confirm is that in several games Cove did not built their creatures even if they had the resources.
The Cove AI was "Explorer".
Any adive how to fix? Do I have to set the AI to "Builder" to make Cove build creatures?
The second town was fully built btw.
I play with my own changes but I have not fondled with AI (apart from changing spell value and agression value of hero classes; I wish I could do more ;D ) so I dont think that is the issue.
Wish I would know more about the AI and what triggers them to refrain from building buildings for example. If its just the resources I can give Cove more cheeats.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted October 09, 2018 11:22 PM |
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Djangoo
Adventuring Hero
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posted October 10, 2018 07:37 AM |
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Edited by Djangoo at 13:44, 10 Oct 2018.
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It was impossible difficulty and all other towns were fully built.
But maybe the town was somehow blocked by stack and AI only got iT recently (was not starting town,but very close to) . Very unlikely but I have to admit, I can not rule this out.
I try to do some testing later on custom made scenario to check build order.
edit: cannot reproduce
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bloodsucker
Legendary Hero
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posted October 10, 2018 01:48 PM |
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As a matter of fact that happens to me frequently but rarely with Cove.
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Djangoo
Adventuring Hero
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posted October 11, 2018 08:19 AM |
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bloodsucker said: As a matter of fact that happens to me frequently but rarely with Cove.
Yes that is my experience too, frequently but rarely is better fitting for this AI behaviour,
Interesting to know it happened to s.o. else.
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted October 22, 2018 05:26 PM |
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I have done some tests putting AI VS AI, all towns VS all towns, in a small balanced map.
Cove did remarkably bad and the worst of all 10 towns. I don't think AI actually knows how to fight with Cove… (It did the best with Dungeon and Conflux)
When I play Cove myself, I find it superstrong though.
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bloodsucker
Legendary Hero
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posted October 22, 2018 07:49 PM |
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They like it that way... Have you noticed how the button to toggle between range and melee fits the Corsairs and Sea Dogs? They are the only ranged troop with No Retaliation, so now they are a mix of low level Titan and Naga.
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted October 22, 2018 09:34 PM |
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Who are they?
Yeah it fits pretty well, I still think it's pretty weird for a ranged unit to have no retaliation, but at least it's not as OP as "Ranged Death Stare".
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bloodsucker
Legendary Hero
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posted October 23, 2018 01:16 AM |
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Because you didn't tested it. They do much more damage, at least if you have both Offense and Archery. Okay that they lose a turn running away after the attack but it compensates and allows for other exploits.
If you have Slow and enough of them it's an all new trick.
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phoenix4ever
Legendary Hero
Heroes is love, Heroes is life
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posted October 23, 2018 08:05 AM |
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Well the topic is about Cove AI and I can conclude AI plays the worst with Cove...
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Rakso
Adventuring Hero
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posted November 12, 2018 03:28 PM |
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Salamandre said: Maybe you selected low difficulty?
Do these rules are equal for Horn of the Abyss?
Impossible Difficulty
* Individual Computer Players won't hire heroes is they already have six or more.
* Computer Players as a whole will not hire Heroes if they have 20 or more among them.
- This one sucks to me. Does that mean, that if I'm making a map I can't make an AI replace it's dead heroes by new ones from tavern or by rebuying the retreated ones as long there are 20 heroes on the map still standing in total?
The rule doesn't seem to affect prison heroes unlocking tho(maybe that's why AI is limited to above).
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avatar
Promising
Supreme Hero
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posted November 12, 2018 04:01 PM |
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Suck because you tried this solution by yourself or suck because you think it sucks without practical checking?
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Rakso
Adventuring Hero
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posted November 12, 2018 04:21 PM |
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avatar said: Suck because you tried this solution by yourself or suck because you think it sucks without practical checking?
I've implemented this on my map, beacuse I thought it's a great option for a mechanism I was up to use over it, but now I'm putting it onto consideration depending of that if it works on HotA or not at all. If anyone's provide me correct informations about that case in the nearest close future I won't be in need to waste my time on verify that myself and I'll be on my way of creating a new solution plan idea.
Also I think it sucks as it sounds in the overall, beacuse 20 heroes AI limit for map limits it in mobility, and even if heroes are 20 in total, that doesn't means AI is capable of being 2,5 ahead of a player and pose a threat at all, but I'm aware that AI behavior changed on HotA into the better, so I'm curious of the replies.
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