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Thread: Human AI mod for ERA | This thread is pages long: 1 2 3 · NEXT» |
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EEAmeranth
Tavern Dweller
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posted February 02, 2022 04:49 AM |
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Human AI mod for ERA3
Human AI mod
Built on ERA3
[url=https://drive.google.com/file/d/1NOS0PfuRmgEy8QXkUxeUCVIl93iFku33/view?usp=sharing]Download Human AI[/url]
I don't know why this URL tag is not working please let me know if you know why
Until it's fixed, this is the plain download link:
https://drive.google.com/file/d/1NOS0PfuRmgEy8QXkUxeUCVIl93iFku33/view?usp=sharing
Human AI is my attempt at making games vs. AI more interesting. Inspired by Conquistador, Human AI aims to make AI opponents more challenging by helping them mimic tactics/advantages that a human player has.
Additionally, Human AI can also grant the AI configurable "cheated" advantages, if you wish. Most of these are similar to those available in Conquistador, because Conquistador is incompatible with a few of Human AI's features.
Note that I am not a competitive player of HoMM3, so it's possible that my idea of "better" tactics is not objectively true.
Additionally, while this mod does work with commanders, it does not tweak the AI's use of them.
All of these features can be enabled/disabled/configured in the provided .ini file, located at "<Install dir>/Mods/AMER_HumanAI/AMER_HumanAI.ini".
Some features may have incompatibility with some custom maps/Conquistador.
Features:
AI "thinking" radius can be adjusted, by default it is raised to match SoD.
AI emulates necromancy. It is normally bugged and does nearly nothing for AI. With this active you'll see AI heroes with hundreds of skeletons very commonly (or liches, if you give them CotUK...).
AI emulates Demon farming with Pit Lords. This doesn't usually make a difference until the late-game, but it can become truly fearsome.
AI recovers most losses from AI battles, which simulates how a player uses low-cost 1-stacks while fighting neutrals. Normally AI bleeds massive numbers of units as it fights neutral stacks.
AI simulates human secondary skill choices, by replacing AI's "bad" choices. No more Eagle Eye/Estates/Scholar/etc. main heroes.
AI replaces "bad" heroes with "good" ones on first day, and tries to prevent hiring more "bad" ones.
This feature is incompatible with custom scenarios that want the AI to have specific heroes and Conquistador, because it also changes AI heroes.
AI hires more heroes than normal, bypassing the normal limits to a desired amount (default 6). No longer will AI be unable to hire any heroes due to the map limit being reached!
This feature is incompatible with custom scenarios that want the AI to have specific heroes and Conquistador, because it also changes AI heroes.
AI consolidates its troops onto its two highest-level heroes, when their heroes are hidden by fog of war. This is huge, as AI won't squander their precious high-tier troops on hopeless scouts.
This feature is incompatible with custom scenarios that want the AI to have specific armies.
AI consolidates artifacts onto its two highest-level heroes, builds artifact combos(!), and uses some logic to decide which artifacts they should equip.
AI "Cheats" (Also configurable in AMER_HumanAI.ini file):
Note that some of these are enabled by default, with what I feel are relatively conservative values.
AI gets additional gold each day.
AI gets additional resources each day.
AI gains a perecent of its experience each day.
AI gets Town Portal at a specific hero level.
AI gets Fly at a specific hero level.
AI mana is refilled at the end of their turn.
Neutral creature stacks grow each week.
Screenshots:
AI emulates necromancy.
AI emulates Demon farming.
AI recovers most losses.
AI simulates human secondary skill choices.
AI replaces "bad" heroes with "good" ones.
AI hires more heroes than normal.
AI consolidates its troops.
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NimoStar
Responsible
Legendary Hero
Modding the Unmoddable
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posted February 02, 2022 05:45 AM |
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Interesting but I guess the necromancy is "cheated in" with free skeletons after battles or something, right? Same with demons? They aren't actually using it, it's a cheat-simulation, isn't it?
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EEAmeranth
Tavern Dweller
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posted February 02, 2022 05:47 AM |
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That's correct, it's an emulation of how it might work for a human. However the amount raised by necro is correct (should be), and the demons raised is a correct function of Pit Lords and HP of units sacrificed.
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phe
Famous Hero
Life and Freedom
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posted February 02, 2022 07:53 AM |
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Edited by phe at 07:57, 02 Feb 2022.
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Demons' rising after battle would be nice anyway however should cost some movement points as well as necromancy and resurrection...
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RerryR
Promising
Supreme Hero
Researching Magic
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posted February 02, 2022 08:16 AM |
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Edited by RerryR at 11:00, 02 Feb 2022.
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Nice, a couple of interesting scripts. Need to take a closer look.
EEAmeranth check your HC Message Inbox
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EEAmeranth
Tavern Dweller
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posted February 02, 2022 08:28 AM |
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phe said: Demons' rising after battle would be nice anyway however should cost some movement points as well as necromancy and resurrection...
I could pretty easily add a config for it, if it's something you'd really love to have.
That being said, Necro doesn't cost humans any movement, so why it should cost the AI? Same with demon farming- though the argument could be made that demon farming is a higher skill-cap and time-intensive process.
Oh- it's worth noting that the Necro .ini setting is a percentage of "normal" necro, so if it feels like it's getting too strong it'd be simple to adjust it down (or up!).
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phe
Famous Hero
Life and Freedom
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posted February 02, 2022 10:14 AM |
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Edited by phe at 12:44, 02 Feb 2022.
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EEAmeranth said:
phe said: Demons' rising after battle would be nice anyway however should cost some movement points as well as necromancy and resurrection...
I could pretty easily add a config for it, if it's something you'd really love to have.
That being said, Necro doesn't cost humans any movement, so why it should cost the AI? Same with demon farming- though the argument could be made that demon farming is a higher skill-cap and time-intensive process.
Oh- it's worth noting that the Necro .ini setting is a percentage of "normal" necro, so if it feels like it's getting too strong it'd be simple to adjust it down (or up!).
cant wait for this config...
demon farming is one turn thing so let say 1/100 of total movement point cost...
if necromancy costs movement points there should be a question just after battle if to use necromancy or go further without rasing undeads nor movement cost...
maybe option of raising just a part of possible undeads if you need to get somewhere this turn...
for resurrection each turn of resurection after battle could cost 1/100 of total movement points...
is it possible to make battles cost movement points? let say 1/100 of total movement points for each round of battle?
I meant movement cost for both human and AI...
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EEAmeranth
Tavern Dweller
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posted February 02, 2022 11:13 AM |
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Ah, I did not realize you were thinking of a sort of necro/demon farm overhaul for both AI and human.
I think that would be out of the scope of this mod, which is focused on the AI and existing Heroes3 concepts.
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BrandochDaha
Hired Hero
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posted February 02, 2022 12:54 PM |
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Excellent mod idea, will definitely check this out!
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daemon_n
Known Hero
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posted February 02, 2022 01:20 PM |
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Hi!
Looked up your code. Nice organized and readable, and still could be much improved, i mean have you heard about ERA ERM FrameWork?
I also offer you to join to ERA Discord server and post your mod there too.
Because you have a good code i would offer to learn you some useful stuff and ask to help improve some wog scripts, which allows you to code much faster and more efficient. Anyway thanks for you contribute into ERA modding. Probably i will include your mode into assembly
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Ghost
Undefeatable Hero
Therefore I am
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posted February 02, 2022 01:27 PM |
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Calh should be Fire skill, when an example 10 knowledge vs 4 knowledge, you cast a Berserk, 4 knowledge shouldn't cast a Cure or Dispel. But if SS was a random choice, so very good, even if Inferno needs the spirit of the game, but HoMM gaven't him. Then troop-lookings are hard or raw. But I never tried it MOD. Remember this SS, etc are only alternative, because we can't create better AI. Example of First Aid, Mysticism, Learning. If starting a few of Peasants and Quest Guard says 500 Exp. Point. AI never waited for Zounds of Peasants. When isn't chess engine. Thus a good alternative SS, etc But some could use a AI abuse, then his/her MOD isn't. This MOD purposes funny.
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Fight MWMs - stand teach
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elmore
Hired Hero
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posted February 02, 2022 03:58 PM |
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daemon_n said:
I also offer you to join to ERA Discord server and post your mod there too.
Link in signature
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https://discord.gg/bvfJGZe
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Liso1
Known Hero
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posted February 02, 2022 04:23 PM |
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aldzzzv2
Hired Hero
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posted February 02, 2022 11:52 PM |
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how does this differ from the difficulty mod?
i mean, reading through this, there were a number of similarities.
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EEAmeranth
Tavern Dweller
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posted February 03, 2022 12:07 AM |
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daemon_n said:
Looked up your code. Nice organized and readable, and still could be much improved, i mean have you heard about ERA ERM FrameWork?
Thank you! I have only been working with ERA for about 3 weeks, so I am still very new to it, and even newer to the modding community; I thought ERA ERM FrameWork is ERA, is it something separate?
daemon_n said:
I also offer you to join to ERA Discord server and post your mod there too.
Thank you, I have joined the Discord and will do that
daemon_n said:
Because you have a good code i would offer to learn you some useful stuff and ask to help improve some wog scripts, which allows you to code much faster and more efficient. Anyway thanks for you contribute into ERA modding. Probably i will include your mode into assembly
I would be honored, thank you again
Ghost said: Calh should be Fire skill...
Apologies, I don't quite understand what you're saying. Perhaps you're saying that this mod doesn't work well in all custom scenarios? I agree at that point, it's mostly made for random maps.
Liso1 said: It works well
Thank you, and thanks for the video!
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EEAmeranth
Tavern Dweller
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posted February 03, 2022 12:38 AM |
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aldzzzv2 said: how does this differ from the difficulty mod?
i mean, reading through this, there were a number of similarities.
I'm sorry to say that I didn't know about the Difficulty Mod beforehand, so I'm not familiar with its features. After googling and glancing through the Difficulty Mod, it looks like these are unique to Human AI:
- Necro
- Demon Farming
- Troop consolidating
- Secondary Skills
- AI hires more heroes
- AI replaces heroes
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Ghost
Undefeatable Hero
Therefore I am
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posted February 03, 2022 04:27 AM |
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EEA! I meant Calh must have Fire skill. I don't know how sign language translate to English. Now's simple. No my style. I'm sorry.
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Fight MWMs - stand teach
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aldzzzv2
Hired Hero
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posted February 03, 2022 07:11 AM |
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EEAmeranth said:
aldzzzv2 said: how does this differ from the difficulty mod?
i mean, reading through this, there were a number of similarities.
I'm sorry to say that I didn't know about the Difficulty Mod beforehand, so I'm not familiar with its features. After googling and glancing through the Difficulty Mod, it looks like these are unique to Human AI:
- Necro
- Demon Farming
- Troop consolidating
- Secondary Skills
- AI hires more heroes
- AI replaces heroes
ahh, thanks! i understand better now. and certainly interesting to have two difficulty options.
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phe
Famous Hero
Life and Freedom
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posted February 03, 2022 10:14 AM |
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impossible to replace AI entirely?
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EEAmeranth
Tavern Dweller
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posted February 03, 2022 11:54 AM |
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Probably with a lot of work and .exe editing, but I am not experienced enough to know for certain.
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